Samloyal23
Adventurer
My notes so far for a re-construction of a class I made several years ago and misplaced. The idea is an order of monks that strive to become constructs. They were inspired by the character Kai, from the show Lexx, the Cenobites of the Hellraiser movies, and the dinkajin of the book Sideshow by Sheri Tepper, who used cybernetics to become immortal.
Thoughts? Suggestions?
CoenobitesCoenobites are monastic warriors of the Measurer, the Arathian god of order and oppression, who eschew the flesh. The prime mission of the Coenobite is to become artificial, conquering what is seen as the weakness of living tissue. As the Coenobite gains experience and power in the order, a progressively gruelling regime of surgical and alchemical treatments that methodically replace natural bodily tissues and organs with artificial ones is gone through. The martial disciplines learned by members of this class aid in overcoming the fear and pain of the escalating levels of self-destruction and loss of humanity.
Adventures:
Characteristics:
Alignment: Dedicated worshipers of The Measurer, all Coenobites must be strictly lawful and none are Good.
Religion: The Measurer is the heartless god of stone, reason, and order who now rules Arathia with an iron hand. Coenobite orders were founded by those devoted to living the harsh tenets of cold reason espoused by the priests of The Measurer.
Background: Started on Arathia during the Godswar, the first coenobites aided in the defeat of the Wolflord and Balor, the evil gods of wolflings and giants. As The Measurer grew in power and arrogance so did his followers, turning from a quest for human perfection to the goal of losing their mortality and compassion. Dwelling in small, secret monasteries where they are able to avoid distractions, they practice their secret arts and train to become living constructs.
Races: Early coenobites were Roshaines, the Centaurs of Arathia, who revered The Measurer for the control he helped them have over their sometimes wild passions. Later, as they showed others their martial techniques, the class became popular among the wolflings and giants they once fought against.
Other Classes: Devotees of The Measurer, Coenobites often work with the priests and holy assassins of their twisted god.
Lvl Abilities
1 Unarmed Strike, stunning attack, evasion
2 Alchemical Lore, Deflect Arrows
3 Painless, Fast Movement
4 Slow Fall (20 feet)
5 Skinless
6 Slow Fall (30 feet), Improved Trip
7 Bloodless, Chirurgical Lore
8 Slow Fall (50 feet), Internal Alchemy
9 Boneless, Improved Evasion
10 Essential Iron Striking (+1)
11
12 Gutless
13 Essential Iron Striking (+2)
14
15 QUIVERING PALM
16 Breathless, Essential Iron Striking (+3)
17 Joyless Bastion
18 Slow Fall (any distance)
19
20 Heartless
GAME RULE INFORMATION
Coenobites have the following game statistics.
Abilities: Wisdom powers the coenobite’s special offensive and defensive capabilities. Dexterity provides the un-armoured coenobite with a better defence and with bonuses to some class skills. Strength helps a coenobite’s unarmed combat ability.
Alignment: Non-good lawful.
Hit Die: d8
Class Skills
Class Features
All of the following are class features of the coenobite.
Weapon and Armour Proficiency:as monk
Unarmed Strike: as monk
Stunning Attack: as monk
Evasion: as monk
Alchemical Lore: The coenobite gains the Brew Potion feat and adds his level to alchemy skill checks starting at level 2. The secret of producing alchemical blood is revealed to the coenobite. Any living creatures that normally require food and water can sustain themselves for up to a week on a single pint of alchemical blood in lieu of food and water.
Deflect Arrows. At 2nd level, a coenobite gains the Deflect Arrows feat, even if he or she does not have the prerequisite Dexterity score.
Painless: The coenobite is inured to pain and fear through a regime of brutal torture upon reaching level 3. The coenobite is immune to stunning attacks and attacks based on pain. Coenobites who become painless add their full class level to any check needed to resist intimidation and fear effects.
Fast Movement: At 3rd level and higher, a coenobite moves faster than normal. A coenobite in armour (even light armour) or carrying a medium or heavy load loses this extra speed. A dwarf or Small coenobite moves more slowly than a Medium-size coenobite. From 9th level on, the coenobite’s running ability is actually a supernatural ability.
Slow Fall: At 4th level, a coenobite within arms reach of a wall can use the wall to slow his or her descent. The coenobite takes damage as if the fall were 20 feet shorter than it actually is. The coenobite’s ability to slow a fall (that is, to reduce the effective height of the fall when next to a wall) improves with additional levels until, at 18th level, the coenobite can use a nearby wall to slow a descent and fall of any distance without harm.
Skinless: The coenobite is ritually flayed and the skin removed is replaced with an alchemically treated self-sealing form of leather. Base natural AC increases by +1 and the coenobite gains DR 1 versus heat, cold, and acid. The skinless coenobite is immune to contact poisons. The inhuman, mannequin-like appearance gained causes a permanent -4 penalty to Charisma. The lack of facial expressions makes it hard to read the emotions of a coenobite so any attempts to use the Sense Motive skill against a skinless coenobite are at a -4 penalty.
Improved Trip: At 6th level, a coenobite gains the Improved Trip feat. The coenobite need not learn the Expertise feat before this as a prerequisite.
Bloodless: All of the blood in the coenobite’s body is replaced with alchemical blood, rendering the coenobite immune to infectious diseases. The coenobite gains DR 1 versus slashing and piercing weapons and heals 1 hp of damage per hour. The bloodless coenobite is immune to injected or insinuated poisons. The coenobite must replenish his or her blood with a monthly purging and replacing of alchemical blood but no longer requires food or water to survive. Each replenishing requires 1d6 pints of new alchemical blood to be injected into the body.
Internal Alchemy: Coenobites learn to control internal bodily functions and use life energy to create potions in the blood and store them for later use at level 8. One potion per day can be internally brewed and stored until it is need. Activating the potion is an immediate action. Potions can be stored for one day per level of the coenobite after which they decompose and get reabsorbed by the coenobite’s body. Brewing requires the coenobite meditate and study for a full 8 hours, doing nothing else, and have access to a scroll or book of spells with any spells needed for the potion so these may be studied. Studying a scroll or text does not activate it or allow the coenobite to cast the spell. Coenobites may store up to one potion for every 4 class levels they possess.
Chirurgical Lore: The Coenobite’s education steers into the anatomical. At level 6 a detailed knowledge of the body and surgical techniques is gained. A coenobite can add class level/2 to all healing skill checks and a successful healing check to analyze a target’s anatomy allows the coenobite to double his critical threat range with all attacks against that single opponent. It takes a full round of study to make such analysis. Coenobites who achieve this level may be called upon to assist in the training of lower level members of their order.
Boneless: The Coenobite goes through a torturous surgical procedure where certain bones, sinews, and muscles are removed and replaced with artificial ones while others are reinforced through alchemical treatments. The coenobite gains a +2 AC bonus, a +2 Strength bonus, DR 1 versus impact damage from bludgeons, unarmed attacks, and falls, and 10% fortification versus critical strikes.
Improved Evasion:
Essential Iron Striking: Through the use of internal alchemy, the Coenobite’s skin, bones, and muscles eventually become saturated with essential iron, an alchemical compound, which imbues the body with a form of enchantment, turning the Coenobite’s body into a magical weapon. AS KI STRIKE EXCEPT WHERE NOTED.
Gutless: Coenobite who reaches level 12 can now use internal alchemy to fully recycle alchemical blood. When a coenobite has been bloodless this long the internal organs begin to atrophy from lack of use. This is a sign the next stage may be taken. The Coenobite is eviscerated, the stomach and intestines being removed and the empty space filled in with alchemical rare earth elements and wax. The coenobite’s fortification against critical hits increases from 10% to 35%.
QUIVERING PALM---- I need a replacement for this that fits the rest of the class. I do not remember what I originally had and my notes are missing for this section.
Breathless: Use of alchemical blood has slowly altered the coenobite’s body chemistry so that less air is needed. Eventually the lungs atrophy and must be removed. The mouth and nose are sewn shut, the mouth, sinuses, and windpipe being filled in with wax. The coenobite cannot speak and has no sense of smell or taste. Inhaled poisons and odours have no effect on the coenobite. The coenobite’s fortification against critical hits increases from 35% to 75%.
Joyless Bastion: Barely possessing any feelings of their own, coenobites gain immunity to any powers or effects that alter emotions.
Heartless: At 20th level the Coenobite reaches the ultimate goal of the class with the surgical removal of the heart. The Coenobite’s creature type changes to Living Construct. The Coenobite no longer ages and is not affected by critical hits.
Sidebar: Alchemical Blood
This exotic blend of rare earth elements, powdered iron, and other secret ingredients does more than act as a synthetic form of blood. Created to help in easing a coenobite through the process of becoming a construct, the blood removes the need to worry about rejection of artificial implants as it first suppresses and then replaces the normal immune system. Over time, the elements in alchemical blood also replace the normal organic compounds of the user’s tissues with more durable, stable elements, until the user is no longer an organic entity. It also replaces the need for food and water as it is rich in nutrients and alchemically generated life energy.
Thoughts? Suggestions?