Advertisement
ANSeranov

Kosmar SymbiatFiendboundMarauder PaizoPbP Info

Jul 18th, 2015
204
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 48.80 KB | None | 0 0
  1. [b]KOSMAR[/b]
  2. Male [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Half-orc[/url]
  3. Symbiat 1
  4. [url=http://www.d20pfsrd.com/path-of-war/classes/warder]Warder[/url] ([url=https://docs.google.com/document/d/1tbBIinA90VQW8eriM0TZTZCbHsSU6cdv7_44J8w564s/edit?usp=sharing]Fiendbound Marauder[/url]) 1
  5. Gestalt 1
  6. CN Medium Humanoid (Human, Orc)
  7. [b]Init[/b] +1; [b]Senses[/b] Darkvision, Perception +5
  8.  
  9. --------------------
  10. DEFENSE
  11. --------------------
  12.  
  13. [b]AC[/b] 17, touch 11, flat-footed 16. . (+6 armor, +1 Dex)
  14. [b]HP[/b] 14 (1d12+1+1)
  15. [b]Fort[/b] +5, [b]Ref[/b] +5, [b]Will[/b] +5
  16. [b]Immune[/b] ingested poison, disease caused by eating/drinking tainted faire
  17.  
  18. --------------------
  19. OFFENSE
  20. --------------------
  21.  
  22. [b]Speed[/b] 20 ft. (Heavy Armor)
  23. [b]Space[/b] 5 ft.; [b]Reach[/b] 10 ft.
  24. [b]Melee[/b] Fiend's Grip +5 (1d8+4/20/x2 plus grab)
  25. . . Dagger +5 (1d4+4/19-20/x2)
  26. [b]Ranged[/b] Sling +2 (1d4+4/20/x2)
  27. . . Dagger +2 (1d4+4/19-20/x2)
  28. [b]Special Abilities[/b] defensive focus (+5 ft.), grab (fiend's grip)
  29. [b]Symbiat Talents[/b] (spell points 4, CL 1st, Concentration +4)
  30. . . [1SP/use] greater charm, hostile lift, shapeshift* (blank form, size change), sustained force
  31. . . [at-will] bludgeon, catch, destructive blast (nether blast), lesser charm
  32. [b]Warder Maneuvers and Stances Known[/b] (IL 1st, 3 readied)
  33. . . [maneuvers] brawler’s attitude BB [1], strength of hell BS, stutter strike CR (DC16 Will) [1], terrifying blow EG (DC16 Will) [1], voracious drive BS
  34. . . [stances] pugilist stance BB [1]
  35. [b]Martial Tradition[/b] ordre des repas exotiques
  36.  
  37. *= May be sustained through concentration for no spell point cost.
  38.  
  39. --------------------
  40. STATISTICS
  41. --------------------
  42.  
  43. [b]Str[/b] 18, [b]Dex[/b] 13, [b]Con[/b] 12, [b]Int[/b] 16, [b]Wis[/b] 12, [b]Cha[/b] 8
  44. [b]Base Atk[/b] +1; [b]CMB[/b] +5 (+9 grapple w/ fiend's grip); [b]CMD[/b] 16
  45. [b]Feats[/b] [url=http://www.d20pfsrd.com/path-of-war/feats#TOC-Weapon-Group-Adaptation-Combat-]Weapon Group Adaption: Close Weapons[/url], [url=http://paizo.com/pathfinderRPG/prd/feats.html#combat-reflexes]Combat Reflexes (4 AoOs/round)[/url] (Class)
  46. [b]Traits[/b] [url=http://paizo.com/pathfinderRPG/prd/ultimateCampaign/characterBackground/traits.html#faith-traits]Fate's Favored (+1 to Luck bonuses)[/url], ?TBD?
  47. [b]Skills[/b] Acrobatics +2, Appraise +3, Bluff -1, Climb +1, Craft (armor) +7, Diplomacy -1, Disguise -1, Escape Artist -2, Fly -2, Heal +1, Intimidate +5, Knowledge (arcana) +7 (+9 to identify creatures), Knowledge (planes) +7 (+9 to identify creatures), Knowledge (any other) +5 (only to identify creatures), Perception +5, Profession (chef) +5, Ride -2, Sense Motive +1, Spellcraft +7, Stealth -2, Survival +5, Swim +1; [b]Racial Bonuses[/b] Intimidate +2
  48. [b]Languages[/b] Abyssal, Common, Draconic, Giant, Orc
  49. [b]SQ[/b] [s]battlefield sense[/s], casting, chain fighter, darkvision, defensive focus (+5 ft.), drawbacks (focus casting, magical signs), fiend's grip, intimidating, magic talents (4), mental powers, orc blood, psionics (7 rounds/day), sacred tattoo, spell pool (4 points)
  50. [b]Combat Gear[/b] flask of acid (3), flask of alchemist's fire (1); [b]Other Gear[/b] 0pp 2gp 8sp 0cp, kikko with armored kilt, alchemically silvered gauntlet, cold iron spiked gauntlet, dagger (3), sling, sling bullet (20), bloodrager's kit (backpack, blanket, belt pouch, flint and steel, iron pot, soap, torch (10), trail ration (5) waterskin), red crystal phylactery [i](Light encumbrance)[/i]
  51.  
  52. --------------------
  53.  
  54. [spoiler=Skills]
  55. 4 + Int + 2 = 9 skill points/level
  56.  
  57. Trained:
  58.  
  59. Acrobatics: 1 rank + 3 class + 1 Dex - 3 ACP = +2
  60. Craft (weapons): 1 rank + 3 class + 3 Int = +7
  61. Intimidate: 1 rank + 3 class - 1 Cha + 2 Intimidating = +5
  62. Knowledge (arcana): 1 rank + 3 class + 3 Int = +7
  63. Knowledge (planes): 1 rank + 3 class + 3 Int = +7
  64. Perception: 1 rank + 3 class + 1 Wis = +5
  65. Profession (mercenary): 1 rank + 3 class + 1 Wis = +5
  66. Spellcraft: 1 rank + 3 class + 3 Int = +7
  67. Survival: 1 rank + 3 class + 1 Wis = +5
  68.  
  69. Untrained:
  70.  
  71. Appraise: 3 Int = +3
  72. Bluff: -1 Cha = -1
  73. Climb: 4 Str - 3 ACP = +1
  74. Diplomacy: -1 Cha = -1
  75. Disguise: -1 Cha = -1
  76. Escape Artist: 1 Dex - 3 ACP = -2
  77. Fly: 1 Dex - 3 ACP = -2
  78. Heal: 1 Wis = +1
  79. Ride: 1 Dex - 3 ACP = -2
  80. Sense Motive: 1 Wis + 2 Alertness = +3
  81. Stealth: 1 Dex - 3 ACP = -2
  82. Swim: 4 Str - 3 ACP = +1[/spoiler]
  83.  
  84. [spoiler=Special Abilities][b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]+2 to One Ability Score[/url][/b]: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  85.  
  86. [b]Battlefield Sense (Ex)[/b]: When unarmored and unencumbered, the symbiat’s second mind may subtly push the symbiat, protecting him from danger. The symbiat adds his Intelligence bonus (if any) to his AC and CMD. These bonuses apply even against touch attacks or when the symbiat is flat-footed and increase by +1 for every 4 symbiat levels possessed to a maximum of +5 at 20th level. The symbiat loses this bonus when he is immobilized or helpless, when he wears any armor, or when he carries a medium or heavy load.
  87.  
  88. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Bonus Feat[/url][/b]: At 3rd level and every 5th level thereafter, a warder receives a bonus combat or teamwork feat. She must meet all prerequisites for these feats.
  89.  
  90. [b]Casting:[/b] A symbiat may combine spheres and talents to create magical effects. A symbiat is considered a Mid-Caster, and uses Intelligence as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
  91.  
  92. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Chain Fighter[/url][/b]: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
  93.  
  94. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Darkvision[/url][/b]: Half-orcs can see in the dark up to 60 feet.
  95.  
  96. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Defensive Focus (Ex)[/url][/b]: At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
  97.  
  98. When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft. for every 5 initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.
  99.  
  100. At 10th level, her defensive focus improves further, causing the ground within her melee reach to be treated as if it were difficult terrain, hampering her foes' movement around him. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.
  101.  
  102. [b][url=https://docs.google.com/document/d/1tbBIinA90VQW8eriM0TZTZCbHsSU6cdv7_44J8w564s/edit?usp=sharing]Disciplines[/url][/b]: Fiendbound marauders are no leaders of men, but rather bastions of twisted power that some nevertheless may find shelter under. The fiendbound marauder gains access to the Black Seraph, Cursed Razor, and Eternal Guardian disciplines, and gains Intimidate and Spellcraft as class skills. The warder loses access to the Golden Lion and Iron Tortoise disciplines, losing Bluff and Diplomacy as class skills. His Fiend’s Grip is always considered a discipline weapon for Black Seraph and Cursed Razor and he is always considered proficient with its use. This alters the warder’s maneuvers class feature and his class skills.
  103.  
  104. [b][url=https://docs.google.com/document/d/1tbBIinA90VQW8eriM0TZTZCbHsSU6cdv7_44J8w564s/edit?usp=sharing]Fiend's Grip (Su)[/url][/b]: The signature feature of fiendbound marauders is the ability to manifest an oversized, spiny spectral claw, often wrapped in barbed chains. To manifest a Fiend’s Grip, the character must be wearing gauntlets or spiked gauntlets that act as a focus for the marauder’s weapon to come into the world, and he may only manifest one Fiend’s Grip for each gauntleted hand he possesses. The fiendbound marauder may manifest his Fiend’s Grip as a move action and dismiss it as a free action. He may treat the Fiend's Grip as a spiked gauntlet that possesses the grab monster special ability and the reach and grapple weapon properties. This weapon also threatens creatures adjacent to him, unlike with most reach weapons. This weapon inflicts 1d8 points of damage (for Medium-sized characters) plus Strength modifier and threatens a critical hit on 20 with a x2 multiplier on successful critical confirmation. The Fiend’s Grip is treated as both a manufactured light weapon or a natural weapon for the purposes of feats, spells and other effects and may not be wielded two-handed. The damage dealt is either bludgeoning or piercing and slashing, at the character’s option. This hand always counts as a magical weapon, regardless of its enhancement bonus (if any).
  105.  
  106. When attacking with the Fiend’s Grip, the fiendbound marauder may apply any material properties of any one gauntlet or spiked gauntlet he is wearing, as well as any enhancement bonus or magical properties that it may also possess. As a supernatural ability, Fiend’s Grip does not provoke attacks of opportunity and cannot be counterspelled or dispelled when manifested, however it does not function within an antimagic field. If disarmed or sundered, the spectral weapon disappears and may be called once more on the marauder’s next turn (unless the physical gauntlet the character is wearing is sundered or otherwise removed, then the Fiend’s Grip may not be recalled until this is replaced). This replaces the warder’s aegis and clad in steel class features.
  107.  
  108. [b]Focus Casting[/b]: Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.
  109.  
  110. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Intimidating[/url][/b]: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
  111.  
  112. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Languages[/url][/b]: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
  113.  
  114. [b]Magical Signs[/b]: Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.
  115.  
  116. [b]Magic Talents[/b]: A symbiat gains a magic talent every time he gains a caster level, according to Table: Symbiat.
  117.  
  118. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Maneuvers[/url][/b]: A warder begins her career with knowledge of five martial maneuvers. The disciplines available to her are [i]Black Seraph[/i], Broken Blade, [i]Cursed Razor, and Eternal Guardian[/i] [s]Golden Lion, Iron Tortoise,[/s] and Primal Fury. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown on Table: The Warder. The warder must meet a maneuver's prerequisites to learn it. See the Systems and Use chapter.
  119.  
  120. Upon reaching 4th level, and at every even numbered warder level after that, she can choose to learn a new maneuver in place of one she already knows. In effect, the warder loses the old maneuver in exchange for the new one. The warder need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The warder can swap only a single maneuver at any given level. A warder's initiation modifier is Intelligence.
  121.  
  122. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Maneuvers Readied[/url][/b]: A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuver can be used once per encounter (until they are recovered, see below).
  123.  
  124. For a warder to recover expended maneuvers, she must take stock of her situation to plan for her next movement. By focusing entirely on a defensive position to prepare her next move, she is able to regain maneuvers expended to assist her to victory. By taking a full round action to plan her next move (activating her defensive focus class feature, see below), she recovers a number of expended maneuvers equal to her Intelligence modifier (minimum of 2). Alternately, she may take a brief pause in battle and recover a single maneuver of her choosing by spending a standard action on her turn.
  125.  
  126. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Medium[/url][/b]: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
  127.  
  128. [b]Mental Powers[/b]: A symbiat gains the Mind and Telekinesis spheres as bonus magic talents.
  129.  
  130. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Normal Speed[/url][/b]: Half-orcs have a base speed of 30 feet.
  131.  
  132. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Orc Blood[/url][/b]: Half-orcs count as both humans and orcs for any effect related to race.
  133.  
  134. [b]Psionics (Su)[/b]: A symbiat’s alien mind empowers the symbiat with strength and subtlety far beyond what most casters can achieve. A symbiat may create psionic effects from the list below for a total number of rounds per day equal to 4 + his Int modifier. Every level gained beyond 1st grants him an additional 2 rounds he may create psionic effects.
  135.  
  136. A symbiat may activate any psionic effect he possesses as a standard action, but need only spend a free action to maintain the effect each round. Changing from one psionic effect to another requires the symbiat to stop the previous effect and start a new one as a standard action. A psionic effect cannot be disrupted, but it ends immediately if the symbiat is killed, stunned, knocked unconscious, or otherwise prevented from taking a mental free action to maintain it each round. A symbiat cannot maintain more than one psionic effect at one time.
  137.  
  138.  
  139. At 7th level, a symbiat can start a psionic effect as a move action instead of a standard action. At 13th level, a symbiat can start a psionic effect as a swift action.
  140. . . [b][smaller]Mind Link[/b][/smaller]: The symbiat may link the minds of himself and any number of willing targets with Intelligence scores of 3 or higher. All targets to be connected must be within 60 ft of the symbiat when the effect is begun, but they need not remain within 60 ft while it is maintained. All effected creatures may communicate with each other through this mental link, provided they share a language. Where there is no shared language, only simple communication (go, come, attack, help) may be sent.
  141. . . [b][smaller]Battlefield Relay[/b][/smaller]: The symbiat may open the mind of an opponent, reading their intentions and relaying this information to his allies. Designating a target is a mind-altering effect, and the target is allowed a Will save (DC 10 + 1/2 symbiat level + Int modifier) to negate this designation. If a creature is successfully designated as a target, the symbiat and all allies within 60 ft of the symbiat gain a +2 circumstance bonus to attack rolls and skill checks made against the target, a +2 dodge bonus to AC against attacks coming from the target, and a +2 circumstance bonus saving throws against any effect originating from the target. While the symbiat must stop a previous psionic effect and spend an action to active battlefield relay, this effect only counts towards the symbiat’s daily limit of psionic rounds if the target fails their saving throw. The symbiat and all allies to gain these bonuses must be within 60 ft of the target to be affected by battlefield relay.
  142.  
  143. At 7th level, the bonus granted by battlefield relay increases to +3. This increases to +4 at level 13, and +5 at level 19.
  144. . . [b][smaller]Telekinetic Manipulation[/b][/smaller]: The symbiat may use their telekinesis to manipulate the battlefield. So long as this effect is active, the symbiat may, as an immediate action, add either a bonus or a penalty equal to 1/2 his symbiat level (minimum: 1) to one attack roll made within 60 ft of him. The symbiat must announce he will use this ability before the attack roll is made.
  145.  
  146. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/halfOrcs.html]Sacred Tattoo[/url][/b]: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
  147.  
  148. [b]Spell Pool[/b]: A symbiat gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Intelligence modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
  149.  
  150. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder]Stances Known[/url][/b]: Warders begin play with knowledge of one stance from any discipline open to warders. At the indicated levels (see class table), the warder selects an additional new stance. Unlike maneuvers, stances are not expended, and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warder cannot learn a new stance at higher levels in place of one she already knows.
  151.  
  152. [b](Symbiat) Weapon and Armor Proficiency[/b]: A symbiat is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. A symbiat is proficient with no armor, but is proficient with shields. A symbiat wearing armor or carrying a medium or heavy load loses the benefit of their battlefield Sense.
  153.  
  154. [b][url=http://www.d20pfsrd.com/path-of-war/classes/warder](Warder) Weapon and Armor Proficiency[/url][/b]: Warders are proficient with all simple weapons and martial melee weapons, with all armor, and with shields (including tower shields).[/spoiler]
  155.  
  156. --------------------
  157.  
  158. [b][url=http://www.d20pfsrd.com/path-of-war]The Art of the Blade - Path of War[/url][/b]
  159.  
  160. [spoiler=Stances][b][bigger]===1st Level===[/bigger][/b]
  161.  
  162. [b]PUGILIST STANCE[/b]
  163. Discipline: Broken Blade (Stance)
  164. Level: 1
  165. Initiation Action: 1 swift action
  166. Range: Personal
  167. Target: You
  168. Duration: Stance
  169. By adopting a powerful kickboxing stance, the initiator positions himself for lightning fast, potent strikes with his hands and feet. While in this stance, unarmed or discipline weapon strikes inflict an additional 1d6 points of damage.[/spoiler]
  170.  
  171. [spoiler=Maneuvers][b][bigger]===1st Level===[/bigger][/b]
  172.  
  173. [b]BRAWLER'S ATTITUDE[/b]
  174. Discipline: Broken Blade (Boost)
  175. Level: 1
  176. Initiation Action: 1 swift action
  177. Range: Personal
  178. Target: You
  179. Duration: Instant
  180. By using the skill of the empty-handed warriors that came before him, the disciple focuses his will to using his body in less conventional ways in combat. When initiating this boost, the initiator gains a +4 competence bonus to his next CMB check when using his unarmed strike or discipline weapon to perform the following combat maneuvers: dirty trick, disarm, grapple, or trip.
  181.  
  182. [b]STRENGTH OF HELL[/b]
  183. Discipline: Black Seraph (Boost)
  184. Level: 1
  185. Initiation Action: 1 swift action
  186. Range: Personal
  187. Target: You
  188. Duration: One round
  189. By utilizing his bond to the lower planes from his training, the darkness he welcomed as his own, the martial disciple is capable of increasing his power at the cost of defense by bringing forth a momentary burst of hysterical fiendish strength. Until next turn, the disciple gains a +2 profane bonus to attack and add an additional 1d6 points of damage to the attack.
  190.  
  191. [b]STUTTER STRIKE[/b]
  192. Discipline: Cursed Razor (Strike) [Curse]
  193. Level: 1
  194. Prerequisites: None
  195. Initiation Action: 1 standard action
  196. Range: Melee attack
  197. Target: Creature struck
  198. Duration: 1 round/level
  199. With just the faintest edge of dark energies you can afflict your victims with a word-eating curse. When you initiate this maneuver, make a melee attack. If you hit, the attack deals weapon damage as normal and the creature struck suffers a 25% failure chance on spells with a verbal component (note that this is not Arcane Spell Failure and functions perfectly well against divine spells), a -4 penalty to all language-based skill checks, and gains the cursed condition. A successful Will save (DC 11 + your initiation modifier) negates the spell failure and skill check penalty.
  200.  
  201. [b]TERRIFYING BLOW[/b]
  202. Discipline: Eternal Guardian (Strike) [Fear]
  203. Level: 1
  204. Initiation Action: 1 standard action
  205. Range: Melee or ranged attack
  206. Target: One creature
  207. Duration: One round
  208. Save: Will negates
  209. With a bellowing cry, the disciple delivers a fearsome wound to his opponent. Make a single melee or ranged attack; if successful, your opponent must make a Will save or be frightened for one round. If your opponent is cursed, your attack deals an additional 1d6 damage.
  210.  
  211. [b]VORACIOUS DRIVE[/b]
  212. Discipline: Black Seraph (Strike)
  213. Level: 1
  214. Initiation Action: 1 full-round action
  215. Range: Full round action
  216. Target: One creature
  217. Duration: Instant
  218. The relentless nature of the Black Seraph discipline's philosophy deems that progression must be made with each swing, lest the battle turn against the disciple. With this philosophy in mind, the disciple moves forward and strikes viciously. The disciple makes a charge attack which does not provoke attacks of opportunity, and this inflicts an additional 1d6 points of damage. When making a charge attack with this strike, he does not suffer the standard -2 Armor Class penalty.[/spoiler]
  219.  
  220. [spoiler=Ordre des Repas Exotiques][b][bigger]Ordre des Repas Exotiques[/b][/bigger]
  221. [b]Alignment[/b]: Any
  222. [b]Symbol[/b]: A pair of chef’s knives, crossed over a campfire
  223. [b]Disciplines[/b]: A Chef of the Ordre des Repas Exotiques may trade access to one martial discipline of their choice for access to the Steel Serpent discipline.
  224. [b]Oath[/b]: Joining the Ordre des Repas Exotiques is deceptively simple. A potential recruit is asked to prove their courage by hunting a mighty beast or monster, and then prove the worth of their art by cooking it. Fail to slay the beast, or please the Chefs, and the recruit is told to try again next year. Those whose dish passes muster are asked to swear the following oath to their fellow Chefs.
  225.  
  226. [i]"I swear to be a true and faithful artist - to never compromise my vision because of petty traditions or banalities, and to accept and learn from the mistakes I place on the plate. I will not waste the beasts I hunt, nor tarnish the names of my fellow Chefs without just cause, and may my faithless tongue choke my unworthy throat if I am false."[/i]
  227.  
  228. [b]Allegiance Benefit[/b]: In addition to access to the Steel Serpent discipline (exchanging a discipline of their choice), a Chef of the Ordre des Repas Exotiques benefits from a +2 insight bonus on Knowledge checks made to identify creatures and can make such checks untrained. Additionally, the Chef is immune to the effects of ingested poisons and cannot contract diseases by eating or drinking tainted faire (she may still contract diseases in other ways).
  229.  
  230. A Chef that violates her oath (such as by falsely slandering one of her fellows in the Ordre) loses her insight bonus to Knowledge checks, as well as her immunity to ingested poisons and diseases. She may atone by hosting a grand feast worth (character level x 500) gp for her fellow Chefs, or by hunting and cooking a creature with a CR equal to or greater than her character level.
  231.  
  232. [b]Description[/b]: The warrior-chefs of the Ordre des Repas Exotiques consider themselves artists without peer. Ambition drives them to seek out legendary monsters and otherworldly horrors as tests of their might, and to prepare such beasts as culinary delights not known in this world or any other. Each challenges her peers to outdo their latest accomplishment, and together they spread through the world looking to immortalize their name on a plate.
  233.  
  234. The Chefs of the Ordre des Repas Exotiques work with a fervor that borders on insanity. Each looks to push the limits of cooking into new and exciting places, and to push their own personal limits against tougher challenges, mightier foes, and deadlier hunts. They join forces with adventuring parties to hone their craft and to experiment with their dishes with a live audience, and to immortalize their names as warriors. Some members are recruited as apprentice chefs (or warriors) with potential, while others are invited in recognition of their skills, but all are selected for their artistic drive.
  235. Surprising many who hear of them, the Chefs of the Ordre des Repas Exotiques tend to approach their battles like assassins or hunters, because a quick, clean kill leaves more of the monster (be it flesh, vegetable, or something stranger) to be used in cooking. This is also the reason they have learned to favor the Steel Serpent discipline; its psuedo-poisons do not taint the meat, but provide a quick, painless kill that is merciful to the beast. It is a grave sin against the laws of the Ordre des Repas Exotiques to let a kill go to waste, and all parts of their enemies are used either in cooking or to, in some way, better the world. Indeed, it is common practice for a fallen Chef that cannot be resurrected to be buried with a fruit tree planted in their body so that they might continue to feed the world. As cooks and hosts themselves, most Chefs have a keen respect for the laws of hospitality and are quick to step up and defend their hosts, or guests, from attack or dishonor.
  236.  
  237. As may be expected, the Ordre des Repas Exotiques has a dark reputation amongst sapient monsters. While some of its Chefs would never consume a sapient being, many disagree; even good-aligned chefs might cook a naga they have slain, either to honor its valor or so that its death does not entail senseless waste. Conflicts between the Chefs of the Ordre and such monsters can be especially desperate and savage, and there is little love lost between either side. Curiously, monsters already in the habit of consuming sapient beings - such as dragons - are more sanguine about the entire affair, and are less concerned with the potential fate of their corpse. The Chefs, after all, will not defile it with undeath or other atrocities.
  238.  
  239. [b]Common Tasks[/b]: The Ordre des Repas Exotiques may rope its Chefs into helping prepare a grand feast, agree to slay a mighty monster, or retrieve a legendary (or even magical) recipe. Additionally, a Chef may be asked to gather exotic ingredients for allied alchemists, or to test a new formula in the field. These tests do not always end well.
  240.  
  241. [b]Available Services[/b]: The Ordre des Repas Exotiques maintains relations with cutting-edge suppliers of weapons, and equipment around. Because its members are nomadic, they often do not have their own kitchens, and the Ordre des Repas Exotiques maintains ties with inns, restaurants, and houses of hospitality the world over in order to secure facilities for its members. Thanks to advantageous contacts and lucky recruitments, a Chef can also seek advice from world-class monster hunters and alchemists, many of whom will offer discounts to the warrior-chefs.[/spoiler]
  242.  
  243. --------------------
  244.  
  245. [b][url=https://docs.google.com/document/d/1cv0G3GgAa-_dUH6qgZqQLHxvoTdUkF2tTrTRIEIUNS8/edit?usp=sharing]Spheres of Power[/url][/b]
  246.  
  247. [spoiler=Spheres Abilities][b][bigger]Shapeshift[/b][/bigger] (Alteration): As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.
  248.  
  249. Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.
  250.  
  251. When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.
  252.  
  253. With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place. Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).
  254.  
  255. This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size category or number of legs), the disguise may fail completely.
  256.  
  257. When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below.
  258.  
  259. [b]Blank Form[/b]: Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first.
  260.  
  261. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.
  262. • Darkvision 60 ft
  263. • Low-light vision
  264. • 2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms)
  265. • 1 bite attack (Primary attack, 1d6, 1d4 small, requires head)
  266. • 1 gore attack (primary, 1d6, 1d4 small, requires head)
  267. • 2 slam attacks (primary, 1d4, 1d3 small, requires arms)
  268. • 2 pincers (secondary, 1d6, 1d4 small, requires arms)
  269. • You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.
  270.  
  271. [b]Size Change[/b]: As a trait, you may change a creature’s size. You may enlarge or reduce a creature’s size by one category, plus an additional size category per 5 caster levels. You cannot enlarge beyond Huge size, nor reduce a creature beyond Diminutive size. Creatures gain a +1 bonus to attack rolls and to AC, as well as a +2 bonus to Fly checks and a +4 bonus to Stealth checks for every size category they are reduced, and suffer a -1 penalty to attack rolls and AC, as well as a -2 penalty to Fly checks and a -4 to Stealth checks for every size category they are enlarged. (These numbers are doubled when moving to or from Diminutive size.) Ability scores are also adjusted according to the charts below; these increases and decreases are cumulative for each category increased or decreased (thus, moving from Medium to Huge would cumulate in a +8 bonus to Strength and a -4 to Dexterity).
  272.  
  273. ===
  274.  
  275. [b][bigger]Destructive Blast[/b][/bigger] (Destruction): As a standard action, you may deliver a destructive blast as a melee touch attack or a ranged touch attack within Close range. A destructive blast does force damage as indicated on the table below.
  276.  
  277. [b]Nether Blast (blast type)[/b]: You may change the damage type of your destructive blast from force to negative energy. Targets damaged by your nether blast must pass a Will saving throw or be shaken for 1 round.
  278.  
  279. A nether blast does not damage undead; instead, the undead must make a Will save or become frightened for 1 round.
  280.  
  281. ===
  282.  
  283. [b][bigger]Charm[/b][/bigger] (Mind): You may place charms on creatures. Charms require a standard action to use and have a range of Close. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Mind talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms. When you gain the Mind sphere, you gain the following charm:
  284.  
  285. [b]Suggestion[/b]: You may plant thoughts into a target’s mind.
  286. . . [b][smaller]Lesser Charm[/b][/smaller]: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
  287. . . [b][smaller]Greater Charm[/b][/smaller]: This is the same as the Suggestion lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.
  288.  
  289. ===
  290.  
  291. [b][bigger]Telekinesis[/b][/bigger] (Telekinesis): As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.
  292.  
  293. The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose.
  294.  
  295. Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.) Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier.
  296. You gain the following special uses of telekinesis when you gain this sphere:
  297.  
  298. [b]Bludgeon[/b]: When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose).
  299.  
  300. [b]Catch[/b]: As a readied action, you may grab a projectile or thrown object within your size limit, stopping that attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.
  301.  
  302. [b]Hostile Lift[/b]: You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained. If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.
  303.  
  304. [b]Sustained Force[/b]: You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).[/spoiler]
  305.  
  306. --------------------
  307.  
  308. [spoiler=Background]Kosmar was born of a pair of mercenaries, the orc shamaness Tan and the human soldier Loric. A more mismatched couple was hard to find, and even among the mercenary troupe, the odd pair was met with raised eyebrows and whispered insults. It was in this situation that the half-orc was raised, his parents somehow finding time to raise him while also continuing their work. Though his parents had the strength of arm and mystical arts that allowed them to cow the rest of the company into a grudging acceptance, their young son had nothing of the sort. Though he was bigger and stronger than others of his age, Kosmar had no peers of his own age to be compared against. So, as expected, the young half-orc was held to the standards of young human men in their late teens and early twenties, a lopsided comparison at the very best. As soon as he was old enough, the mercenaries began to stick him with the jobs around camp that they hated the most: almost all of them related to cooking, cleaning dishes and generally handling the troupe’s food situation. This ended up requiring the young half-orc to take part in all parts of food preparation, including hunting and bringing the food back to camp. With all this effort, it was not long before Kosmar began to match and exceed the strength and prowess of the younger mercenaries. His blood ran true, and the training from both of his parents helped him grow strong and tall, with a sharp mind to match. But more than just that, Kosmar grew to love cooking, finding the kitchen to provide him a welcome rest from the prejudice of the mercenaries. They couldn’t badmouth him when they were so busy stuffing their faces full of his meals, after all!
  309.  
  310. When he turned twenty, however, Kosmar decided to leave his parents and the mercenaries. Intent on making a life for himself, away from the protection of his parents and the grudging acceptance of the other members of the troupe, the half-orc set off to make a name for himself. However, the things you know are the most comfortable, and Kosmar was soon a member of a different mercenary band, called the Crow's Talons. Though he met some resistance as the newest member, his strength, skill and quick wits helped earn him a place as a Talon. What truly earned him the respect of his fellow Talons, however, was none other than the meal he prepared for them, a soup made from the meat of a mighty buck. Throwing himself into his new job, the young half-orc began to truly enjoy living for himself. Soon, he became the apprentice of the Talons’ chef, a man feared and renowned for his skill with the blade both on the battlefield and in the kitchen. Under his tutelage, Kosmar was initiated into the Ordre des Repas Exotiques, a school of killing chefs that served that valued a tradition of truthfulness and a lack of waste. In this environment, the half-orc thrived, becoming a skilled chef and swordsman.
  311.  
  312. Though he took orders and did what was asked of him, Kosmar was always just looking out for number one. He never went out of his way for his fellow mercenaries, still unwilling to open himself up to others, for fear of being treated as he had been so many years before. But not long ago, a mission for the Talons changed Kosmar's life forever. The entire company was sent to deal with a particularly heinous coven of witches that had been troubling a local town. Departing in force, few of the mercenaries knew exactly how formidable the witches would be, and many of the Crow's Talons were slain that day. Among the small group that made it to the coven's high priestess, and the one to land the final blow against her, Kosmar was the first to take his spoils from the slain. Pulling the chain that hung around the priestess' neck and holding it aloft, the bright red stone hanging from it glinted despite the darkness. Looking into the crystal, his vision dimmed and his companion's voices were drowned out by a horrific droning, as if the entire room was filled with a rushing river of blood and the moans of the dying.
  313.  
  314. [i]'Y-you will do...'[/i] a voice had whispered into his mind, soft and cloying, yet exhausted, and he could do nothing but recoil in response. The darkness that enveloped his vision suddenly gave way to horrific thoughts and images flooding his mind. The stone was a collection of the high priestess' most foul intentions, her evil, hateful psyche given form. Calling itself Hotet, it tried to steal Kosmar's body and soul, to wear him like a suit of armor. But with the high priestess' death, the phylactery found itself significantly weaker than it normally was, and had underestimated the half-orc's will. It was in this instant of weakness that the mercenary reached out and reversed the process, forcing his mind to subjugate the stone in turn. Shrieking within his skull, Hotet spat curses and demanded blood, but was beaten down by Kosmar. Retying the chain around his neck, the half-orc stomped back towards town, woozy but triumphant.
  315.  
  316. It was only later that Kosmar realized that bending the mass of seething hatred to his will awakened dark powers within him, ones that whispered sweet promises of power and riches if he would only submit. Knowing how that kind of power corrupts and ruins men, the mercenary ignored the voices, instead training himself to use his new powers for his benefit. He now uses this fel might to protect those who cannot protect themselves, and to keep it from overwhelming him. Able to transform his body with the power of his mind, he seeks to find a way to gain complete control over Hotet and his newfound abilities.
  317.  
  318. In the meantime, however, Kosmar has been glad to continue his work for the mercenary troupe. His most recent job has him escorting a low-ranking noble to the town of Holver's Ferry. The noble, a charismatic old fellow by the name of Danrath, seemed rather tolerant of the half-orc's presence, and most of the journey was made to the sound of their small talk. Finding the red pendant hanging around Kosmar's neck disconcerting, however, Danrath spent most of his time riding slightly behind his bodyguard. Arriving in the town on time, both of the newcomers were surprised to hear of a strange illness that is ravaging the townsfolk.
  319.  
  320. Choosing to go find the people in charge of the town, Danrath thanked Kosmar and promised he'd get word back to his superiors and the Crow's Talons leadership that the job had been completed successfully. Giving the old man a hearty pat on the back, the mercenary sent him off to handle his business, but couldn't help but worry for his safety. With his job completed, but the strange disease afflicting Holver's Ferry, Kosmar's curiosity is piqued, and he heads into the town to seek out whoever else might be interested in discerning its cause. With his strength of arm and mental prowess, the half-orc is confident in his ability to help out, but little does he know that the problems facing the small village are bigger than anything he could imagine...[/spoiler]
  321.  
  322. [spoiler=Personality and Appearance]Kosmar was originally a simple mercenary, out for himself and only concerned for the men he fought with because they kept him alive. When he discovered the stone that spoke into his mind and called itself Hotet, however, he began to understand that there were more important things that protecting his own hide.
  323.  
  324. Now burdened with Hotet's evil agenda, Kosmar struggles to maintain his humanity, throwing himself into the protection of his allies and crushing the forces of evil with its own power. This task has left the half-orc grumpy and nihilistic, but clearly intent on doing the right thing, or at least the right thing by his standards.
  325.  
  326. Of average height and weight for a half-orc, Kosmar takes most of his physical features from his human father. His skin is more tan than his mother's dark brown, but his eyes are the same shade of crimson red. His tusks just barely peek out of lips, and on the whole, he is closer to passing for human than most of his kin. Despite this, however, Kosmar was subject to much prejudice and hatred as a child and young man. He is almost always found wearing a full-face helmet, or at least a deep hood that he can use to hide both his facial features and the ritualistic orc tattoos that cover his arms, chest and back.
  327.  
  328. [url=http://i.imgur.com/ANV2Pq8.jpg]Portrait of Kosmar.[/url][/spoiler]
  329.  
  330. --------------------
  331.  
  332. [spoiler=Attacks][dice=Fiend's Grip attack]1d20+5[/dice
  333. [dice=Fiend's Grip damage (Pugilist Stance)]1d8+4+1d6[/dice]
  334.  
  335. [dice=Fiend's Grip grab to grapple]1d20+9[/dice]
  336.  
  337. [dice=Fiend's Grip grab]1d20+9-20[/dice][/spoiler]
  338.  
  339. [spoiler=Current Status][ HP: 14/14 | AC: 17, T: 11, FF: 16 | CMB: +5, CMD: 16 | Fort: +5, Ref: +5, Will: +5 | Init: +1, Per: +5 | SP 4/4 ]
  340.  
  341. Effects: Pugilist Stance
  342. Reach: 10 ft.
  343.  
  344. Manuevers and Stances:
  345. . . [maneuvers] brawler's attitude BB [1/1], stutter strike CR [1/1], terrifying blow EG [1/1]
  346. . . [stances] pugilist stance BB [1][/spoiler]
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement