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    Default Re: GitP Pathfinder Grab Bag Competition Competition XXVI: Pick a God and Pray

    Relicbound
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    "Restriction 666 released, Dimensional Interference Field Deployed! Blazblue, Activate!"
    ―Ragna saying the command word for his Azure Grimoire

    Clerics reflect on their deities teachings to unlock the backdoors in the universe, druids and ranger link themselves to the natural, paladins are so pure that they turn into personifications of good, and relicbound are either chosen by the gods or extremely lucky (depending on your faith).

    Relicbound are individuals who found, stole, or were given a tool of creation that manifests as a weapon. With the weapon in their grasp they can release the magic within to accomplish amazing feats, but most of their power is sealed away within the relic only to be unlocked through experience and true comprehension of reality.

    Interestingly, there are tales of relicbounds that use family heirlooms rather than deific tools though they seem extremely rare.

    Role: Relicbound are warriors, with the specifics of their combat styles being decided by what magical effects are sealed within their relic.

    Alignment: Relicbound can have any alignment, though often have alignments that match the deity that has true ownership of the relic.

    Hit Die: d10

    Starting Gold: As cleric.

    Class Skills
    The Relicbound's class skills (and the key ability for each skill) are acrobatics (Dex), climb (Str), craft (Int), diplomacy (Cha), fly (Dex), heal (Wis), intimidate (Cha), knowledge (History)(Int), knowledge (Local)(Int), knowledge (Religion)(Int), perception (Wis), perform (Cha), profession (Wis), stealth (Dex), survival (Wis), and use magic device (Cha).

    Skill Ranks per Level: 6 + Int modifier

    Relicbound
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Potential Strike
    1st
    +1
    +2
    +0
    +0
    Bonded Destiny, Enhanced Artifact +1, Relic, Scribe Sword, Unlock Magic 60 gp -
    2nd
    +2
    +3
    +0
    +0
    Brew Blade, Divine Strike 250 gp 1d6
    3rd
    +3
    +3
    +1
    +1
    Bonus Feat, Wondrous Weaponry 750 gp 1d6
    4th
    +4
    +4
    +1
    +1
    Enhanced Artifact +2 1,500 gp 1d6
    5th
    +5
    +4
    +1
    +1
    Unlock Greater Potential 2,625 gp 1d8
    6th
    +6/+1
    +5
    +2
    +2
    Recall Relic 4,000 gp 1d8
    7th
    +7/+2
    +5
    +2
    +2
    Bonus Feat, Quick Commands 5,875 gp 1d8
    8th
    +8/+3
    +6
    +2
    +2
    Enhanced Artifact +3 8,250 gp 2d6
    9th
    +9/+4
    +6
    +3
    +3
    Divine Spark 11,500 gp 2d6
    10th
    +10/+5
    +7
    +3
    +3
    Unlock Elements 15,500 gp 2d6
    11th
    +11/+6/+1
    +7
    +3
    +3
    Bonus Feat 20,500 gp 3d6
    12th
    +12/+7/+2
    +8
    +4
    +4
    Enhanced Artifact +4, Improved Recall Relic 27,000 gp 3d6
    13th
    +13/+8/+3
    +8
    +4
    +4
    Ego's Influence 35,000 gp 3d6
    14th
    +14/+9/+4
    +9
    +4
    +4
    Swift Commands 46,250 gp 4d6
    15th
    +15/+10/+5
    +9
    +5
    +5
    Bonus Feat 60,000 gp 4d6
    16th
    +16/+11/+6/+1
    +10
    +5
    +5
    Enhanced Artifact +5 78,750 gp 4d6
    17th
    +17/+12/+7/+2
    +10
    +5
    +5
    Ancient Assimilation 102,500 gp 6d6
    18th
    +18/+13/+8/+3
    +11
    +6
    +6
    Greater Recall Relic, Improved Divine Spark 132,500 gp 6d6
    19th
    +19/+14/+9/+4
    +11
    +6
    +6
    Bonus Feat, Innate Relic 171,250 gp 6d6
    20th
    +20/+15/+10/+5
    +12
    +6
    +6
    Ascended Armaments 220,000 gp 8d6

    Class Features
    All of the following are class features of the Relicbound.

    Weapon and Armor Proficiencies: Relicbound are proficient with all simple and martial weapons, either one exotic or improvised weapon of your choice. Relicbound are proficient with all armours and shield except for Tower Shields.

    Bonded Destiny (Ex): The relicbound is connected to the objects linked with a deity of the players choice, either by fate or coincidence, gaining a circumstance bonus equal to his class level to many skill checks when the check directly relates to an object that relates to the selected deity. The skills affected are Appraise, Disable Device, Perception, Sleight of Hand, Stealth, and Use Magic Device. Your relic was used by the deity you chose, and thus is affected by this ability.

    If you use an heirloom instead of divine tool, this instead applies to objects that relate to your family.

    Enhanced Artifact (Su): While you wield your relic, it gains a +1 enhancement bonus to attack and damage rolls, which increases by another +1 at fourth level and every four levels thereafter until the relic reaches +5 at 16th level. This ability is the only way a relic can gain a enhancement bonus to attack and damage rolls.

    If you are wielding a relic that is a projectile range weapon, you can produce mundane ammunition for it when you attack as a free action.

    Relic: You possess an object of your choice that you are proficient with and can wield as a Relic. This relic is masterwork in quality and is tied to the deity you selected for Bonded Destiny (or your family), which gives the relic a distinct appearance. This tie to a deity should be remembered when selecting what magic abilities to add to your relic to ensure that it fits a theme cohesively.

    A relicbound has an amount of non-existent wealth called Potential, acting as a separate wealth by level that can only be spent towards relicbound class features. Normal wealth by level can be added to potential by spending downtime towards researching the tied deity, introspection, training with the relic, learning about the history of the relic, etc. During these instances you can trade unspent Wealth by Level and unspent Potential with each other (At first level, the relicbounds WBL is 240 gp). Wealth by Level cannot exceed it's normal amount in this way.

    If a relic would be broken or destroyed it instead loses one of it's magical enchantments, relicbound's choice, and the gp value spent on that enchantment is added to your Potential. If the relic would be broken or destroyed when it has no magical enchantments, it simply doesn't break or be destroyed. A relic cannot be enchanted through Item Creation feats nor can it be made from Special Materials.

    If examined with magic, the relic counts as being a magic item of every school of magic.

    Scribe Sword: You can unlock one use effects within your relic, though they resist your use of them. This functions as the Scribe Scroll feat except; the gp cost comes from potential, and the spell is stored inside your relic instead of parchment. This still takes the same action to cast the spell from the scroll, but you must be wielding your relic. Only you may use the scrolls stored in your weapon. Once a scroll effect is used up, the amount of gp spent from it's creation is returned to your potential.

    Unlock Magic (Ex): A relicbound can slowly release the magic power sealed inside his relic to effectively enchant it. This functions like making magic items except that you can only enchant your relic, and you can only do it through Relicbound class features. When using a feature such as Scribe Sword, Brew Blade, or Wondrous Weaponry, you may use a Use Magic Device check rather than the normal skill check for placing the enchantment.

    For purposes of meeting item prerequisites, a relicbound's effective caster level equals his class level +2. If the item duplicates a spell effect, however, it uses the relicbound's actual level as its caster level. When using this, there is no cost modification for having multiple abilities on one object or for the enchantment requiring no body slot.

    Brew Blade: At second level, you can unlock one use effects within your relic that don't resist your use. This functions as the Brew Potion feat except; the gp cost comes from potential, and the spell is stored inside your relic instead of a liquid. This still takes a standard action to activate the potion effect as if drinking it, but you must be wielding your relic. Only you may use the potions stored in your weapon. Once a potion effect is used up, the amount of gp spent from it's creation is returned to your potential.

    Divine Strike (Su): Upon reaching second level, the power sealed inside your relic ensures you have a weapon at your side. When attacking with your relic, you can treat it's damage as being the strike damage from the table, rather than the amount of damage listed for the weapon. This means that by level 20, a longsword relic will be dealing 6d6 slashing damage rather than 1d8 slashing damage. The damage on the table shows the strike damage for weapons sized for medium creatures.

    Bonus Feat: At third level and every four levels thereafter you gain a bonus feat, that must be selected from those listed as combat feats, and you must meet it's prerequisites.

    Wondrous Weaponry: At third level, you can unlock true magical effects within your relic. This functions as the Craft Wondrous Item feat except; the gp cost comes from potential and the effect must be placed on your relic. If an effect's uses are used up, the amount of gp spent from it's creation is returned to your potential.

    Unlock Greater Potential: After attaining fifth level, you can unlock destructive power within your relic. This functions as the Craft Arms and Armour feat except; the gp cost comes from potential and the effect must be placed on your relic. When this ability is gained, you can choose for your relic to gain the trait of generating light as a torch at all times.

    Recall Relic (Su): A relicbound of sixth level can spend a full-round action to summon his relic into his hands, as long as they are free. In addition, if the relic has been further than 30 ft. away for a week or longer, fate starts to return it. Every such week roll a class level check, with success causing the weapon to end up in your possession within 1d6 days (regardless of how improbable).

    Quick Commands (Ex): At seventh level, items respond to your command faster than they would for others, you can make the command word action as a move-action. You can only make a single command word action per turn regardless of how you take that action.

    Divine Spark (Su): At 9th level, the relicbound's relic finally awakens with sentience. It can act as an animated object of it's size, with it's intelligence score equal to your class level, though it can attack as though it wielded itself, and all the relics traits. The relic is controlled by the relicbound's player.

    Unlock Elements (Su): Upon reaching 10th level, you can cause your relic to take on it's true elemental traits rather than the mundane materials that form it's false body. You may add special materials to your relic, by spending wealth from your potential equal to the cost of adding that material to a weapon, and spending 8 hours crafting per 1,000 gp of that cost. This can apply multiple special materials to your relic, regardless on whether that should be normally possible.

    Improved Recall Relic (Su): A relicbound of twelfth level can take a standard action to summon his relic to his hands as recall relic. In addition, he gains Quick Draw as a bonus feat.

    Ego's Influence (Su): The relic of a thirteenth level relicbound gains an ego score as a normal intelligent magic item. Relicbound are immune to this ego score.

    Swift Commands (Ex): At fourteenth level, items respond to your command even faster, you can make the command word action as a swift-action. You can only make a single command word action per turn regardless of how you take that action.

    Greater Recall Relic (Su): A relicbound of sixteenth level can take a swift to summon his relic to his hands as recall relic.

    Improved Divine Spark (Su): At sixteenth level the construct hit dice of your relic is increased to your class level as a minimum.

    Ancient Assimilation (Su): Upon reaching seventeenth level you start to take on the traits of your relic, gaining immunity to critical hits, precision damage, fall damage, and death from massive damage.

    Innate Relic (Ex): After gaining nineteen levels, the relicbounds class features and the enchantments upon his relics are beyond mortal magic, allowing them to function in anti-magic fields and makes them immune to being dispelled.

    Ascended Armaments (Su): When the relicbound reaches twentieth level, his relic finally starts to show it's true existence to reality, causing it to immediately devour, consume, and assimilate it's wielder. Despite how grim this may sound it is actually beneficial to the wielder, causing the following:

    • Your type changes to construct, except you retain your constitution score.
    • You gain the alignment and elemental subtypes of the deity your tied to.
    • Your intelligence score increases to 20, if your intelligence score is higher than 20 then it doesn't change.
    • Your relic's intelligence score becomes equal with yours.
    • Your relic cannot be disarmed.
    • You can use Recall Relic as a free action.
    • You can absorb your relic into your body while you are in contact with it, as a free action.
    • You can be absorbed into your relic while you are in contact with it, as a full-round action and leave it as a free action.
    • If you are killed, your entire body is destroyed leaving only your equipment and your relic if it was absorbed inside of you, every year roll 1d20. On a 20 you immediately reform from the relic, resurrecting with 1 hit point. If you are killed by a creature wielding a relic you do not come back to life.


    Example Character
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    The man stands before you wearing a vibrant red jacket with two long thin tails hanging from the back. Under it is a black shirt with three red belts. His left arm was lost long ago, only to be replaced with the smooth divine robotics of the Azure Grimoire.

    In his grip lies Bloodscythe, an immense blade despite it's title. It stands as tall as it's owner, is a foot wide, and appears to be blunt. Tainted by his relic, his once blonde hair has faded to white and one of his green eyes was slowly replaced by into a glowing red. You can't tell whether he's angry or hungry.

    Ragna the Bloodedge 4
    XP 1,200
    Chaotic Good Medium Humanoid (Dhampir)
    Init +2; Senses Darkvision 60 ft., Low-Light Vision; Perception +8

    Defenses

    AC 16, Touch 12, flatfooted 14; (+4 armour, +2 Dex)
    hp 30 (4d10+8);
    Fort + 5, Ref +3, Will +0

    Offenses

    Speed 60 ft.
    Melee Azure Grimoire +8 (1d6+4) or Bloodscythe +9 (2d6+6; 19-20)
    Space 5 ft.; Reach 5 ft.
    Special Attacks
    Dead Spike (Su): By stabbing bloodscythe into the ground and saying the command word as a standard action, ragna can conjure up a head of the black beast from dark energy to annihilate his foes. This functions as Burning Hands (caster level 1).
    Divine Strike (Su): The weapon damage from his relics is increased to a minimum of 1d6.
    Soul Eater (Su): Upon making a successful hit with Bloodscythe, ragna can spend a free action to gain the benefits of Inflict Light Wounds (caster level 1).

    Statistics

    Str 16, Dex 14, Con 12, Int 10, Wis 8, Cha 15
    Base Atk +4; CMB +8; CMD +19
    Feats Cleave, Power Attack, Sibling Blades (Azure Grimoire)B
    Skills Acrobatics 4 (+7), intimidate 4 (+9), knowledge (Local) 4 (+7), perception (Wis) 4 (+8), stealth 4 (+7), use magic device 4 (+9). Racial Modifiers +2 Bluff, +2 Perception.
    Languages Common

    Special Abilities
    Azure Grimoire: Ragna's sibling relic is a +1 Advanced Prosthetic (Arm) called the Azure Grimoire, that grants a +30 ft. bonus to base land speed (included in statblock) because of the dark energies that surges into ragna's blood. Once per day, ragna can let himself be engulfed by sanguine energy in a state called Blood Kain that functions as Rage (caster level 4) with a command word. In addition, ragna can cause the azure grimoire to sanguine shed light as the light spell (caster level 1) as a free action.
    Bloodscythe: Ragna's main relic is a +2 Greatsword called Blood Scythe. Ragna can evisersate enemies with to restore himself (see Soul Eater), and even conjure a head of the black beast from energy by stabbing it into the ground (see Dead Spike). In addition, ragna can cause bloodscythe to sanguine shed light as the light spell (caster level 1) as a free action.
    Bonded Destiny (Ex): Ragna gains a circumstance bonus equal to his HD to Appraise, Disable Device, Perception, Sleight of Hand, Stealth, and Use Magic Device skill checks relating to the objects tied to the Black Beast.
    Negative Energy Affinity (Ex): Ragna is healed from negative energy and harmed from positive energy, as if he was undead.
    Resist Level Drain (Ex): Ragna takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels he takes are removed without the need for an additional saving throw.
    Undead Resistance (Ex): Ragna gains a +2 racial bonus on saves against disease and mind-affecting effects.
    Unlock Magic (Brew Blade, Scribe Sword, Wondrous Weaponry)

    Ecology

    Environment Any Urban
    Organization Solo or Duo (Ragna followed by a Catfolk Barbarian)
    Treasure Armoured Coat, Azure Grimoire, Bloodscythe, 610 gp


    New Equipment
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    Advanced Prosthetic
    Prosthetic Price Weight
    Arm 20 gp 5 lbs.
    Foot 2 gp 3 lbs.
    Hand 2 gp 2 lbs.
    Leg 40 gp 9 lbs.
    Wing 100 gp 10 lbs.

    People who lose hands, arms, legs, or feet in combat sometimes replace them with prosthetic: realistic simulations of their missing limbs. Usually carved from sleek metal or clockwork, these advanced prosthetic are not limited in function; allowing a legless person to walk and run at their normal speeds, enabling an armless person to hold anything he normally could, etc.


    New Deity
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    The Black Beast
    Titles: The Cauldron of the End
    Alignment: Neutral
    Domains: Destruction, Fate (Subdomain of Luck), War
    Favoured Weapon: Natural Weapons
    Symbol: A burnt black disk covered with images of many serpentine heads

    Appearing as a vast canine with an infinite number of serpent heads rising from it's back, it's body is formed of dark red energy and a toxic tasting mist drifts from it. An ancient being formed from eons worth of damaged souls that passed through the boundary of life and death, the black beast is fated to annihilate the mortal world.

    He has only appeared once before the mortals, resulting in the worlds population lowering to a mere tenth of what it was and rendering immense swathes of land uninhabitable. Despite this, many worship the black beast, hoping that he removes the taint of mortals from existence as fast as possible.


    New Feats
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    Fast Unlock (Combat)
    It doesn't take anywhere near as long to unlock magic within your relic.
    Prerequisite: Relic
    Benefit: Unlocking an effect requires 8 hours of work per 5,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potion and scroll effect are an exception to this rule; they can take as little as 2 hours to unlock (if their base price is 1,250 gp or less). Scrolls and potions whose base price is more than 1250 gp, but less than 5,000 gp, take 8 hours to create, just like any other magic item.

    Improved Fast Unlock (Combat)
    It doesn't take anywhere near as long to unlock magic within your relic.
    Prerequisite: Fast Unlock, Relic
    Benefit: Unlocking an effect requires 8 hours of work per 15,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potion and scroll effect are an exception to this rule; they can take as little as 2 hours to unlock (if their base price is 3,750 gp or less). Scrolls and potions whose base price is more than 3750 gp, but less than 15,000 gp, take 8 hours to create, just like any other magic item.

    Greater Fast Unlock (Combat)
    It doesn't take anywhere near as long to unlock magic within your relic.
    Prerequisite: Improved Fast Unlock, Relic
    Benefit: Unlocking an effect requires 8 hours of work per 30,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potion and scroll effect are an exception to this rule; they can take as little as 2 hours to unlock (if their base price is 7,500 gp or less). Scrolls and potions whose base price is more than 7500 gp, but less than 30,000 gp, take 8 hours to create, just like any other magic item.

    Relic Retriever (Combat)
    You can use the relics of others in a limited way.... once you have proven yourself worthy.
    Prerequisite: Cha 15, Relic, Use Magic Device 5.
    Benefit: If you kill another relicbound in one-on-one combat, you can immediately spend a free action to make a use magic device check (DC 20 + killed creatures relicbound level). If you succeed on this check, you can wield the relic as if you were it's relicbound for the purposes of Recall Relic and activating magical effects that were previously unlocked in the relic. The relic retains any magical effects that were unlocked, and uses the Divine Strike and Enhanced Artifact of the killed creature.

    Sibling Blades (Combat)
    Not all gods fought with only a single weapon.
    Prerequisite: Dex 13, Relic.
    Benefit: You have a second relic, a weapon of your choice that you a proficient with. This relic is improved through enhanced artifact as if you were four levels lower (minimum +1), and can have magical powers gained through Unlock Magic, Scribe Sword, etc. You do not gain any additional Potential with this feat.


    New Race
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    Vajran

    The most powerful wielders of relics end up consumed by them though generally retaining their minds and personalities, but even the strongest wills might be lost if the relicbound lies sealed in weapon form for millenia. If the mind and very being of a person is completely consumed by their relic there is a chance the relic may turn into a vajran. Once this occurs, the relic effectively resets itself, but gains the ability to form a fabricated body around it.

    Physical Description: Each Vajran has two different forms, their natural form and their fabricated form. The natural form is a masterwork weapon, the relic that it truly is. Being a relic this form should be relatively ornate, flashy, and fit with it's creator. The fabricated form is a human-like body that they can summon around themselves. This fabricated flesh looks like a normal human generally, but often have minor hints of an alien nature, like a mouth full of razor sharp fangs or oddly coloured hair.

    Society: Vajran are too rare to ever form a society, with the closest thing to a society they have being tiny groups of relics that have been collected by powerful religions.

    Relations: Most mortals don't even know of their existence, and those that do either see them as tools or personifications of the divines themselves.

    Alignment and Religion: Despite being literally divine in construction, the vajran often find it hard to worship divines. They were created and used by the gods themselves, but then why are they in the lands and hands of mortals. Why would their creators forsake them to a life of being slaves to primitive life?

    Adventurers: Vjran don't really have a choice, if they stay in one place too long it is likely that enemies of their god or even members of their own makers clergy will hunt them down to collect them.

    ---

    RACIAL TRAITS

    • +2 Strength, +2 Charisma, -2 Intelligence: Being a divine weapon has lend your fabricated form to be strong and have great presence, though.... your likely out of touch with the latest knowledge after being a pointed stick for centuries.
    • Divine Construct: Vjran in fabricated form are Humanoids with the Vjran subtype. Vjran in natural form have no type, being intelligent items that just happen to have a movement speed.
    • Medium: The fabricated form of a Vjran is medium in size, the natural form of a vjran is the same size as the weapon they are.
    • Normal Speed: In fabricated form, vjran have a base land speed of 30 ft. In natural form, vjarn have a base land speed of 20 ft.
    • Awakened Spark: Vjran are already sentient, relicbound who use them do not apply the Divine Spark ability to the vjran. In addition, if the relicbound that uses them reaches 20th level, the vjran and relicbound do not merge, instead the relicbound just gains the benefits as he normally would.
    • Divine Natural Weapon: The vjran can treat themselves if as they wielding themselves as their relicbound at anytime, allowing them to gain the benefits their relicbound wielder would gain and also allowing them to attack with themselves if they are in fabricated form.
    • Natural Form: As a standard action, the vjran can transform himself into a relic (see Relicbound above). At first level, the vjran must select a deity to be tied to for any relicbound that end up using you. As a full-round action, you can bond yourself to a creature you are in physical contact with, allowing that creature to take levels in relicbound with you as their relic. While a creature your bound to is dead, you can spend a free action to unbind yourself with him. If you have previously had a relicbound and you bind yourself to a new creature, you lose all previously unlocked magic effects. A vjran can choose to bind to themselves, and if they do so they can unbind with themselves even if not dead (immediately losing any relicbound levels they had).
    • Naturally Invincible: If a Vjran is killed, they immediately transform into their natural form until raise dead, resurrection or similar magic to bring them back to life. Until then, they cannot leave natural form. Reincarnate and similar spells do not work on a dead Vjran.
    • Languages: A Vjran's automatic language is whatever it comes in contact with first, you may select any one language that fits the characters background.


    ---

    Random Starting Ages
    Adulthood
    Intuitive
    Self-Taught
    Trained
    1000 years
    +1d%
    +3d%
    +6d%

    Aging Effects
    Middle Age
    Old
    Venerable
    Maximum Age
    - years
    - years
    - years
    - years

    Random Height and Weight
    Gender
    Base Height
    Height Modifier
    Base Weight
    Weight Modifier
    Male
    4'10"
    +2d10
    120 lb.
    (5) lb.
    Female
    4'5"
    +2d10
    85 lb.
    (5) lb.
    Last edited by Milo v3; 2014-08-28 at 06:16 PM.
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