Sub-Epic Offerings

I have modifier the Prana Warrior for my campaing, essentially giving the Brawler's Cunny and Martial Trainig of the Brawler, the AC bonus and Ki pool of the base monk (but Cha based), reworking the Flurry with the Flurry of the Legendary Monk, giving Inedia and Insomnious and reworking Adaptation with the options gived bt Upper_Krust in my thread of the Environment rules of a black hole (Help for the Environment rules for a Black Hole 3.5E/PF1). What do you think?
Prana Warrior

Dedicated and fanatical warriors, Prana Warriors learn to harness their internal energy as a monk but instead of using it for the cultivation of health and enlightenment, use it to tap into their internal energetic reservoir and use it as fuel to make them far more powerful than their peers. This abuse of the spirit comes with a heavy cost as they begin to age ever faster losing 1% of their total lifespan with every level gained.

Alignment: Any.

Hit Die: d12.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: As a monk.

Class Skills

The Prana Warrior’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unarmed Damage
AC Bonus
Fast Movement
1st​
+1​
+2​
+2​
+2​
AC Bonus, Damage Reduction 1/–, Flurry, Martial Training, Prana Blast 1d10 (area and base), Prana Pool, Prana Use, Soul of Kindling, Two Weapon Fighting, Unarmed Strike​
1d6​
+0​
+0 ft.​
2nd​
+2​
+3​
+3​
+3​
Fast Movement​
1d6​
+0​
+10 ft.​
3rd​
+3​
+3​
+3​
+3​
Flight, Constant Training​
1d6​
+0​
+10 ft.​
4th​
+4​
+4​
+4​
+4​
Ki Pool, Prana Blast (Barrage and Linear)​
1d8​
+1​
+20 ft.​
5th​
+5​
+4​
+4​
+4​
Damage Reduction 2/–, Prana Blast 2d10​
1d8​
+1​
+20 ft.​
6th​
+6​
+5​
+5​
+5​
Constant Training, Sunderer​
1d8​
+1​
+30 ft.​
7th​
+7​
+5​
+5​
+5​
Dimension Hop​
1d8​
+1​
+30 ft.​
8th​
+8​
+6​
+6​
+6​
Prana Blast (Explosive)​
1d10​
+2​
+40 ft.​
9th​
+9​
+6​
+6​
+6​
Evasion, Constant Training​
1d10​
+2​
+40 ft.​
10th​
+10​
+7​
+7​
+7​
Damage Reduction 3/–, Prana Blast 4d10​
1d10​
+2​
+50 ft.​
11th​
+11​
+7​
+7​
+7​
Boost​
1d10​
+2​
+50 ft.​
12th​
+12​
+8​
+8​
+8​
Constant Training, Haleness, Prana Blast (Constant Stream)​
2d6​
+3​
+60 ft.​
13th​
+13​
+8​
+8​
+8​
Asunder​
2d6​
+3​
+60 ft.​
14th​
+14​
+9​
+9​
+9​
Inedia and Insomnious​
2d6​
+3​
+70 ft.​
15th​
+15​
+9​
+9​
+9​
Constant Training, Damage Reduction 4/–, Prana Blast 8d10, Shadow Image​
2d6​
+3​
+70 ft.​
16th​
+16​
+10​
+10​
+10​
Improved Evasion, Prana Blast (Charged)​
2d8​
+4​
+80 ft.​
17th​
+17​
+10​
+10​
+10​
Fighting Spirit​
2d8​
+4​
+80 ft.​
18th​
+18​
+11​
+11​
+11​
Constant Training, Prana Blast (swift Area)​
2d8​
+4​
+90 ft.​
19th​
+19​
+11​
+11​
+11​
Greater Teleport​
2d8​
+4​
+90 ft.​
20th​
+20​
+12​
+12​
+12​
Eternal, Natural Immunity, Prana Blast 16d10 (Controlled)​
2d10​
+5​
+100 ft.​


Class Features
All of the following are class features of the Prana Warrior.

Weapon and Armor Proficiency
Prana Warrior is proficient with all simple and martial weapons, all monk weapons, all firearms, all plasma weapons and with light and medium armors but with no shields.

AC Bonus (Ex)
When unarmored and unencumbered, the Prana Warrior adds his Charisma bonus (if any) to his AC and his CMD. In addition, a Prana Warrior gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every Prana Warrior monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Prana Warrior is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Damage Reduction (Ex)
At 1st level, a Prana Warrior gains damage reduction. Subtract 1 from the damage the Prana Warrior takes each time he is dealt damage from a weapon or a natural attack. At 5th level, and every five Prana Warrior levels thereafter (10th, 15th, and 20th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Flurry (Ex)
At 1st level, a Prana Warrior can make a flurry as a unique full-attack action. When making a flurry, the Prana Warrior can make one additional attack at his highest base attack bonus. When using this ability, the Prana Warrior must make these attacks with his unarmed strikes. Unlike a normal full attack, a Prana Warrior cannot make any attacks which would be made at a reduced base attack bonus (a 6th level a Prana Warrior could make two attacks at +6, but not a third at +1), including those granted by feats such as Improved Two-Weapon Fighting.

At 6th level, and every five levels thereafter, a Prana Warrior can make an additional attack at his highest base attack bonus whenever he make a flurry (3 at level 1st, 4 at level 6th, 5 at level 11th, etc.). This stacks with the first attack from this ability and additional attacks from haste and similar effects. A Prana Warrior cannot benefit from other abilities or effects which would grant additional attacks while using flurry except haste effects or the Two-Weapon Fighting feat. When using the Flurry and the Two-Weapon Fighting feat, the Prana Warrior does not take the usually -2 to attack rolls. A Prana Warrior applies his full Strength bonus to his damage rolls for all successful attacks made with flurry. A Prana Warrior may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry. Flurry count as the flurry of blows class feature.

Martial Training (Ex)
At 1st level, a Prana Warrior counts his total A Prana Warrior levels as both fighter levels and monk levels for the purpose of qualifying for feats. He also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Prana Blast (Su)
At 1st level, a Prana Warrior can unleash blasts of pure Life Energy, these use Prana Points to manifest and can be modified in a number of ways, these attacks deal bludgeoning damage equal to the dice indicated and stack with Prana Effect dealing Aura or Strike Damage with each attack. Unless stated the use of Prana Blast is a standard action. The damage count as magic for overcome damage reduction. A Prana Warrior can manifest his Prana Blast in the following ways:


-Base:

Prana cost: 1 Prana per dice dealt, cost caps out at 8 dice

The most basic Prana attack, a ranged blast of charged heat, pressure and light. A Prana Warrior deals 1d10 Bludgeoning Damage + Charima Modifier, at a range of range of 30 ft. as a ranged touch attack, every 5th level this attack doubles in power and range. Boosting effects can be stacked if applicable, damage can be Maximized for double the Prana spent.

-Area Blast:

Prana cost: ½ base Prana Blast

Range: 5 ft. radius burst for every 2 levels centered on the Prana Warrior

As a full-round action, a Prana Warrior unleashes a charged aura of Prana that deals half base Prana Blast damage and sends foes hurtling 5 ft. per level feet away from the Prana Warrior. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle. A Reflex Save DC 10 + ½ Prana Warrior level + Prana Warrior Charisma modifier reduces the damage by half and negate the hurling effect.


At 4th level the Prana Warrior can use the following effects:

-Barrage:

Prana cost: 0

A Prana Warrior can opt to use small Prana Blasts in lieu of normal attacks, this use of Prana blast uses no Prana and hits with a ranged touch attack out to a range of equal to base Prana Blast range, but deals damage as an unarmed attack with no Strength modifier, this cannot be stacked with any other ability except Controlled Blast and Constant Stream.


-Linear Blast:

Prana cost: base Prana Blast +2 Prana

Range 100 feet + 10 ft. per level (Medium)

The Prana Warrior can fire his Prana Blast as a Line dealing standard damage or maximum damage for additional Prana cost equal to base Prana Blast cost. All creatures and objects within the area take the damage. A Reflex save DC 10 + ½ Prana Warrior level + Prana Warrior Charisma modifier reduces the damage by half.


At 8th level the Prana Warrior can use the following effect:

-Explosive Blast:

Prana cost: base Prana Blast +4 Prana

Range 400 ft. + 40 ft./level (long) 25 ft. + 5 ft./2 levels (Short) radius explosion

The Prana Warrior can trigger a massive explosion at a point of his choosing within a long range dealing standard damage or maximum damage for additional Prana cost equal to base Prana Blast cost. All creatures and objects within the area take the damage. A Reflex save DC 10 + ½ Prana Warrior level + Prana Warrior Charisma modifier reduces the damage by half.


At 12th level the Prana Warrior can use the following effect:

-Constant Stream:

Prana cost: 1

The Prana Warrior can empower his other Prana Effects to wear down and ignore damage reduction after the first round by concentrating and keeping an unending barrage of attacks upon a single foe. This ability can be used with Barrage and Prana Effect. If his first round failed to deal damage due to Damage Reduction blocking all damage dealt; the following round the damage dealt is deducted from the DR. (if the enemy had damage reduction 40 and you dealt 30 damage, the following round they would only be treated as having damage reduction 10). If the Prana Warrior fails to hit the target at least once per round, the ability must be reestablished starting from scratch.


At 16th level the Prana Warrior can use the following effect:

-Charged Blast:

Prana cost: base Prana Blast

The Prana Warrior can, as a full-round action, charging his energy into a single massive attack. Each round the attack is charged, the base Prana Blast dice is added to a single melee attack and once released it deals all the accumulated damage dice all at once to a target (or targets if the Prana Warrior can damage multiple creatures with a single melee attack). The blast can be charged to a maximum of ¼ the Prana Warrior’s Constitution Modifier (minimum +1) before needing to be fired but can be held, using a standard action, for 1 Prana per round until ready to be fired.


At 18th level the Prana Warrior can use the following effect:

-Swift Area Blast:

Prana cost: double base Prana Blast, or Prana Blast cost

The Prana Warrior can use Area Blast as a swift action for double base Prana Blast cost and his base Area Blast can now be used as a standard action for base Prana Blast cost.


At 20th level the Prana Warrior can use the following effect:

-Controlled Blast:

Prana cost: base Prana Blast +5, or 5 Prana for Barrage

The Prana Warrior can make a standard Barrage, or Charged Prana Blast chase foes and strike unerringly like a magic missile but dealing the Prana Blast damage. Actually this removes the need for the attack roll. Because of the necessity of finess in the control, this effect has a range equal to half the normal range of Base Prana Blast. The attack is still subject to concealment or cover and is subject to a Shield spell when used with Barrage.

Prana’s Cunning (Ex)
If the Prana Warrior's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Prana Pool (Su)
A Prana Warrior gains a reservoir of internal energy he can harness at will. A Prana Warrior has an amount of Prana equal to his 3 + his Charisma Modifier at level 1st and gains his Charisma Modifier (minimum 1), every level added to this reservoir. He may use any number of Prana Points per round but only equal to his level + Constitution Modifier maximum for any one ability.

Prana Use (Su)
Prana Warriors can manifest a number of powerful effects with their mastery of Prana, their own Life Force. He gains a Perfection bonus to AC, Saves, Attack, CMB and CMD equal to his Charisma Modifier.

Soul of Kindling (Ex)
By burning their soul essense they slowly destroy themselves burning themselves out. Every level the Prana Warrior gains reduces his total natural lifespan by 1%.

Two Weapon Fighting (Ex)
At 1st level, a Prana Warrior gains the Two-Weapon Fighting feat, even if he do not meet the prerequisites for it.

Unarmed Strike
At 1st level, a Prana Warrior gains Improved Unarmed Strike as a bonus feat. A Prana Warrior’s attacks may be with fist, elbows, knees, and feet. This means that a Prana Warrior may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Prana Warrior striking unarmed. A Prana Warrior may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Prana Warrior’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A Prana Warrior’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A Prana Warrior also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Prana Warrior. The unarmed damage values listed on Table: Prana Warrior are for Medium monks. A Small Prana Warrior deals less damage than the amount given there with his unarmed attacks, while a Large Prana Warrior deals more damage; see Table: Small or Large Monk Unarmed Damage on the monk page (the Prana unarmed strike damage scale like a monk).

Fast Movement (Ex)
At 2nd level, all the Prana Warrior’s speed are faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the Prana Warrior’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the Prana Warrior’s land speed. At 4th level and every two Prana Warrior levels thereafter this bonus increase by 10 ft.

Flight (Su)
At 3rd level, a Prana Warrior can spend 1 Prana as a swift action for gain a flight speed of double his land movement speed for 1 hour (perfect maneuverability).

Constant Training (Ex)
At 3rd level, the Prana Warrior constantly does rigorous and grueling exercise and bodily conditioning: every 3 levels he gains a +2 inherent bonus to 1 physical stat of his choice. He must train 2 full hours every day to receive these bonuses. If he foregoes his training for 2 full months, his Constant Training bonuses are lost and he must train for an amount of time equal to the time spent away from his training to recover these bonuses.

Ki Pool (Su)
At 4th level, a Prana Warrior gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a Prana Warrior’s ki pool is equal to ½ his Prana Warrior level + his Charisma modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as alignment weapons (same alignment of him) for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
At 20th level, his unarmed attacks are treated as epic weapons for the purpose of overcoming damage reduction.
By spending 1 point from his ki pool, a monk can do one of the following:
  • Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
  • Increase his speed by 20 feet for 1 round, or
  • Give himself a +4 dodge bonus to AC for 1 round.
  • Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Sunderer (Ex)
At 6th level, a Prana Warrior begin to be able to easily damage their environment, all unarmed attack and Prana Blast they unleash deal double damage to all objects and Hardness is halved against their attacks.

Dimension Hop (Su)
At 7th level, a Prana Warrior becomes very efficient at avoiding incoming attacks and can teleport 25 feet + 5 feet/2 levels (Short Range) as an immediate action for 1 Prana. If the Prana Warrior teleport outside the range of the attack or targeting effect, the attack is negated.

Evasion (Ex)
At 9th level, a Prana Warrior can avoid damage from many area-effect attacks. If a Prana Warrior makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Prana Warrior is wearing light armor or no armor. A helpless Prana Warrior does not gain the benefit of evasion.

Boost (Su)
At 11th level, as a swift action, the Prana Warrior may sheathe himself in a veil of Pranic Fire increasing his Strength, Dexterity, Constitution and Charisma scores by +4 points and double his movement speed for 1 Prana per hour outside of combat and 1 Prana per round in combat.

Haleness (Ex)
At 12th level, the Prana Warrior no longer needs to breathe.

Asunder (Su)
At 13th level, a Prana Warrior’s blows are so strong they deal concussive force with each strike. He deals an additional 1d12 points of Force damage per hit, this applies to all melee and Prana based attacks including Prana Blast and Effect.

Inedia and Insomnious (Ex)
At 14th level, the Prana Warrior no longer needs to eat or sleep.

Shadow Image (Su)
At 15th level, the Prana Warrior learns to move so fast he can create an afterimage, as a free action costing 1 Prana per round, giving him a single ‘Mirror Image’ duplicate that cannot be fooled by magic or true seeing, giving him 50% concealment.

Improved Evasion (Ex)
At 16th level, a Prana Warrior’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Prana Warrior does not gain the benefit of improved evasion.

Fighting Spirit (Ex)
At 17th level, a Prana Warrior can gain temporary hp equal to his Charisma modifier +1 per level, this can be used as part of a Boost and is a free action to use on it’s own. The temporary hit points last 1 minute per Prana Warrior. It can be used for a number of rounds equal to 3 + Constitution modifier per day.

Greater Teleport (Su)
At 19th level, a Prana Warrior, as a full-round action, can fold space to reach any area on the current plane it inhabits (as a greater teleport spell) costing base Prana Blast cost x2 in Prana.

Eternal (Ex)
At 20th level, a Prana Warrior has overcome all the weakness of his body. He no longer die from old age. If he has penalties to his physical ability scores due to aging, he no longer take those penalties. Physically he returns to the way he was in his prime. He still continue to mentally age, and gain all the benefits to her mental ability scores for advanced age. Effectively, this nullify the Soul of Kindling.

Adaption (Ex)
At 20th level, a Prana Warrior gains resistance* to Terrestrial Hazards: Volcano High temperatures, Arctic Freezing Temperatures, Sea Trench Pressures, Lightning Storms, etc.
At 40 level, a Prana Warrior gains immunity to Terrestrial Hazards and resistance to Stellar Hazards: Surface of the Sun, Outer Space, Extreme Pressure Environments (Planetary/Stellar cores), Heavy Gravity, Cosmic Storms, etc.
At 120 level, a Prana Warrior gains immunity to Stellar Hazards and resistance to Dimensional Hazards: Black Holes, Worm Holes, Quasars, Gamma Rays, Time Storms, etc.
At 320 level, a Prana Warrior gains immunity to Dimensional Hazards and resistance to Universal Hazards: Big Bang (planck) effects, Tears in Reality, Cosmic Cysts, Star Plagues, Collapsing Space, etc.
At 1.000 level, a Prana Warrior gains immunity to Universal Hazards and resistance to Multiversal Hazards: Probability Crack, Logic Paradox, Anti-Maxim, the Pleroma space, etc.
*Resistance is different from immunity and the GM’s is the judge to how they are affected by a given phenomenon (to give an example, Sidereals are resistant but not immune to Dimensional Hazard: a black hole might be used to imprison a sidereal with the high EMF essentially functioning as dead-magic zones).
I really like certain aspects of this, but think it has some obvious issues, the formatting is great, but I think the ki and prana pools are a bit redundant but no more so than the magus and their arcane pool. I think Inedia and Anoxia are a bit much, and honestly I didn't want them to just be better in all ways than the monk and also be able to match a fighter's specialization, but I don't dislike this. However, here's my feedback and I won't be generally using this, and here's why:

The biggest issue I see, is their Eternal, immortality from old age thing they get at higher levels. Imo, this defeats any drawback for taking the class, but that's sort of why they're extra strong, they pay the ultimate price for gaining that power.

These are supposed to be more like Frieza soldiers, instead of Godlike beings, they're generally lower level hyperboreans without enough power to hang with higher ups, being forced to burn themselves out to be more useful to their commanders in the short term vice a godlike super class with zero flaws. Along with that, they would never normally be able to reach past level 100, so the increase to their adaption wouldn't make sense, moreover to make their adaption leaps and bounds better than even a Time Lord's Immunity hardly stands to reason for a simple class feature, even a thousand levels in.

So, obviously from what I've stated, I believe that this version of the class, with that ability in particular, is super busted strong. The Prana Warrior was never meant to be a 'Super Monk', better in all ways, with zero reason to take the other classes, it was meant to be like someone taking steroids, mass gains but at the expense of your overall health and life ultimately. Just making it able to circumvent that drawback is like giving a fighter 9th level spells for reaching 20th level, or allowing a 20th level Paladin to just act in any way they see fit, it's just not in line and makes no sense for what the class is supposed to be. Imo.

I think I wouldn't mind it so much if it didn't make it so they no longer die from old age, or nullify the Soul of Kindling ability. I actually like the idea that it nullifies the age penalties to physical ability scores, I think that makes sense and I'll probably add that in with mine, it's just the nullification of the biggest flaw with the class part that bugs me and just doesn't make sense.

I will probably use this for certain elite Hyperboreans, and certain Mary Sue types. I like the Ki Abilities, but still feel like those should be monk only powers, likewise the Fighter feat selection, cool as that would be, I don't think it makes sense, they're not really dedicating themselves to a weapon and shouldn't be able to have the same level of finesse or skill as a legit fighter, someone who puts all their effort and focus into their weapons or the same capability to specialize like a a fighter or monk, I just don't think that's fair. Like why play anything else?

I'm really not trying to be sour grapes here, but generally I feel this version gives a class, a class that already had a lot, basically an "I Win" button. It makes an already overpowered class just way too strong. I don't dislike it, i like a lot of the ideas, but I don't think it really lines up except for as a super OP Goku character, for what this class was supposed to originally represent and how they get to this level of power so quickly, I just don't think it matches up.

If you want it for your campaign go nuts, but it's not what I envision, at all, for the class I made at higher levels whatsoever if they simply can circumvent it's downsides and outperform any other melee class. They're supposed to be powerful, but there's supposed to be a cost, and the point was it's supposed to have a downside.
 
Last edited:

log in or register to remove this ad

Obly99

Adventurer
The biggest issue I see, is their Eternal, immortality from old age thing they get at higher levels. Imo, this defeats any drawback for taking the class, but that's sort of why they're extra strong, they pay the ultimate price for gaining that power.

These are supposed to be more like Frieza soldiers, instead of Godlike beings, they're generally lower level hyperboreans without enough power to hang with higher ups, being forced to burn themselves out to be more useful to their commanders in the short term vice a godlike super class with zero flaws.
I entered this as a benefit for any player who will eventually use it in an epic campaign. On all other occasions I will use the normal version (mobs that burn their lives for power).
Along with that, they would never normally be able to reach past level 100, so the increase to their adaption wouldn't make sense, moreover to make their adaption leaps and bounds better than even a Time Lord's Immunity hardly stands to reason for a simple class feature, even a thousand levels in.
They are not better, they have the same immunity to Environment Hazards as the Immortals. A Time Lord is immune to Universal and resistante to Multiversal.
So, obviously from what I've stated, I believe that this version of the class, with that ability in particular, is super busted strong. The Prana Warrior was never meant to be a 'Super Monk', better in all ways, with zero reason to take the other classes, it was meant to be like someone taking steroids, mass gains but at the expense of your overall health and life ultimately. Just making it able to circumvent that drawback is like giving a fighter 9th level spells for reaching 20th level, or allowing a 20th level Paladin to just act in any way they see fit, it's just not in line and makes no sense for what the class is supposed to be. Imo.
Yes, I WANT to create a supermonk, possibly as a reward for players in an epic campaign if they can find one and be taught or as a boss of some campaign
P.S.: Thanks fot the Houndsman (the class of Lady Ozma), I thank you, my players a little less.
I will probably use this for certain elite Hyperboreans, and certain Mary Sue types. I like the Ki Abilities, but still feel like those should be monk only powers, likewise the Fighter feat selection, cool as that would be, I don't think it makes sense, they're not really dedicating themselves to a weapon and shouldn't be able to have the same level of finesse or skill as a legit fighter, someone who puts all their effort and focus into their weapons or the same capability to specialize like a a fighter or monk, I just don't think that's fair. Like why play anything else?
The problem of Prana Points is that not count as ki points for prerequisite (an the ki feats are VERY wonderful). It not only the monk that as ki pool, even the ninja, one vigilante, and one class of the Path Of War (the Stalker), etc., can have it. For counting as fighter and monk, the Brawler can. The Warpriest count as fighter for his bonus combat feat. They are non dedicated to a weapon, they are dedicated to combat.
I'm really not trying to be sour grapes here, but generally I feel this version gives a class, a class that already had a lot, basically an "I Win" button. It makes an already overpowered class just way too strong. I don't dislike it, i like a lot of the ideas, but I don't think it really lines up except for as a super OP Goku character, for what this class was supposed to originally represent and how they get to this level of power so quickly, I just don't think it matches up.

If you want it for your campaign go nuts, but it's not what I envision, at all, for the class I made at higher levels whatsoever if they simply can circumvent it's downsides and outperform any other melee class. They're supposed to be powerful, but there's supposed to be a cost, and the point was it's supposed to have a downside.
I fully agree with you and my players will be able to get this version in an epic campaign or in a normal campaign as one of the main bosses. For all the other encounters I will go with soldiers who burn themselves for a little power.
 
Last edited:

I entered this as a benefit for any player who will eventually use it in an epic campaign. On all other occasions I will use the normal version (mobs that burn their lives for power).

They are not better, they have the same immunity to Environment Hazards as the Immortals. A Time Lord is immune to Universal and resistante to Multiversal.

Yes, I WANT to create a supermonk, possibly as a reward for players in an epic campaign if they can find one and be taught or as a boss of some campaign
P.S.: Thanks fot the Houndsman (the class of Lady Ozma), I thank you, my players a little less.

The problem of Prana Points is that not count as ki points for prerequisite (an the ki feats are VERY wonderful). It not only the monk that as ki pool, even the ninja, one vigilante, and one class of the Path Of War (the Stalker), etc., can have it. For counting as fighter and monk, the Brawler can. The Warpriest count as fighter for his bonus combat feat. They are non dedicated to a weapon, they are dedicated to combat.

I fully agree with you and my players will be able to get this version in an epic campaign or in a normal campaign as one of the main bosses. For all the other encounters I will go with soldiers who burn themselves for a little power.
That's fair feedback, 👌 I can see your point regarding the Ki points thing. I don't agree but I can see why you'd take that perspective. I think making Prana count as Ki for purposes of feats would be a happy medium.

Regarding the Houndsman class, you're very welcome. I had one of those chasing a supersolo character for like half the campaign. Lol

Regarding a supermonk. This used in conjunction as like a Gestalt class with a normal monk would do that. I even think Perfect Self, as it changes you into an outsider, would make you immune to dying from old age, unless I'm wrong.

I still think an epic character with this shouldn't be able to ignore the drawback, losing old age ability score penalties I agree with, but they should need to find some form of immortality to circumvent their life force burning out. That's how I've always made Prana Warrior PCs and NPCs not die from it.
 
Last edited:

Obly99

Adventurer
This is my version of the Houndsman, a custom class of the user @Beefermatic. This version gains the AC bonus of the monk, uncanny dodge and the improved version of the barbarian and the alternative capstone ability of the base ranger. All the extra abilities not of this list are from the legendary ranger Ranger (Legendary)
Houndsman

Hit Die: d12.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Starting Age: As a ranger.

Class Skills
The Houndsman’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Table: Houndsman
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+2​
+2​
+2​
AC bonus, adaptive learning, favored enemy +4, smite 1/day, sneak attack 1d6, track, wildspeak (animal and magical beast)​
2nd​
+2​
+3​
+3​
+3​
Combat style feat, uncanny dodge​
3rd​
+3​
+3​
+3​
+3​
Hunting ground +2, relentless stride, sneak attack 2d6​
4th​
+4​
+4​
+4​
+4​
Hunter’s bond, smite 2/day, spells​
5th​
+5​
+4​
+4​
+4​
Favored enemy +8, improved uncanny dodge, sneak attack 3d6, wildspeak (monstrous humanoid and fey)​
6th​
+6​
+5​
+5​
+5​
Combat style feat​
7th​
+7​
+5​
+5​
+5​
Smite 4/day, sneak attack 4d6​
8th​
+8​
+6​
+6​
+6​
Hunting ground +4, Swift tracker​
9th​
+9​
+6​
+6​
+6​
Evasion, sneak attack 5d6, wildspeak (vermin and plants)​
10th​
+10​
+7​
+7​
+7​
Combat style feat, favored enemy +12, smite 4/day​
11th​
+11​
+7​
+7​
+7​
Quarry, sneak attack 6d6​
12th​
+12​
+8​
+8​
+8​
Camouflage​
13th​
+13​
+8​
+8​
+8​
Hunting ground +6, smite 5/day, sneak attack 7d6, wildspeak (elementals and ooze)​
14th​
+14​
+9​
+9​
+9​
Combat style feat​
15th​
+15​
+9​
+9​
+9​
Favored enemy +16, sneak attack 8d6, stillsense​
16th​
+16​
+10​
+10​
+10​
Improved evasion, smite 6/day​
17th​
+17​
+10​
+10​
+10​
Hide in plain sight, sneak attack 9d6, wildspeak (earth)​
18th​
+18​
+11​
+11​
+11​
Combat style feat, hunting ground +8​
19th​
+19​
+11​
+11​
+11​
Improved quarry, perfect survivor, smite 7/day, sneak attack 10d6​
20th​
+20​
+12​
+12​
+12​
Apex predator, favored enemy +20, master hunter, see it before​

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

Weapon and Armor Proficiency
Houndsman is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

AC Bonus (Ex)
When unarmored and unencumbered, the houndsman adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a houndsman gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every houndsman levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the houndsman is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Adaptive Learning (Ex)
The houndsman doesn’t learn to be strong in every way. Instead, he learns to use his strengths in every way. This applies to learning as well, allowing the houndsman to master techniques he otherwise wouldn’t be able to. When choosing feats, if a feat requires a certain minimum ability score, the houndsman is considered to meet that requirement. He must still meet any other requirements. In addition, the houndsman counts his houndsman class levels as fighter levels for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Favored Enemy (Ex)
At 1st level, a houndsman gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, Stealth and Survival checks against all creatures. Likewise, he gets a +4 bonus on weapon attack, damage rolls, AC and CMD against all creatures. A houndsman may make Knowledge skill checks untrained when attempting to identify creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus increases by +4.

Smite (Su)
Once per day, a houndsman can call out to the powers of the hunt. As a swift action, the houndsman chooses one target within sight to smite. The houndsman adds his Wis bonus (if any) to his attack rolls and adds his houndsman level to all damage rolls made against the target of his smite. If the target of smite is an outsider, a dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the houndsman possesses. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.

In addition, while smite is in effect, the houndsman gains a deflection bonus equal to his Wisdom modifier (if any) to his AC against attacks made by the target of the smite (this stack with the AC bonus class feature).

The smite effect remains until the target of the smite is dead or the next time the houndsman rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the houndsman may smite one additional time per day.

Sneak Attack (Ex)
If a houndsman can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The houndsman’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the houndsman flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 houndsman levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a houndsman can make a sneak attack that deals nonlethal damage instead of lethal damage. He can use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack with the usual –4 penalty.

The houndsman must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A houndsman cannot sneak attack while striking a creature with total concealment.

Track (Ex)
A houndsman adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wildspeak (Ex)
A houndsman is skilled in speaking with creatures that are close to nature. He can speak with any creature with the animal or magical beast type or communicate with them as if he spoke their language if they don’t have one (even if they have an Intelligence of 1 or 2 or if they are mindless). In addition, he gains a bonus equal to ½ his houndsman level (minimum 1) to his Diplomacy checks against such creatures when he attempts to influence their attitude. As a houndsman grows more experienced, he learns to do this with more exotic creatures. At 5th level, he may use this ability with any creature of the monstrous humanoid or fey types, at 9th level, he may use this ability with vermin and plants, at 13th level, he may use this ability with elementals and oozes. At 17th level, he may speak with the earth itself, communicating with rocks, rivers, and soil as if it were intelligent. For this purpose, treat each 30-foot by 30-foot section of earth as a separate intelligent creature, unless an obvious physical landmark is larger than that, with an alignment and temperament befitting that sort of terrain. The earth is aware of what has happened to it and has some understanding of events that have occurred in its presence.

Combat Style Feat (Ex)
At 2nd level, a houndsman must select one ranger combat style to pursue. The houndsman’s expertise manifests in the form of bonus feats from that style at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The houndsman use is houndsman level as is ranger level for select those feats.

The benefits of the houndsman’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a houndsman selects a combat style, it cannot be changed without retraining.

Uncanny Dodge (Ex)
At 2nd level, a houndsman gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. A houndsman with this ability can still lose his Dexterity bonus to armor class if an opponent successfully uses the feint action against him.

If a houndsman already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Hunting Ground (Ex)
At 3rd level, a houndsman gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks. A houndsman normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the skill bonus and initiative bonus increases by +2. Hunting ground count as favored terrain in all terrains for prerequisites.

Relentless Stride (Ex)
At 3rd level, the houndsman learns to move more effectively in different environments. When he succeeds on a Climb check, he may move his full speed without penalty, or he may move half his speed while continuing to use a shield. He may also move his full speed when he succeeds on a Swim check, and he may move through any sort of terrain at his normal speed (even if magical manipulated to impede motion) and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise. At 7th level, the houndsman has an incredible lightness to his step. Provided he starts his turn on normal ground, he can move on any surface as if it were the ground, like walls and ceilings. He falls if his movement ends or he falls prone. As a swift action, he may make a Climb skill check to use a hand to cling to the surface he has walked on this way. He can also walk across water without sinking or taking damage but sinks normally if he stops his movement or falls prone. He cannot begin his movement on water.

Hunter’s Bond (Ex)
At 4th level, a houndsman forms a bond with his hunting companions. This bond can take one of three forms. Once the form is chosen, it can be changed with a full-round action.

The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the houndsman’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A houndsman who selects an animal companion can choose any animal available to a druid. This animal is a loyal companion that accompanies the houndsman on his adventures as appropriate for its kind. A houndsman’s animal companion shares his favored enemy and hunting ground bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), with an effective druid level equal to the houndsman level. If the companion died or the houndsman change the form of the Hunter’s Bond, the houndsman can select a new animal companion (or the same animal if its nor dead) if a friendly animal of the list normally available to a druid is within 60 ft.

The third option is to give to an ally within 60 ft. (which cannot be normally be selected as an animal companion) as a free action the HD (d8; treat as rolled 4,5 for every dice plus Cos modifier, like a racial Hit Dice), 2 skill ranks (the creature does not gains bonus skill ranks for Int above 10) per Hit Dice gained, a number of bonus feats suited to the number of hit dice gained (use only the animal companion progression, not the number of odd hit dice of the character), a bonus to the natural armor and bonus to Strength and Dexterity of an animal companion of a level equal to the animal companion available to the houndmaster. This does not give an increase to BaB, Ability Score (1 for every 4 HD of the creature) or Saving Throw like a normal increase to HD give, instead it give a competence bonus to attack rolls and saving throw adapted to the bonus gained (Fortitude and Reflex good progression, Will bad progression). This increase of HD give an equivalent increase of character level (for effects like sleep, daze, microcosm) and maximum number of skill rank the creature can place in single skill. e.g.: a houndsman of 4th level will give 4 HD, 8 skill ranks, 2 bonus feats, +2 natural armor bonus, +1 Str/Dex, +3 competence bonus to attack roll, +4 competence bonus to Fortitude and Reflex and +1 to Will. A houndsman of 20th level will give 16 HD, 32 skill ranks, 8 bonus feats, +12 natural armor bonus, +6 Str/Dex, +12 competence bonus to attack roll, +10 competence bonus to Fortitude and Reflex and +5 to Will. The houndsman cannot apply this option to himself but only to other creatures.

Spells
Beginning at 4th level, a houndsman gains the ability to cast a small number of divine spells, which are drawn from the houndsman and ranger spell list. A houndsman must choose and prepare his spells in advance.

To prepare or cast a spell, a houndsman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a houndsman’s spell is 10 + the spell level + the houndsman’s Wisdom modifier.

Like other spellcasters, a houndsman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is equal to a ranger of the same level. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Houndsman indicates that the houndsman gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A houndsman must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A houndsman may prepare and cast any spell on the houndsman and ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a houndsman has no caster level. At 4th level and higher, his caster level is equal to his houndsman level

Houndsman Spell List:

1st Level

disguise self, feather fall, ghost sound, obscuring mist, sleep, true strike.

2nd Level

alter self, darkness, fox’s cunning, illusory script, invisibility, poison, spider climb, undetectable alignment.

3rd Level

deep slumber, deeper darkness, false life, glibness, magic circle against chaos/evil/good/law, misdirection.

4th Level

clairaudience/clairvoyance, dimension door, greater invisibility, locate creature, modify memory.

Improved Uncanny Dodge (Ex)
At 5th level and higher, a houndsman can no longer be flanked. This defense denies a rogue the ability to sneak attack the houndsman by flanking him, unless the attacker has at least four more rogue levels than the target has houndsman levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Swift Tracker (Ex)
Beginning at 8th level, a houndsman can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –5 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex)
When he reaches 9th level, a houndsman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the houndsman is wearing light armor, medium armor, or no armor. A helpless houndsman does not gain the benefit of evasion.

Quarry (Ex)
At 11th level, a houndsman can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a houndsman can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A houndsman can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the houndsman sees proof that his quarry is dead, he can select a new quarry after waiting 1 minute.

Camouflage (Ex)
A houndsman of 12th level or higher can use the Stealth skill to hide everywhere, even if the terrain doesn’t grant cover or concealment. The houndsman also learns to apply common materials to his clothing to remove odors while remaining downwind of enemies. He can apply his Stealth skill to avoid being detected by scent (though he still can be tracked by it). He also learns special techniques to disguise himself from blindsight and blindsense, as well as any other senses, so that he may always make a Stealth check to avoid being detected. He cannot do this while talking or using spells with verbal components.

Stillsense (Ex)
At 15th level, a houndsman becomes skilled in noticing tiny vibrations, shifts in air currents (or water currents, if underwater), and tiny movements across surfaces from changes in pressure. This works as a form of blindsight with a range of 30 feet that only detects creatures and objects that have moved (such as by attacking, changing location, casting a spell with somatic components, or making a skill check using Strength or Dexterity) within the past round. A creature that stops moving does not instantly become invisible to this sense; they are still noticeable until the air around them has stopped moving, which doesn’t happen until the end of their next turn. Creatures that are completely intangible are naturally invisible to this sense. This ability is not impeded if the houndsman is deafened in any way but does stop functioning if there is no air. Winds greater than 30mph can create blind spots downwind of the houndsman. This sense works continuously, and the houndsman may spend his move action to concentrate on the ability, doubling the range until the beginning of his next turn. This draws attacks of opportunity from adjacent enemies. At 19th level, the range on this sense doubles to 60 feet.

Improved Evasion (Ex)
At 16th level, a houndsman’s evasion improves. This ability works like evasion, except that while the houndsman still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless houndsman does not gain the benefit of improved evasion.

Hide in Plain Sight (Ex)
A houndsman of 17th level or higher can use the Stealth skill even while being observed.

Improved Quarry (Ex)
At 19th level, the houndsman’s ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 1 round has passed.

Perfect Survivor (Ex)
At 19th level, a houndsman becomes able to survive almost anywhere. The houndsman becomes immune to nonlethal damage as well as all forms of poison and disease. In addition, he may spend a swift action to focus his force of will, granting himself 20 temporary hit points. The temporary hit points last for 24 hours. These temporary hit points do not stack with themselves or other temporary hit points.

Apex Predator (Ex)
A houndsman of 20th level reaches the top of the food chain. Whenever he attacks his quarry and misses with a roll that is not a natural 1, he hits his quarry, but the damage is halved.

Master Hunter (Ex)
A houndsman of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a creature at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + ½ the houndsman’s level + the houndsman’s Wisdom modifier. A houndsman can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A houndsman can use this ability at will, but not against the same creature more than once in a 24-hour period.

Seen It Before (Ex)
At 20th level, the houndsman is wise to all the tricks of his prey. The houndsman adds his favored enemy bonus as an insight bonus on saves against spells and abilities used by creatures.
 

Attachments

  • houndsman3.jpg
    houndsman3.jpg
    514.2 KB · Views: 32
  • houndsman2.jpg
    houndsman2.jpg
    77.7 KB · Views: 31
  • houndsman.jpg
    houndsman.jpg
    460.8 KB · Views: 31
Last edited:

This is my version of the Houndsman, a custom class of the user @Beefermatic. This version gains the AC bonus of the monk, uncanny dodge and inproved of the barbarian, the alternative capstone ability of the base ranger. All the extra abilities not of this list are from the legendary ranger Ranger (Legendary)
Houndsman

Hit Die: d12.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Starting Age: As a ranger.

Class Skills
The Houndsman’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Table: Houndsman
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+2​
+2​
+2​
AC bonus, adaptive learning, favored enemy +4, smite 1/day, sneak attack 1d6, track, wildspeak (animal and magical beast)​
2nd​
+2​
+3​
+3​
+3​
Combat style feat, uncanny dodge​
3rd​
+3​
+3​
+3​
+3​
Hunting ground +2, relentless stride, sneak attack 2d6​
4th​
+4​
+4​
+4​
+4​
Hunter’s bond, smite 2/day, spells​
5th​
+5​
+4​
+4​
+4​
Favored enemy +8, improved uncanny dodge, sneak attack 3d6, wildspeak (monstrous humanoid and fey)​
6th​
+6​
+5​
+5​
+5​
Combat style feat​
7th​
+7​
+5​
+5​
+5​
Smite 4/day, sneak attack 4d6​
8th​
+8​
+6​
+6​
+6​
Hunting ground +4, Swift tracker​
9th​
+9​
+6​
+6​
+6​
Evasion, sneak attack 5d6, wildspeak (vermin and plants)​
10th​
+10​
+7​
+7​
+7​
Combat style feat, favored enemy +12, smite 4/day​
11th​
+11​
+7​
+7​
+7​
Quarry, sneak attack 6d6​
12th​
+12​
+8​
+8​
+8​
Camouflage​
13th​
+13​
+8​
+8​
+8​
Hunting ground +6, smite 5/day, sneak attack 7d6, wildspeak (elementals and ooze)​
14th​
+14​
+9​
+9​
+9​
Combat style feat​
15th​
+15​
+9​
+9​
+9​
Favored enemy +16, sneak attack 8d6, stillsense​
16th​
+16​
+10​
+10​
+10​
Improved evasion, smite 6/day​
17th​
+17​
+10​
+10​
+10​
Hide in plain sight, sneak attack 9d6, wildspeak (earth)​
18th​
+18​
+11​
+11​
+11​
Combat style feat, hunting ground +8​
19th​
+19​
+11​
+11​
+11​
Improved quarry, perfect survivor, smite 7/day, sneak attack 10d6​
20th​
+20​
+12​
+12​
+12​
Apex predator, favored enemy +16, master hunter, see it before​

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

Weapon and Armor Proficiency
Houndsman is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

AC Bonus (Ex)
When unarmored and unencumbered, the houndsman adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a houndsman gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every houndsman levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the houndsman is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Adaptive Learning (Ex)
The houndsman doesn’t learn to be strong in every way. Instead, he learns to use his strengths in every way. This applies to learning as well, allowing the houndsman to master techniques he otherwise wouldn’t be able to. When choosing feats, if a feat requires a certain minimum ability score, the houndsman is considered to meet that requirement. He must still meet any other requirements. In addition, the houndsman counts his houndsman class levels as fighter levels for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Favored Enemy (Ex)
At 1st level, a houndsman gains a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against all creatures. Likewise, he gets a +4 bonus on weapon attack, damage rolls, AC and CMD against all creatures. A houndsman may make Knowledge skill checks untrained when attempting to identify creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the bonus increases by +4.

Smite (Su)
Once per day, a houndsman can call out to the powers of the hunt. As a swift action, the houndsman chooses one target within sight to smite. The houndsman adds his Wis bonus (if any) to his attack rolls and adds his houndsman level to all damage rolls made against the target of his smite. If the target of smite is an outsider, a dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the houndsman possesses. Regardless of the target, smite attacks automatically bypass any DR the creature might possess.

In addition, while smite is in effect, the houndsman gains a deflection bonus equal to his Wisdom modifier (if any) to his AC against attacks made by the target of the smite (this stack with the AC bonus class feature).

The smite effect remains until the target of the smite is dead or the next time the houndsman rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the houndsman may smite one additional time per day.

Sneak Attack (Ex)
If a houndsman can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The houndsman’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the houndsman flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 houndsman levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a houndsman can make a sneak attack that deals nonlethal damage instead of lethal damage. He can use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack with the usual –4 penalty.

The houndsman must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A houndsman cannot sneak attack while striking a creature with total concealment.

Track (Ex)
A houndsman adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wildspeak (Ex)
A houndsman is skilled in speaking with creatures that are close to nature. He can speak with any creature with the animal or magical beast type or communicate with them as if he spoke their language if they don’t have one (even if they have an Intelligence of 1 or 2 or if they are mindless). In addition, he gains a bonus equal to ½ his houndsman level (minimum 1) to his Diplomacy checks against such creatures when he attempts to influence their attitude. As a houndsman grows more experienced, he learns to do this with more exotic creatures. At 5th level, he may use this ability with any creature of the monstrous humanoid or fey types, at 9th level, he may use this ability with vermin and plants, at 13th level, he may use this ability with elementals and oozes. At 17th level, he may speak with the earth itself, communicating with rocks, rivers, and soil as if it were intelligent. For this purpose, treat each 30-foot by 30-foot section of earth as a separate intelligent creature, unless an obvious physical landmark is larger than that, with an alignment and temperament befitting that sort of terrain. The earth is aware of what has happened to it and has some understanding of events that have occurred in its presence.

Combat Style Feat (Ex)
At 2nd level, a houndsman must select one ranger combat style to pursue. The houndsman’s expertise manifests in the form of bonus feats from that style at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The houndsman use is houndsman level as is ranger level for select those feats.

The benefits of the houndsman’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a houndsman selects a combat style, it cannot be changed without retraining.

Uncanny Dodge (Ex)
At 2nd level, a houndsman gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. A houndsman with this ability can still lose his Dexterity bonus to armor class if an opponent successfully uses the feint action against him.

If a houndsman already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Hunting Ground (Ex)
At 3rd level, a houndsman gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks. A houndsman normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the skill bonus and initiative bonus increases by +2. Hunting ground count as favored terrain in all terrains for prerequisites.

Relentless Stride (Ex)
At 3rd level, the houndsman learns to move more effectively in different environments. When he succeeds on a Climb check, he may move his full speed without penalty, or he may move half his speed while continuing to use a shield. He may also move his full speed when he succeeds on a Swim check, and he may move through any sort of terrain at his normal speed and without taking damage or suffering any other impairment, and is not affected by tripping effects caused by slick or icy surfaces, magical or otherwise. At 7th level, the houndsman has an incredible lightness to his step. Provided he starts his turn on normal ground, he can move on any surface as if it were the ground, like walls and ceilings. He falls if his movement ends or he falls prone. As a swift action, he may make a Climb skill check to use a hand to cling to the surface he has walked on this way. He can also walk across water without sinking or taking damage but sinks normally if he stops his movement or falls prone. He cannot begin his movement on water.

Hunter’s Bond (Ex)
At 4th level, a houndsman forms a bond with his hunting companions. This bond can take one of three forms. Once the form is chosen, it can be changed with a full-round action.

The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the houndsman’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A houndsman who selects an animal companion can choose any animal available to a druid. This animal is a loyal companion that accompanies the houndsman on his adventures as appropriate for its kind. A houndsman’s animal companion shares his favored enemy and hunting ground bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), with an effective druid level equal to the houndsman level. If the companion died or the houndsman change the form of the Hunter’s Bond, the houndsman can select a new animal companion (or the same animal if its nor dead) if a friendly animal of the list normally available to a druid is within 60 ft.

The third option is to give to an ally within 60 ft. (which cannot be normally be selected as an animal companion) as a free action the HD (d8; treat as rolled 4,5 for every dice plus Cos modifier, like a racial Hit Dice), 2 skill ranks (the creature does not gains bonus skill ranks for Int above 10) per Hit Dice gained, a number of bonus feats suited to the number of hit dice gained (use only the animal companion progression, not the number of odd hit dice of the character), a bonus to the natural armor and bonus to Strength and Dexterity of an animal companion of a level equal to the animal companion available to the houndmaster. This does not give an increase to BaB, Ability Score (1 for every 4 HD of the creature) or Saving Throw like a normal increase to HD give, instead it give a competence bonus to attack rolls and saving throw adapted to the bonus gained (Fortitude and Reflex good progression, Will bad progression). This increase of HD give an equivalent increase of character level (for effects like sleep, daze, microcosm) and maximum number of skill rank the creature can place in single skill. e.g.: a houndsman of 4th level will give 4 HD, 8 skill ranks, 2 bonus feats, +2 natural armor bonus, +1 Str/Dex, +3 competence bonus to attack roll, +4 competence bonus to Fortitude and Reflex and +1 to Will. A houndsman of 20th level will give 16 HD, 32 skill ranks, 8 bonus feats, +12 natural armor bonus, +6 Str/Dex, +12 competence bonus to attack roll, +10 competence bonus to Fortitude and Reflex and +5 to Will. The houndsman cannot apply this option to himself but only to other creatures.

Spells
Beginning at 4th level, a houndsman gains the ability to cast a small number of divine spells, which are drawn from the houndsman and ranger spell list. A houndsman must choose and prepare his spells in advance.

To prepare or cast a spell, a houndsman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a houndsman’s spell is 10 + the spell level + the houndsman’s Wisdom modifier.

Like other spellcasters, a houndsman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is equal to a ranger of the same level. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Houndsman indicates that the houndsman gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A houndsman must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A houndsman may prepare and cast any spell on the houndsman and ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a houndsman has no caster level. At 4th level and higher, his caster level is equal to his houndsman level

Houndsman Spell List:

1st Level

disguise self, feather fall, ghost sound, obscuring mist, sleep, true strike.

2nd Level

alter self, darkness, fox’s cunning, illusory script, invisibility, poison, spider climb, undetectable alignment.

3rd Level

deep slumber, deeper darkness, false life, glibness, magic circle against chaos/evil/good/law, misdirection.

4th Level

clairaudience/clairvoyance, dimension door, greater invisibility, locate creature, modify memory.

Improved Uncanny Dodge (Ex)
At 5th level and higher, a houndsman can no longer be flanked. This defense denies a rogue the ability to sneak attack the houndsman by flanking him, unless the attacker has at least four more rogue levels than the target has houndsman levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Swift Tracker (Ex)
Beginning at 8th level, a houndsman can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex)
When he reaches 9th level, a houndsman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the houndsman is wearing light armor, medium armor, or no armor. A helpless houndsman does not gain the benefit of evasion.

Quarry (Ex)
At 11th level, a houndsman can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a houndsman can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A houndsman can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the houndsman sees proof that his quarry is dead, he can select a new quarry after waiting 1 minute.

Camouflage (Ex)
A houndsman of 12th level or higher can use the Stealth skill to hide everywhere, even if the terrain doesn’t grant cover or concealment. The houndsman also learns to apply common materials to his clothing to remove odors while remaining downwind of enemies. He can apply his Stealth skill to avoid being detected by scent (though he still can be tracked by it). He also learns special techniques to disguise himself from blindsight and blindsense, as well as any other senses, so that he may always make a Stealth skill to avoid being detected. He cannot do this while talking or using spells with verbal components.

Stillsense (Ex)
At 15th level, a houndsman becomes skilled in noticing tiny vibrations, shifts in air currents (or water currents, if underwater), and tiny movements across surfaces from changes in pressure. This works as a form of blindsight with a range of 30 feet that only detects creatures and objects that have moved (such as by attacking, changing location, casting a spell with somatic components, or making a skill check using Strength or Dexterity) within the past round. A creature that stops moving does not instantly become invisible to this sense; they are still noticeable until the air around them has stopped moving, which doesn’t happen until the end of their next turn. Creatures that are completely intangible are naturally invisible to this sense. This ability is not impeded if the houndsman is deafened in any way but does stop functioning if there is no air. Winds greater than 30mph can create blind spots downwind of the houndsman. This sense works continuously, and the houndsman may spend his move action to concentrate on the ability, doubling the range until the beginning of his next turn. This draws attacks of opportunity from adjacent enemies. At 19th level, the range on this sense doubles to 60 feet.

Improved Evasion (Ex)
At 16th level, a houndsman’s evasion improves. This ability works like evasion, except that while the houndsman still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless houndsman does not gain the benefit of improved evasion.

Hide in Plain Sight (Ex)
A houndsman of 17th level or higher can use the Stealth skill even while being observed.

Improved Quarry (Ex)
At 19th level, the houndsman’s ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 1 round has passed.

Perfect Survivor (ex)
At 19th level, a houndsman becomes able to survive almost anywhere. The houndsman becomes immune to nonlethal damage as well as all forms of poison and disease. In addition, he may spend a swift action to focus his force of will, granting himself 20 temporary hit points. The temporary hit points last for 24 hours. These temporary hit points do not stack with themselves or other temporary hit points.

Apex Predator (ex)
A houndsman of 20th level reaches the top of the food chain. Whenever he attacks his quarry and misses with a roll that is not a natural 1, he hits his quarry, but the damage is halved.

Master Hunter (Ex)
A houndsman of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a creature at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + ½ the houndsman’s level + the houndsman’s Wisdom modifier. A houndsman can choose instead to deal an amount of nonlethal damage equal to the creature’s current hit points. A successful save negates this damage. A houndsman can use this ability at will, but not against the same creature more than once in a 24-hour period.

Seen It Before (Ex)
At 20th level, the houndsman is wise to all the tricks of his prey. The houndsman adds his favored enemy bonus as an insight bonus on saves against spells and abilities used by creatures.
This class is awesome. I originally took the Undead Stalker, a custom class from 3.5 found in the Dungeon Masters Guide under creating a custom class, changed it to the Manhunter, sort of like a ranger, but got double bonuses to his Favored Enemy abilities, the ability to smite their Favored Enemy, the ability to sneak attack their Favored Enemy and 3.5 assassin spells. I took that, expanded it's list to all enemies, gave them their signature Companion's Bond ability and gave them the rest of the Pathfinder Hunter’s abilities as well, and that was my Houndsman, your version is pretty spot on, but I like the adjustments you made. This is a legitimate boss class and a scary one at that.
 

Obly99

Adventurer
Ok, this time I'm bringing you an NPC Boss only class. It (as the name also makes clear) is based on Marshall D. Teach, Blackbeard from the manga/anime One Piece. The class is deliberately OP.
Blackbeard

Hit Die: d12.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Intuitive.

Class Skills

The Blackbeard’s class skills are Acrobatics (Dex), Bluff (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Blackbeard
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+2​
+0​
+2​
AC bonus, flurry of blows, grappler, punching bag, sneak attack 1d6, unarmed strike, will of D., yami yami no mi (touch)​
2nd​
+2​
+3​
+0​
+3​
Devouring the damage, uncanny dodge​
3rd​
+3​
+3​
+1​
+3​
Sneak attack 2d6​
4th​
+4​
+4​
+1​
+4​
The darkness consume all​
5th​
+5​
+4​
+1​
+4​
Improved uncanny dodge, sneak attack 3d6​
6th​
+6​
+5​
+2​
+5​
Absorption​
7th​
+7​
+5​
+2​
+5​
Sneak attack 4d6​
8th​
+8​
+6​
+2​
+6​
Yami yami no mi (distance)​
9th​
+9​
+6​
+3​
+6​
Sneak attack 5d6, stalwart​
10th​
+10​
+7​
+3​
+7​
Dead magic zone​
11th​
+11​
+7​
+3​
+7​
Sneak attack 6d6​
12th​
+12​
+8​
+4​
+8​
Protect the crew​
13th​
+13​
+8​
+4​
+8​
Sneak attack 7d6​
14th​
+14​
+9​
+4​
+9​
Black Sea​
15th​
+15​
+9​
+5​
+9​
Sneak attack 8d6​
16th​
+16​
+10​
+5​
+10​
Dark kingdom​
17th​
+17​
+10​
+5​
+10​
Sneak attack 9d6​
18th​
+18​
+11​
+6​
+11​
Consume object​
19th​
+19​
+11​
+6​
+11​
Sneak attack 10d6​
20th​
+20​
+12​
+6​
+12​
Even the gods can die​

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

Weapon and Armor Proficiency
Blackbeard is proficient with all simple and martial weapons, all firearms, and with light armor, but not with shields.

AC Bonus (Ex)
When unarmored and unencumbered, the blackbeard adds his Charisma bonus (if any) to his AC and his CMD. In addition, a blackbeard gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every blackbeard levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the blackbeard is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
The blackbeard gains the flurry of blows class feature, using his blackbeard levels as monk levels. When blackbeard, as a move action maintain a grapple, he can as a standard action make a flurry of blows even if it’s normally a full-round action but all attacks must be made against the foe grappled.

Grappler (Ex)
The blackbeard gains Improved Grapple and Greater Grappler as a bonus feats without the need to make their prerequisites.

Punching Bag (Ex)
The blackbeard gains Toughness as a bonus feat but instead of the usual benefits he gain +18 hit points. For every level, a blackbeard possess beyond 3, he gains an additional +6 hit point. If he has more than 3 Hit Dice, he gains +6 hit points whenever he gains a Hit Die. The hit points from blackbeard is always maximized (like he rolled always a 12).

Sneak Attack (Ex)
If a blackbeard can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The blackbeard’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the blackbeard flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 blackbeard levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a blackbeard can make a sneak attack that deals nonlethal damage instead of lethal damage. He can use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack with the usual –4 penalty.

The blackbeard must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A blackbeard cannot sneak attack while striking a creature with total concealment.

Unarmed Strike (Ex)
The blackbeard gains Improved Unarmed Strike as a bonus feat. He also treats his blackbeard levels as monk levels when determining the amount of damage he deals with his unarmed strikes.

Will of D. (Ex)
The blackbeard receives an untyped bonus to AC and CMD equal to his Charisma modifier. This bonus does not stack with any armor or shield bonuses he may receive. This bonus to AC apply even against touch attacks or when the blackbeard is flat-footed. He loses this bonus when he is immobilized, helpless, or when he carries a medium or heavy load. This bonus stack with AC bonus. The blackbeard can use his Charisma modifier in place of his Wisdom modifier for his Will saving throws.

Yami Yami no Mi (Su)
The blackbeard can make a special melee touch attack, using his Charisma modifier instead of Strength, against a creature or object as a standard action. If this attack hit, the creature or object is automatically grappled and under an effect of antimagic field, that does not interferes with his items but only on the creature himself (he does not lose the benefits of items and can activate them but cannot cast spells, spell-like or use supernatural abilities and all spells, spell-like and supernatural active on him or cast on him are suppressed) until the grapple is break. A blackbeard can grapple creatures of any size with Yami Yami no Mi. A blackbeard add his Charisma modifier to grapple check. A blackbeard does not take the -4 penalty to grapple check if he use only one hand or the other is occupied and does not take the grappled condition when grapple a creature using the Yami Yami no Mi. Freedom of movement and similar effects do not work against Yami Yami no Mi but instead give at the creature grappled +8 to the CMB or Escape Artist check made to break the grapple but not to check made to reverse the grapple and become the grappler. While blackbeard has a creature grappled with Yami Yami no Mi, he can move at half of his speed with his foe without provoking attack of opportunity from that creature with a successful grapple check made as part of the movement. If that grapple check fail, both blackbeard and the foe remain of that spot.

At 8th level, blackbeard can pull creature toward him with his darkness. As a standard action blackbeard can target a creature within 10 ft. per level of himself. If blackbear win a Charisma check against a Strength check of the creature, the creature is pulled at blackbear (this movement does not provoke attack of opportunity) and is automatically grappled like for the lesser version of this effect.

Devouring the Damage (Su)
At 2nd level, a blackbeard gains the ability to use tha darkness to remove damage to himself or to an ally within 10 ft. per blackbeard level of himself. This ability remove 10 damage per blackbeard level. If the target is unwilling this required a ranged touch attack. Because this ability remove the damage does not count as heal, it can remove damage that normally cannot be cured like vile and permanent damage. The blackbeard can use this ability a number of time per day equal to his level + Charisma modifier.

Uncanny Dodge (Ex)
At 2nd level, a blackbeard gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. A blackbeard with this ability can still lose his Dexterity bonus to armor class if an opponent successfully uses the feint action against him.
If a blackbeard already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

The Darkness Consume All (Su)
At 3rd level, a blackbeard gains one aspect of a defeated opponent that is more powerful than what him already possess. He must have personally defeated the opponent (he must take the majority beneficiary of any EXP gained from the opponents defeat for this power to take effect). This assimilation include ability scores:
ex: If he defeat an opponent with a higher wisdom score than himself, he can gains his strength score. (ex: Xandrid, with Wisdom 29 (16 base + 2 race + 6 enhanced + 2 inherent + 1 level advancement) kill Orochi, with Wisdom 36 (24 base + 6 enhanced + 2 inherent + 2 sacred + 2 level advancement). Xandrid chose to absorb his Wisdom and now has Wisdom 35 (24 base + 2 race + 6 enhanced + 2 inherent + 1 level advancement)).
Defensive abilities like resistance, immunity, spell resistance, etc.
Special attack like pounce, trample, etc.
Lastly it includes powers and abilities.
The blackbeard can gains one the defeated enemy mortal, divine, cosmic, etc., even class abilities.
Special: In the likely event of any ambiguity over what exactly can be gained, the GM has the final say.

Improved Uncanny Dodge (Ex)
At 5th level and higher, a blackbeard can no longer be flanked. This defense denies a rogue the ability to sneak attack the blackbeard by flanking him, unless the attacker has at least four more rogue levels than the target has blackbeard levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Absorption (Su)
At 6th level, a blackbeard gain Combat Reflexes as a bonus feat but use Charisma instead of Dexterity for the addition number of attacks of opportunity. When blackbeard is targeted with a ranged attack, spell, spell-like or supernatural effect, can as an attack of opportunity, make a check using his blackbeard level plus his Charisma modifier with DC equal of the attack roll for an attack, equal to 11 + caster level + spellcasting modifier against a spell, 11 + HD + ability modifier for other supernatural effects. If the result is greater than the DC, the attack/spell/effect is negated and blackbeard regain a number of hit points equal to the caster level (for spells and spell-like abilities) or HD (for other effects, but not from attacks). Blackbeard must be aware of the attack/spell/effect and not flat-footed for use this ability. Blackbeard can absorb area spells and effects (like fireball) if is included in the area. Blackbeard can absorb multiple target effects and spells (like fairness) but only the effect targeting himself, in fact not denying it for others (for effects and spells like chain lightning, which require bouncing from one person to another to continue, if absorbed, stop the effect).

Stalwart (Ex)
When he reaches 9th level, a blackbeard can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the blackbeard is wearing light armor, medium armor, or no armor. A helpless blackbeard does not gain the benefit of the stalwart ability.

Dead Magic Zone (Su)
When he reaches 10th level, a blackbeard Yami Yami no Mi now replicate Dead Magic zone instead of antimagic field. Dead magic affects even artifacts, supernatural divine (or better) abilities and epic spells.

Protect the Crew (Su)
At 12th level, a blackbeard can project an area of crushing obscurity of 10 ft. per blackbeard level centered on himself. Activate this area is a free action and remain active until the start of his next turn. While the area is active, blackbeard can chose to redirect all ranged attacks, spells, spell-like abilities and supernatural effects on himself. Redirecting is a free action usable even if is not his turn but blackbeard must make a make a check using his blackbeard level plus his Charisma modifier with DC equal of the attack roll for an attack, equal to 11 + caster level + spellcasting modifier against a spell, 11 + HD + ability modifier for other supernatural effects. If the result is greater than the DC, the attack/spell/effect is redirected on himself. This ability is usually used for steal beneficial effects like haste or heal or for protect allies from powerful effects, using absorption for totally negate it later. If used against an area effect, the effect in now centered on himself. If used against multiple target effect, the effect in now targeting only himself. Blackbeard can use this ability for a number of rounds every day equal to his blackbeard level + Charisma modifier.

Black Sea (Su)
At 14th level, a blackbeard can create an area of all consuming darkness on the ground of 10 ft. per blackbeard level centered on himself. Activate this area is a full-round action which can only be done when blackbeard is on solid ground. All creatures and object on a solid ground and in an area of 10 ft. per blackbeard level over that ground must make a Strength check against a DC of 11 + blackbeard Charisma modifier. Blackbeard can choose to exclude any number of creatures or objects from this ability. For every 1 point they fail the check, they are dragged 5 ft. towards the ground. If their movement would at least wear them 5 ft. below the ground, they are sucked inside a pocket dimension which has the trait of the Dead Magic zone. Every round they pass inside this area they take 1d6 non-lethal damage per 4 blackbeard level and they are made fatigued. If they are already fatigued they become exhausted. If they are already exhausted they become unconscious. If they are immune to non-lethal damage, they instead take 1d6 magic bludgeoning damage per 4 blackbeard level that ignore hardness. The only way for escape this pocket dimension is make a successful Strength check against a DC of 11 + blackbeard Charisma modifier. A creature that escape is placed in a free square adjacent to the blackbear or if there are no free adjacent ones, in the closest available one that would deal no damage. Blackbeard can release any number of creatures of objects as a swift action.

Dark Kingdom (Su)
At 16th level, a blackbeard can use his pocket dimension to store a hold or adjacent item without damage him as a standard action. The pocket dimension can save store a number of lb. equal to 100 per blackbeard level. If this weight is exceeded, blackbeard must select an item that no longer benefits from protection (and begins to take damage) or who is automatically eject out the pocket dimension.

Consume Object (Su)
At 18th level, a blackbeard can consume a magic item as a swift action that is hold with his Yami Yami no Mi. The object is destroyed and blackbeard heal a number of hit points equal to double the caster level of the object. This ability can even permanently destroy artifacts (even bonded artifacts) and soul objects if the object fail a Will save DC 10 + ½ blackbear level + Charisma modifier.

Even the Gods can Die (Su)
At 20th level, a blackbeard has reach a point in which he lays his eyes on new prey: the Gods. When blackbeard grapple an immortal creature or equivalent (like Abominations or Entities) with the Yami Yami no Mi and the creature has a divine rank or equivalent (like the foresight for a cometary dragon) equal or lesser than blackbeard level/5, the immortal lose the divine template (or the divine traits like d20, maximized HD, salient ability, etc.) becoming a mortal again until he break the grapple.
 

Attachments

  • blackbeard.jpg
    blackbeard.jpg
    245 KB · Views: 28
Last edited:

Ok, this time I'm bringing you an NPC Boss only class. It (as the name also makes clear) is based on Marshall D. Teach, Blackbeard from the manga/anime One Piece. The class is deliberately OP.
Blackbeard

Hit Die: d12.

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Intuitive.

Class Skills

The Blackbeard’s class skills are Acrobatics (Dex), Bluff (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Blackbeard
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+2​
+0​
+2​
AC bonus, flurry of blows, grappler, punching bag, sneak attack 1d6, unarmed strike, will of D., yami yami no mi (touch)​
2nd​
+2​
+3​
+0​
+3​
Devouring the damage, uncanny dodge​
3rd​
+3​
+3​
+1​
+3​
Sneak attack 2d6​
4th​
+4​
+4​
+1​
+4​
The darkness consume all​
5th​
+5​
+4​
+1​
+4​
Improved uncanny dodge, sneak attack 3d6​
6th​
+6​
+5​
+2​
+5​
Absorption​
7th​
+7​
+5​
+2​
+5​
Sneak attack 4d6​
8th​
+8​
+6​
+2​
+6​
Yami yami no mi (distance)​
9th​
+9​
+6​
+3​
+6​
Sneak attack 5d6, stalwart​
10th​
+10​
+7​
+3​
+7​
Dead magic zone​
11th​
+11​
+7​
+3​
+7​
Sneak attack 6d6​
12th​
+12​
+8​
+4​
+8​
Protect the crew​
13th​
+13​
+8​
+4​
+8​
Sneak attack 7d6​
14th​
+14​
+9​
+4​
+9​
Black Sea​
15th​
+15​
+9​
+5​
+9​
Sneak attack 8d6​
16th​
+16​
+10​
+5​
+10​
Dark kingdom​
17th​
+17​
+10​
+5​
+10​
Sneak attack 9d6​
18th​
+18​
+11​
+6​
+11​
Consume object​
19th​
+19​
+11​
+6​
+11​
Sneak attack 10d6​
20th​
+20​
+12​
+6​
+12​
Even the gods can die​

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

Weapon and Armor Proficiency
Blackbeard is proficient with all simple and martial weapons, all firearms, and with light armor, but not with shields.

AC Bonus (Ex)
When unarmored and unencumbered, the blackbeard adds his Charisma bonus (if any) to his AC and his CMD. In addition, a blackbeard gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every blackbeard levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the blackbeard is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
The blackbeard gains the flurry of blows class feature, using his blackbeard levels as monk levels. When blackbeard, as a move action maintain a grapple, he can as a standard action make a flurry of blows even if it’s normally a full-round action but all attacks must be made against the foe grappled.

Grappler (Ex)
The blackbeard gains Improved Grapple and Greater Grappler as a bonus feats without the need to make their prerequisites.

Punching Bag (Ex)
The blackbeard gains Toughness as a bonus feat but instead of the usual benefits he gain +18 hit points. For every level, a blackbeard possess beyond 3, he gains an additional +3 hit point. If he has more than 3 Hit Dice, he gains +6 hit points whenever he gains a Hit Die. The hit points from blackbeard is always maximized (like he rolled always a 12).

Sneak Attack (Ex)
If a blackbeard can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The blackbeard’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the blackbeard flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 blackbeard levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a blackbeard can make a sneak attack that deals nonlethal damage instead of lethal damage. He can use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack with the usual –4 penalty.

The blackbeard must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A blackbeard cannot sneak attack while striking a creature with total concealment.

Unarmed Strike (Ex)
The blackbeard gains Improved Unarmed Strike as a bonus feat. He also treats his blackbeard levels as monk levels when determining the amount of damage he deals with his unarmed strikes.

Will of D. (Ex)
The blackbeard receives an untyped bonus to AC and CMD equal to his Charisma modifier. This bonus does not stack with any armor or shield bonuses he may receive. This bonus to AC apply even against touch attacks or when the blackbeard is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This bonus stack with AC bonus. The blackbeard can use his Charisma modifier in place of his Wisdom modifier for his Will saving throws.

Yami Yami no Mi (Su)
The blackbeard can make a special melee touch attack, using his Charisma modifier instead of Strength, against a creature or object as a standard action. If this attack hit, the creature or object is automatically grappled and under an effect of antimagic field, that does not interferes with his items but only on the creature himself (he does not lose the benefits of items and can activate them but cannot cast spells, spell-like or use supernatural abilities and all spells, spell-like and supernatural active on him or cast on him are suppressed) until the grapple is break. A blackbeard add his Charisma modifier to grapple check. A blackbeard does not take the -4 penalty to grapple check if he use only one hand or the other is occupied and does not take the grappled condition when grapple a creature using the Yami Yami no Mi. Freedom of movement and similar effects do not work against Yami Yami no Mi but instead give at the creature grappled +8 to the CMB or Escape Artist check made to break the grapple but not to check made to reverse the grapple and become the grappler. While blackbeard has a creature grappled with Yami Yami no Mi, he can move at half of his speed with his foe without provoking attack of opportunity from that creature with a successful grapple check made as part of the movement. If that grapple check fail, both blackbeard and the foe remain of that spot.

At 8th level, blackbeard can pull creature toward him with his darkness. As a standard action blackbeard can target a creature within 10 ft. per level of himself. If blackbear win a Charisma check against a Strength check of the creature, the creature is pulled at blackbear (this movement does not provoke attack of opportunity) and is automatically grappled like for the lesser version of this effect.

Devouring the Damage (Su)
At 2nd level, a blackbeard gains the ability to use tha darkness to remove damage to himself or to an ally within 10 ft. per blackbeard level of himself. This ability remove 10 damage per blackbeard level. If the target is unwilling this required a ranged touch attack. Because this ability remove the damage does not count as heal, it can remove damage that normally cannot be cured like vile and permanent damage. The blackbeard can use this ability a number of time per day equal to his level + Charisma modifier.

Uncanny Dodge (Ex)
At 2nd level, a blackbeard gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. A blackbeard with this ability can still lose his Dexterity bonus to armor class if an opponent successfully uses the feint action against him.
If a blackbeard already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

The Darkness Consume All (Su)
At 3rd level, a blackbeard gains one aspect of a defeated opponent that is more powerful than what him already possess. He must have personally defeated the opponent (he must take the majority beneficiary of any EXP gained from the opponents defeat for this power to take effect). This assimilation include ability scores:
ex: If he defeat an opponent with a higher wisdom score than himself, he can gains his strength score. (ex: Xandrid, with Wisdom 29 (16 base + 2 race + 6 enhanced + 2 inherent + 1 level advancement) kill Orochi, with Wisdom 36 (24 base + 6 enhanced + 2 inherent + 2 sacred + 2 level advancement). Xandrid chose to absorb his Wisdom and now has Wisdom 35 (24 base + 2 race + 6 enhanced + 2 inherent + 1 level advancement)).
Defensive abilities like resistance, immunity, spell resistance, etc.
Special attack like pounce, trample, etc.
Lastly it includes powers and abilities.
The blackbeard can gains one the defeated enemy mortal, divine, cosmic, etc., even class abilities.
Special: In the likely event of any ambiguity over what exactly can be gained, the GM has the final say.

Improved Uncanny Dodge (Ex)
At 5th level and higher, a blackbeard can no longer be flanked. This defense denies a rogue the ability to sneak attack the blackbeard by flanking him, unless the attacker has at least four more rogue levels than the target has blackbeard levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Absorption (Su)
At 6th level, a blackbeard gain Combat Reflexes as a bonus feat but use Charisma instead of Dexterity for the addition number of attacks of opportunity. When blackbeard is targeted with a ranged attack, spell, spell-like or supernatural effect, can as an attack of opportunity, make a check using his blackbeard level plus his Charisma modifier with DC equal of the attack roll for an attack, equal to 11 + caster level + spellcasting modifier against a spell, 11 + HD + ability modifier for other supernatural effects. If the result is greater than the DC, the attack/spell/effect is negated and blackbeard regain a number of hit points equal to the caster level (for spells and spell-like abilities) or HD (for other effects, but not from attacks). Blackbeard must be aware of the attack/spell/effect and not flat-footed for use this ability. Blackbeard can absorb area spells and effects (like fireball) if is included in the area. Blackbeard can absorb multiple target effects and spells (like fairness) but only the effect targeting himself, in fact not denying it for others (for effects and spells like chain lightning, which require bouncing from one person to another to continue, if absorbed, stop the effect).

Stalwart (Ex)
When he reaches 9th level, a blackbeard can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. This ability can only be used if the blackbeard is wearing light armor, medium armor, or no armor. A helpless blackbeard does not gain the benefit of the stalwart ability.

Dead Magic Zone (Su)
When he reaches 10th level, a blackbeard Yami Yami no Mi now replicate Dead Magic zone instead of antimagic field. Dead magic affects even artifacts, supernatural divine (or better) abilities and epic spells.

Protect the Crew (Su)
At 12th level, a blackbeard can project an area of crushing obscurity of 10 ft. per blackbeard level centered on himself. Activate this area is a free action and remain active until the start of his next turn. While the area is active, blackbeard can chose to redirect all ranged attacks, spells, spell-like abilities and supernatural effects on himself. Redirecting is a free action usable even if is not his turn but blackbeard must make a make a check using his blackbeard level plus his Charisma modifier with DC equal of the attack roll for an attack, equal to 11 + caster level + spellcasting modifier against a spell, 11 + HD + ability modifier for other supernatural effects. If the result is greater than the DC, the attack/spell/effect is redirected on himself. This ability is usually used for steal beneficial effects like haste or heal or for protect allies from powerful effects, using absorption for totally negate it later. If used against an area effect, the effect in now centered on himself. If used against multiple target effect, the effect in now targeting only himself. Blackbeard can use this ability for a number of rounds every day equal to his blackbeard level + Charisma modifier.

Black Sea (Su)
At 14th level, a blackbeard can create an area of all consuming darkness on the ground of 10 ft. per blackbeard level centered on himself. Activate this area is a full-round action which can only be done when blackbeard is on solid ground. All creatures and object on a solid ground and in an area of 10 ft. per blackbeard level over that ground must make a Strength check against a DC of 11 + blackbeard Charisma modifier. Blackbeard can choose to exclude any number of creatures or objects from this ability. For every 1 point they fail the check, they are dragged 5 ft. towards the ground. If their movement would at least wear them 5 ft. below the ground, they are sucked inside a pocket dimension which has the trait of the Dead Magic zone. Every round they pass inside this area they take 1d6 non-lethal damage per 4 blackbeard level and they are made fatigued. If they are already fatigued they become exhausted. If they are already exhausted they become unconscious. If they are immune to non-lethal damage, they instead take 1d6 magic bludgeoning damage per 4 blackbeard level that ignore hardness. The only way for escape this pocket dimension is make a successful Strength check against a DC of 11 + blackbeard Charisma modifier. A creature that escape is placed in a free square adjacent to the blackbear or if there are no free adjacent ones, in the closest available one that would deal no damage. Blackbeard can release any number of creatures of objects as a swift action.

Dark Kingdom (Su)
At 16th level, a blackbeard can use his pocket dimension to store a hold or adjacent item without damage him as a standard action. The pocket dimension can save store a number of lb. equal to 100 per blackbeard level. If this weight is exceeded, blackbeard must select an item that no longer benefits from protection (and begins to take damage) or who is automatically eject out the pocket dimension.

Consume Object (Su)
At 18th level, a blackbeard can consume a magic item as a swift action that is hold with his Yami Yami no Mi. The object is destroyed and blackbeard heal a number of hit points equal to double the caster level of the object. This ability can even permanently destroy artifacts (even bonded artifacts) and soul objects if the object fail a Will save DC 10 + ½ blackbear level + Charisma modifier.

Even the Gods can Die (Su)
At 20th level, a blackbeard has reach a point in which he lays his eyes on new prey: the Gods. When blackbeard grapple an immortal creature or equivalent (like Abominations or Entities) with the Yami Yami no Mi and the creature has a divine rank or equivalent (like the foresight for a cometary dragon) equal or lesser than blackbeard level/5, the immortal lose the divine template (or the divine traits like d20, maximized HD, salient ability, etc.) becoming a mortal again until he break the grapple.
Huh. It's a cool class and I get it's a boss class but I don't think a party of people could beat this. I mean, it gets Digestio and Dead Zone, Transcendental and Cosmic Abilities, for a class. I'm also confused on why it's called the Black Beard? I was thinking it would be like a pirate. Cool class nonetheless but I don't think I could ever use something like this, even for a boss character, it's just way too strong and has way too many far too powerful abilities, I mean, abilities like digestio are too strong even for IH. I generally don't even allow that ability as it's horribly unbalanced.
 

Obly99

Adventurer
Huh. It's a cool class and I get it's a boss class but I don't think a party of people could beat this. I mean, it gets Digestio and Dead Zone, Transcendental and Cosmic Abilities, for a class.
Precisely for this reason I said NPC only, as a master I can decide what skills to give him based on the party he will face to avoid it completely annihilating them. He's pretty much the final boss in everything and everything except that he doesn't have spellcasting (which if you want to be bad you can give him).
I'm also confused on why it's called the Black Beard? I was thinking it would be like a pirate.
Its called Black Beard because its created based on Teach.
I mean, abilities like digestio are too strong even for IH. I generally don't even allow that ability as it's horribly unbalanced.
More than anything I wanted to give him the ability to absorb the abilities of enemies he kills like Teach did with Whitebeard. I have already had a player doing such a thing with the Gourmand (Gourmand – d20PFSRD) and in turn I have already used the Vorpal Knight (Vorpal Knight – d20PFSRD) and I can say I have experience using them to make them strong but without the sum of too many abilities led to a one-sided fight in which the party was annihilated. It was a tough fight (as I wanted) but they won.
 

Obly99

Adventurer
Today I bring you Carpenter's the Thing The Thing (1982 film) - Wikipedia. Originally created by the Legendary Games, some abilities were very poorly written and just weren't working so I tried to tidy up as much as I could. Ready to terrify your players during the long, dark arctic winters?
Qomok CR 14/MR 5

A slight tremor in the man’s face heralds the arrival of a ghastly horror. What was a man moments ago suddenly rips itself apart: its flesh bursts open, blood and viscera spray in all directions, and its internal organs liquefy and ooze to the floor. As the man-thing contorts and expands in impossible directions, great multi-jointed insectoid legs and a sickening array of clawed limbs, oily tentacles, and sucking mouths sprout from its ruined torso and its face ruptures to form an awful split-faced maw of jagged teeth.

XP 38,400

CE Large aberration (alien, mythic, shapechanger)

Init +11; Senses all-around vision, blindsight 60 ft., scent; Perception +23
Aura frightful presence (30 ft., DC 22), unnatural aura (30 ft.)

Defense

AC
25, touch 11, flat-footed 23 (+2 Dex, +14 natural, -1 size)

hp 264 (16d8+152) regeneration 10 (acid, electricity, or fire; ceases during hibernation)

Fort +19, Ref +14, Will +18;
Defensive Abilities hard to killMA, split (acid, electricity, or fire; 10 hp); DR 10/epic; Immune ability damage, ability drain, bleed, cold, death effects, disease, mind-affecting effects, ooze traits, petrification, sonic; SR 25

Weaknesses vulnerable to acid, electricity, and fire

Offense

Speed
40 ft.
Melee bite +19 (2d6+10), 2 extremities +20 (1d8+7/19-20/×3 plus grab), or feeding tendril +14 (1d3 plus attach, blood drain, and infection)

Space 10 ft.; Reach 10 ft. (20 ft. with feeding tendril)

Special Attacks blood drain (1d3 Con), infectionMA (DC 25), mythic power (5/day, surge +1d8)

Statistics

Str
25, Dex 14, Con 24, Int 24, Wis 18, Cha 18

Base Atk +12; CMB +20; CMD 32 (can’t be tripped)

Skills Acrobatics +21, Bluff +28, Climb +17, Diplomacy +20, Disguise +28, Intimidate +23, Knowledge (dungeoneering) +30, Knowledge (nature) +30, Perception +23, Sense Motive +20, Stealth +29, Swim +26, Use Magic Device +17; Racial Modifiers +8 Bluff, +8 Disguise, +8 Stealth, +16 all Knowledge skills, +8 Use Magic Device
Feats CleaveMF, Great Fortitude, Improved Critical (extremities)MF, Improved InitiativeMF, Lightning Reflexes, Power Attack, Weapon Focus (extremities)

Languages Aklo, Elder Thing plus any other languages of assimilated victims (can’t speak); telepathy (only with other qomoks, 100 ft.)

SQ alter shapeMA, assimiliateMA, assimilated knowledge, compression, hibernation, mimicry, no breath
Environment: warm and temperate land
Organization: solitary or invasion (2–5)
Treasure: incidentatl
Advancement: 17–23 HD (Large), 24–32 HD (Huge) or by class level

Alter Shape (Ex)

When a qomok attacks, its body bursts open to display a variety of strange and terrifying body parts and portions of anatomy—claws, tentacles, insectoid limbs, eyes, teeth, horns, partially- or fully-formed animal heads, humanoid faces—from creatures it has assimilated and replicated. This ghastly transformation immediately triggers its frightful presence ability. A qomok can alter its shape in the following ways:
  • As a full-round action, during which it is completely helpless, a qomok can perfectly mimic the last creature it assimilated. A qomok can use this ability to assume the appearance of specific individuals, much like a doppelganger’s perfect copy ability. None of the qomok’s ability scores are adjusted when it mimics a victim’s form. While it mimics a victim’s form, a qomok knows (and can speak) the languages known by the victim, and gains the use of all of the victim’s sense, natural weapons, defensive (not natural armor) and offensive abilities, but not feats, traits, supernatural abilities, spellcasting (but gain any racial spell-like abilities, with CL equal to that of the mimic creature or the HD of the qomok, which of the two is lower), or class abilities, and cannot gain immunity or resistance to acid, electricity, or fire through this ability. A qomok, for calculate the bonus or DCs of an ability it gains, uses is own HD and abilities score (if a qomok mimic a Xenarth demon, the poison has a DC of 25 instead of 23). A qomok also gains any weaknesses, such as light blindness or light sensitivity, and vulnerabilities of the creature for as long as it continues to mimic it. A qomok also replicates the appearance of any physical wounds (though it does not suffer damage itself ), illnesses or diseases possessed by a victim (though it does not suffer any ill effects), as well as any physical deformities, such as missing eyes or limbs. A qomok can only replicate living, organic material. Because the qomok mimic is so perfect, it automatically pass all Disguise checks to impersonate it. This is a polymorph effect and true seeing do not pierce it unless the caster succeed a caster level check against the spell resistance of the qomok.

  • As a swift action, a qomok can extend the reach of one of its extremities’ or its bite attack by 10 feet until the beginning of its next turn. A qomok can also expend one use of mythic power as a swift action to extend all of its melee attacks by 10 feet until the beginning of its next turn. This is not a polymorph effect.

  • As a move action, a qomok can generate body parts that provide it with one of the following additional forms of movement: burrow 20 ft., climb 40 ft., fly 60 ft. (poor), or swim 40 ft. It can only maintain body parts for one of these four forms of movement at a time. This is not a polymorph effect.

  • As a swift action, a qomok can gain one of the following special attack forms: attach (bite), constrict (1d8+7), distraction (DC 25), engulf (DC 25, 1d6 acid), fast swallow (1d6 acid, AC 17, 26 hp), grab (bite and extremities), pounce, pull (extremities or feeding tendril, 10 ft.), push (extremities, 10 feet), rake (2 extremities +20, 1d8+7), rend (2 natural attacks, 1d8+10), smother, stench (DC 25, 2d6 rounds), strangle, trample (1d8+10, DC 25), trip (bite or extremities). A qomok can maintain up to 6 of these replicated special attack forms at one time, and it can end any number of them as a free action. Additionally, if any of the special attacks require a saving throw, a qomok can expend one use of mythic power as a free action to force its target to roll two saves and keep the lower result. This is not a polymorph effect.

Assimilate (Ex)
When a qomok slays a living creature (excluding oozes, plants, and creatures that do not have blood) with its blood drain attack, it reduces its victim to a gelatinous sludge that the qomok can absorb as a full-round action that provoke attack of opportunity to assimilate that creature. An assimilated creature does not contract the qomok’s alien infection (see below) and transform into a qomok. Instead, an assimilated creature’s body is completely annihilated and can only be restored to life using miracle, true resurrection, or wish.

However, if a qomok kills a creature with its feeding tendril and is prevented from—or chooses not to—assimilate its victim’s body, the victim’s remains automatically contract the qomok’s alien infection. After it assimilates a creature, a qomok has detailed information about the victim’s identity and personality, has access to all of the victim’s memories and add all the languages know by the victim ot its own. A qomok does not gain access to a victim’s abilities unless it uses its alter shape ability to mimic its victim’s form.

Assimilated Knowledge (Ex)
A qomok absorbs an incredible amount of knowledge from its assimilated victims over its long existence. It adds its HD on all Knowledge checks and can make all Knowledge checks untrained.

Extremities (Ex)
When a qomok attacks, it generates various extremities that end in claws, pincers, bludgeoning protrusions, spikes, tentacles, or talons as a free action. Regardless of which attack form a qomok generates or what size a qomok assumes, the base damage for its extremities natural attack is 1d8 and the qomok can choose to deal bludgeoning, piercing, or slashing damage as a free action on each separate hit of the extremities.

Feeding Tendril (Ex)
A qomok generates a long, ropey feeding tendril that it uses to drain blood and assimilate other creatures by pumping them full of the qomok’s alien genetic material. A feeding tendril has a reach of 20 feet, strikes as a melee attack, and uses the qomok’s Dexterity modifier on its attack roll instead of its Strength modfier. A qomok’s feeding tendril attack automatically succeeds if the qomok successfully pins its target or its target is paralyzed, stunned, or otherwise helpless. A feeding tendril has 10 hit points, AC 16, DR 5/slashing, and a Break DC of 18. If a feeding tendril is destroyed, a qomok can generate a replacement as a swift action. A qomok can use its feeding tendril as a full-round action that provoke attack of opportunity on a corpse that hasn't been dead for more than 1 minute (with the same limitation writted under assimilate) to automatically reduce it to a gelatinous sludge and infect it with the alien infection, unless it is immune to diseases (see infection, below). The qomok can use assimilate as normal (or let it transform in a qomok in 2d6 minutes, unless it is immune to diseases).

Frightful Presence (Ex)
A qomok’s frightful presence ability is triggered when it uses its alter shape ability to adopt a strange and terrifying form.

Hard to Kill (Ex)
A qomok does not age, nor does it need to eat, breathe, or sleep. Only violence can bring about the death of one of these creatures. A qomok is incredibly hard to kill, for each individual cell is effectively a separate living organism, and if the creature is not killed by acid, electricity, or fire damage it will eventually fully heal. A qomok reduced to negative hit points by acid, electricity, or fire damage does not gain the dying condition but enters a state of hibernation (as described below). A qomok is only truly destroyed when its hit points are reduced to its negative Constitution score times its mythic tier (–24 x 5 = –120 hp) by acid, electricity, or fire damage.

Hibernation (Ex)
If a qomok is reduced to negative hit points by acid, electricity, or fire, or if it becomes trapped in an extremely cold environment (trapped under solid ice, sub-freezing liquid, or ejected into the vacuum of deep space) for more than 5 minutes, it enters a state of involuntary hibernation. While in this state, it can take no actions, is helpless, and its regeneration ability ceases to function. The qomok also appears dead to most observers, though a successful DC 44 Heal check detects faint signs of life. A qomok forced into hibernation after taking acid, electricity, or fire damage awakens in 4d6 hours (after its charred remains cool). A qomok forced into hibernation due to extreme cold remains in hibernation until it enters a warmer environment, whereupon it awakens in 1d4 days. Once a qomok awakens it’s regeneration ability begins functioning again.

Infection (Ex)
When a living creature takes Con damage from a qomok’s blood drain attack (and does not die) or a creature makes a successful bite attack against a qomok, it must succeed on a DC 25 Fortitude save or contract an exceptionally virulent alien infection that eventually transforms the creature into a qomok. This is a disease effect. Living creature without cells (elementals, etc.) are immune to alien infection. After an infected creature transforms into a qomok, it can only be restored to its previous form using miracle, wish, or killling it and using true resurrection. A qomok can also expend two uses of mythic power as a free action to expose a creature to its alien infection with a mere touch (delivered either as part of a natural attack, as a separate melee attack using the qomok’s highest base attack bonus, or as an out-of-combat action to touch an unsuspecting creature).

Alien Infection: Blood drain, successful bite attack against the qomok, or qomok’s touch—injury or contact; save Fortitude DC 25; onset immediate; frequency 1/minute; effect victim transforms into a qomok after failing 3 Fortitude saves; cure 3 consecutive saves. The save DC is Constitution-based.

The alien infection works insidiously, with the victim often feeling and showing no signs of discomfort. Anyone who examines the victim and succeeds on a DC 44 Heal check identifies the alien infection. When the infection transforms a creature into a qomok, the transformation is extremely subtle as well. Creatures observing the victim as he or she transforms must succeed on a DC 30 Sense Motive check to notice something is amiss. Infected creatures that die before transforming into a qomok rise as a qomok 1d6 minutes after death. Creatures killed and reduced to sludge by a qomok’s blood drain attack—unless they are immune to diseases—are automatically infected and transform into a qomok 2d6 minutes after death if the qomok does not assimilate the creature’s body before that time elapses.

Mimicry (Ex)
A qomok can use any spell trigger or spell completion item as if the spells were on its spell list and of the correct type. Its caster level is equal to its racial Hit Dice and its spellcasting ability score is always Intelligence, even for object that require other scores (like a scroll of a cleric spell that normally require Wisdom). Use Magic Device is a class skill for a qomok.

Split (Ex)
A qomok splits into two identical copies of itself when it suffers acid, electricity, or fire damage that reduces it to less than half of its current hit points. If a qomok is taking continuous acid or fire damage when it splits only one of the copies continues to suffer the continuous damage. Each copy has half of the original’s remaining hit points (rounded down) and each time a qomok splits it decreases one size category, though it cannot decrease below Diminutive. This decrease in size changes the qomok’s statistics as the reduce person spell. A Tiny or Diminutive qomok ‘s Intelligence score drops to 2, and it can only attack with its feeding tendril. A Tiny or Diminutive qomok becomes focused on self-preservation and generally avoids combat unless it can attack without endangering itself. A qomok reduced to less than 10 hit points cannot split itself further. Two or more copies of the same qomok can merge as a move action, and the copies that merge combine their total remaining hit points. A qomok increases one size category for each copy that merges, or if it kill and assimilate a creature, until it return to its original size (Large for standard qomok).
 

Attachments

  • thing.jpg
    thing.jpg
    128 KB · Views: 31
Last edited:

Today I bring you Carpenter's the Thing The Thing (1982 film) - Wikipedia. Originally created by the Legendary Games, some abilities were very poorly written and just weren't working so I tried to tidy up as much as I could. Ready to terrify your players during the long, dark arctic winters?
Qomok CR 14/MR 5

A slight tremor in the man’s face heralds the arrival of a ghastly horror. What was a man moments ago suddenly rips itself apart: its flesh bursts open, blood and viscera spray in all directions, and its internal organs liquefy and ooze to the floor. As the man-thing contorts and expands in impossible directions, great multi-jointed insectoid legs and a sickening array of clawed limbs, oily tentacles, and sucking mouths sprout from its ruined torso and its face ruptures to form an awful split-faced maw of jagged teeth.

XP 38,400

CE Large aberration (alien, mythic, shapechanger)

Init +11; Senses all-around vision, blindsight 60 ft., scent; Perception +23
Aura frightful presence (30 ft., DC 22), unnatural aura (30 ft.)

Defense

AC
25, touch 11, flat-footed 23 (+2 Dex, +14 natural, -1 size)

hp 264 (16d8+152) regeneration 10 (acid, electricity, or fire; ceases during hibernation)

Fort +19, Ref +14, Will +18;
Defensive Abilities hard to killMA, split (acid, electricity, or fire; 10 hp); DR 10/epic; Immune ability damage, ability drain, bleed, cold, death effects, disease, mind-affecting effects, ooze traits, petrification, sonic; SR 25

Weaknesses vulnerable to acid, electricity, and fire

Offense

Speed
40 ft.
Melee bite +19 (2d6+10), 2 extremities +20 (1d8+7/19-20/×3 plus grab), or feeding tendril +14 (1d3 plus attach, blood drain, and infection)

Space 10 ft.; Reach 10 ft. (20 ft. with feeding tendril)

Special Attacks blood drain (1d3 Con), infectionMA (DC 25), mythic power (5/day, surge +1d8)

Statistics

Str
25, Dex 14, Con 24, Int 24, Wis 18, Cha 18

Base Atk +12; CMB +20; CMD 32 (can’t be tripped)

Skills Acrobatics +21, Bluff +28, Climb +17, Diplomacy +20, Disguise +28, Intimidate +23, Knowledge (dungeoneering) +30, Knowledge (nature) +30, Perception +23, Sense Motive +20, Stealth +29, Swim +26, Use Magic Device +17; Racial Modifiers +8 Bluff, +8 Disguise, +8 Stealth, +16 all Knowledge skills, +8 Use Magic Device
Feats CleaveMF, Great Fortitude, Improved Critical (extremities)MF, Improved InitiativeMF, Lightning Reflexes, Power Attack, Weapon Focus (extremities)

Languages Aklo, Elder Thing plus any other languages of assimilated victims (can’t speak); telepathy (only with other qomoks, 100 ft.)

SQ alter shapeMA, assimiliateMA, assimilated knowledge, compression, hibernation, mimicry, no breath
Environment: warm and temperate land
Organization: solitary or invasion (2–5)
Treasure: incidentatl
Advancement: 17–23 HD (Large), 24–32 HD (Huge) or by class level

Alter Shape (Ex)

When a qomok attacks, its body bursts open to display a variety of strange and terrifying body parts and portions of anatomy—claws, tentacles, insectoid limbs, eyes, teeth, horns, partially- or fully-formed animal heads, humanoid faces—from creatures it has assimilated and replicated. This ghastly transformation immediately triggers its frightful presence ability. A qomok can alter its shape in the following ways:
  • As a full-round action, during which it is completely helpless, a qomok can perfectly mimic the last creature it assimilated. A qomok can use this ability to assume the appearance of specific individuals, much like a doppelganger’s perfect copy ability. None of the qomok’s ability scores are adjusted when it mimics a victim’s form. While it mimics a victim’s form, a qomok knows (and can speak) the languages known by the victim, and gains the use of all of the victim’s sense, natural weapons, defensive (not natural armor) and offensive abilities, but not feats, traits, supernatural abilities, spellcasting (but gain any racial spell-like abilities, with CL equal to that of the mimic creature or the HD of the qomok, which of the two is lower), or class abilities, and cannot gain immunity or resistance to acid, electricity, or fire through this ability. A qomok, for calculate the bonus or DCs of an ability it gains, uses is own HD and abilities score (if a qomok mimic a Xenarth demon, the poison has a DC of 25 instead of 23). A qomok also gains any weaknesses, such as light blindness or light sensitivity, and vulnerabilities of the creature for as long as it continues to mimic it. A qomok also replicates the appearance of any physical wounds (though it does not suffer damage itself ), illnesses or diseases possessed by a victim (though it does not suffer any ill effects), as well as any physical deformities, such as missing eyes or limbs. A qomok can only replicate living, organic material. Because the qomok mimic is so perfect, it automatically pass all Disguise checks to impersonate it. This is a polymorph effect and true seeing do not pierce it unless the caster succeed a caster level check against the spell resistance of the qomok.

  • As a swift action, a qomok can extend the reach of one of its extremities’ or its bite attack by 10 feet until the beginning of its next turn. A qomok can also expend one use of mythic power as a swift action to extend all of its melee attacks by 10 feet until the beginning of its next turn. This is not a polymorph effect.

  • As a move action, a qomok can generate body parts that provide it with one of the following additional forms of movement: burrow 20 ft., climb 40 ft., fly 60 ft. (poor), or swim 40 ft. It can only maintain body parts for one of these four forms of movement at a time. This is not a polymorph effect.

  • As a swift action, a qomok can gain one of the following special attack forms: attach (bite), constrict (1d8+7), distraction (DC 25), engulf (DC 25, 1d6 acid), fast swallow (1d6 acid, AC 17, 26 hp), grab (bite and extremities), pounce, pull (extremities or feeding tendril, 10 ft.), push (extremities, 10 feet), rake (2 extremities +20, 1d8+7), rend (2 natural attacks, 1d8+10), smother, stench (DC 25, 2d6 rounds), strangle, trample (1d8+10, DC 25), trip (bite or extremities). A qomok can maintain up to 6 of these replicated special attack forms at one time, and it can end any number of them as a free action. Additionally, if any of the special attacks require a saving throw, a qomok can expend one use of mythic power as a free action to force its target to roll two saves and keep the lower result. This is not a polymorph effect.

Assimilate (Ex)
When a qomok slays a living creature (excluding oozes, plants, and creatures that do not have blood) with its blood drain attack, it reduces its victim to a gelatinous sludge that the qomok can absorb as a full-round action that provoke attack of opportunity to assimilate that creature. An assimilated creature does not contract the qomok’s alien infection (see below) and transform into a qomok. Instead, an assimilated creature’s body is completely annihilated and can only be restored to life using miracle, true resurrection, or wish.

However, if a qomok kills a creature with its feeding tendril and is prevented from—or chooses not to—assimilate its victim’s body, the victim’s remains automatically contract the qomok’s alien infection. After it assimilates a creature, a qomok has detailed information about the victim’s identity and personality, has access to all of the victim’s memories and add all the languages know by the victim ot its own. A qomok does not gain access to a victim’s abilities unless it uses its alter shape ability to mimic its victim’s form.

Assimilated Knowledge (Ex)
A qomok absorbs an incredible amount of knowledge from its assimilated victims over its long existence. It adds its HD on all Knowledge checks and can make all Knowledge checks untrained.

Extremities (Ex)
When a qomok attacks, it generates various extremities that end in claws, pincers, bludgeoning protrusions, spikes, tentacles, or talons as a free action. Regardless of which attack form a qomok generates or what size a qomok assumes, the base damage for its extremities natural attack is 1d8 and the qomok can choose to deal bludgeoning, piercing, or slashing damage as a free action on each separate hit of the extremities.

Feeding Tendril (Ex)
A qomok generates a long, ropey feeding tendril that it uses to drain blood and assimilate other creatures by pumping them full of the qomok’s alien genetic material. A feeding tendril has a reach of 20 feet, strikes as a melee attack, and uses the qomok’s Dexterity modifier on its attack roll instead of its Strength modfier. A qomok’s feeding tendril attack automatically succeeds if the qomok successfully pins its target or its target is paralyzed, stunned, or otherwise helpless. A feeding tendril has 10 hit points, AC 16, DR 5/slashing, and a Break DC of 18. If a feeding tendril is destroyed, a qomok can generate a replacement as a swift action. A qomok can use its feeding tendril as a full-round action that provoke attack of opportunity on a corpse that hasn't been dead for more than 1 minute (with the same limitation writted under assimilate) to automatically reduce it to a gelatinous sludge and infect it with the alien infection, unless it is immune to diseases (see infection, below). The qomok can use assimilate as normal (or let it transform in a qomok in 2d6 minutes, unless it is immune to diseases).

Frightful Presence (Ex)
A qomok’s frightful presence ability is triggered when it uses its alter shape ability to adopt a strange and terrifying form.

Hard to Kill (Ex)
A qomok does not age, nor does it need to eat, breathe, or sleep. Only violence can bring about the death of one of these creatures. A qomok is incredibly hard to kill, for each individual cell is effectively a separate living organism, and if the creature is not killed by acid, electricity, or fire damage it will eventually fully heal. A qomok reduced to negative hit points by acid, electricity, or fire damage does not gain the dying condition but enters a state of hibernation (as described below). A qomok is only truly destroyed when its hit points are reduced to its negative Constitution score times its mythic tier (–24 x 5 = –120 hp) by acid, electricity, or fire damage.

Hibernation (Ex)
If a qomok is reduced to negative hit points by acid, electricity, or fire, or if it becomes trapped in an extremely cold environment (trapped under solid ice, sub-freezing liquid, or ejected into the vacuum of deep space) for more than 5 minutes, it enters a state of involuntary hibernation. While in this state, it can take no actions, is helpless, and its regeneration ability ceases to function. The qomok also appears dead to most observers, though a successful DC 44 Heal check detects faint signs of life. A qomok forced into hibernation after taking acid, electricity, or fire damage awakens in 4d6 hours (after its charred remains cool). A qomok forced into hibernation due to extreme cold remains in hibernation until it enters a warmer environment, whereupon it awakens in 1d4 days. Once a qomok awakens it’s regeneration ability begins functioning again.

Infection (Ex)
When a living creature takes Con damage from a qomok’s blood drain attack (and does not die) or a creature makes a successful bite attack against a qomok, it must succeed on a DC 25 Fortitude save or contract an exceptionally virulent alien infection that eventually transforms the creature into a qomok. This is a disease effect. Living creature without cells (elementals, etc.) are immune to alien infection. After an infected creature transforms into a qomok, it can only be restored to its previous form using miracle, wish, or killling it and using true resurrection. A qomok can also expend two uses of mythic power as a free action to expose a creature to its alien infection with a mere touch (delivered either as part of a natural attack, as a separate melee attack using the qomok’s highest base attack bonus, or as an out-of-combat action to touch an unsuspecting creature).

Alien Infection: Blood drain, successful bite attack against the qomok, or qomok’s touch—injury or contact; save Fortitude DC 25; onset immediate; frequency 1/minute; effect victim transforms into a qomok after failing 3 Fortitude saves; cure 3 consecutive saves. The save DC is Constitution-based.

The alien infection works insidiously, with the victim often feeling and showing no signs of discomfort. Anyone who examines the victim and succeeds on a DC 44 Heal check identifies the alien infection. When the infection transforms a creature into a qomok, the transformation is extremely subtle as well. Creatures observing the victim as he or she transforms must succeed on a DC 30 Sense Motive check to notice something is amiss. Infected creatures that die before transforming into a qomok rise as a qomok 1d6 minutes after death. Creatures killed and reduced to sludge by a qomok’s blood drain attack—unless they are immune to diseases—are automatically infected and transform into a qomok 2d6 minutes after death if the qomok does not assimilate the creature’s body before that time elapses.

Mimicry (Ex)
A qomok can use any spell trigger or spell completion item as if the spells were on its spell list and of the correct type. Its caster level is equal to its racial Hit Dice and its spellcasting ability score is always Intelligence, even for object that require other scores (like a scroll of a cleric spell that normally require Wisdom). Use Magic Device is a class skill for a qomok.

Split (Ex)
A qomok splits into two identical copies of itself when it suffers acid, electricity, or fire damage that reduces it to less than half of its current hit points. If a qomok is taking continuous acid or fire damage when it splits only one of the copies continues to suffer the continuous damage. Each copy has half of the original’s remaining hit points (rounded down) and each time a qomok splits it decreases one size category, though it cannot decrease below Diminutive. This decrease in size changes the qomok’s statistics as the reduce person spell. A Tiny or Diminutive qomok ‘s Intelligence score drops to 2, and it can only attack with its feeding tendril. A Tiny or Diminutive qomok becomes focused on self-preservation and generally avoids combat unless it can attack without endangering itself. A qomok reduced to less than 10 hit points cannot split itself further. Two or more copies of the same qomok can merge as a move action, and the copies that merge combine their total remaining hit points. A qomok increases one size category for each copy that merges, or if it kill and assimilate a creature, until it return to its original size (Large for standard qomok).




The remote reaches of the universe are home to bizarre phenomena and horrific alien life forms beyond normal comprehension, most of which pale in comparison to the unspeakable and utterly alien horror epitomized by the qomok. Known by many names throughout the universe, but most often as “Things,” qomoks are shape-shifting parasitic organisms with the ability to absorb, assimilate, and then perfectly mimic the bodies of other living creatures. A qomok’s original form resembles a fleshy mass of oozing viscera, covered with ropelike tendrils and undulating sucker-mouths that slithers and shambles with surprising agility. In this form, a qomok is roughly 12 feet in diameter and weighs 2,000 pounds. However, most qomoks haven’t assumed this shape since the first qomok left its distant homeworld billions of years ago, for the creatures are driven by an irresistible drive to absorb and assume their victims’ forms.

Extremely paranoid, and with an unrivaled instinct for self-preservation and survival, qomoks prefer to attack lone targets so they do not needlessly endanger themselves. When attacking, a qomok shifts its body asunder in a spectacle of gore and violence, generating various extremities and toothy maws, in an attempt to surprise its prey. It then ensnares its victim with its feeding tendril so it can be absorbed and assimilated. When a qomok’s true nature is exposed, the creature will react depending on its current size, health, and the nature of the threat. Smaller copies of a qomok will usually attempt to flee, whereas a full-sized and healthy qomok will often attack multiple creatures head on in an attempt to quickly overwhelm and neutralize them. However, true to its self-preserving nature, a qomok will almost always prefer to flee if its cover is not completely lost.

Ecology
A qomok has only assimilation and self-preservation in mind. It will selfishly save itself or even attack other qomoks or other copies of itself in order to avert attention and suspicion. A qomok’s level of intelligence is determined by its size. Larger qomoks are extremely intelligent; it is theorized that full-sized qomoks have the combined intelligences of all the organisms they have ever assimilated. Smaller copies are much less intelligent, and often show little creativity or goals other than survival.

Qomoks have little regard for organic life, seeing living creatures merely as prey and conveniences by which they can gain newer, more versatile forms. They care nothing for emotions, and have no need for personal relationships, religion, or mercy. Due to their intense paranoia and overriding instinct for self-preservation, as well as their callous indifference for “lesser” life forms, qomoks rarely communicate with sentient prey. When they do converse, they do so only to maintain their cover, avert attention away from themselves, or confuse their prey. Qomoks have only slightly more regard for their own kind, including their own infection-spawned offspring. Although they will cooperate with one another when they share a common enemy or goal, qomoks only do so if the association serves their personal need for assimilation and survival.

Though highly intelligent and able to use most technology and magic items, qomoks are not adept at spellcasting. Whether due to their alien physiology or some other psychological barrier, qomoks cannot mimic the supernatural or spellcasting abilities of other beings. While their natural forms are decidedly alien, they can spontaneously generate limbs and other body parts that allow them to use tools and magical items as easily as a humanoid. Though they are able to wield weapons with as much skill as an assimilated creature, qomoks prefer to use their natural weapons in combat.

Habitat and Society
Qomoks originated on a tiny, swamp-covered moon orbiting a gas giant world in a remote corner of the universe. They began as microscopic clusters of semi-sentient cells that took a bizarre turn on the evolutionary path and developed the ability to assimilate and mimic other organic cells. After a few billion years, the qomoks grew prodigiously and became the dominant species on their homeworld. The immortal qomoks then spent eons slithering about their muddy little world, occasionally absorbing and assimilating one another. Though highly intelligent, these qomoks were unfathomably savage; they formed no society, no religion, and were content to focus their attentions on the swampy surface of their world, remaining completely unaware of the stars above and any worlds beyond their own.

That changed when an elder thing explorer happened upon the qomok homeworld. Having visited scores of inhabited worlds in its own long lifetime, the elder thing immediately recognized the qomoks’ physical resemblance to the bio-engineered shoggoths—a powerful slave race created by the elder things. Insatiably curious, the elder thing began a long-term study of the qomoks with the goal of eventually collecting a live specimen and weaponizing it. Unfortunately for the elder thing, and for many future denizens of the universe, this ill-planned scheme was a disaster. One day, after several years of safely studying the qomoks from the air, the elder thing landed on an outcroping of rock that was too close to one of the creatures. The qomok ensnared the elder thing with its feeding tendril and swiftly absorbed and assimilated the overmatched explorer.

In that instant, as the qomok absorbed the elder thing’s body and mind, its own consciousness expanded a millionfold. The qomok’s thoughts flooded with the memories, knowledge, and experiences of the elder thing, and it suddenly became cognizant of the existence of other living creatures and other worlds. Led by an insatiable drive to assimilate other life forms, the qomok assumed the elder thing’s winged form and immediately launched itself into the sky. Mimicking the elder thing’s ability to travel between the stars, the qomok hurled itself through interstellar space and slipped into hibernation. Eventually, untold eons later, the sleeping qomok fell to the surface of an inhabited world. Since that time, this single qomok has seeded its kind on many worlds as it slowly and inexorably spreads its race across the universe.
Nice man bad ass! 14 seems pretty low for this thing tbh, not saying a 14th level party couldn't take it down but this seems about on par with a Horned Devil in terms of overall power
 
Last edited:

Obly99

Adventurer

Herald of the Fissile (Kineticist Archetype)

All kineticists in one way or another are bearers of enormous destructive power but few among them can in any way rival the herald of the fissile. Conscious or unconscious carriers of the terrible power of the atom and of the radiation, very few entities can say that they sleep peacefully knowing that one of them is circulating in their vicinity.

Nuclear Focus (Su)
At 1st level, a herald of the fissile must choose radiation as her primary element. She gains her power from the Elemental Plane of the Earth and the Material Plana instead of the Ethereal Plane.
This alter Elemental Focus.

Radiation
Kineticists who focus on the element of radiation—a terrible poison capable of killing all life—are called nuclearkineticists. Nuclearkineticists use strands of radiation to destroy anyone who opposes them. Radiation can have multiple form but the more common are blue, green or purple flames.

Class Skills: A nuclearkineticist adds Knowledge (dungeoneering and nature) to her list of class skills.

Basic Manipulation: A nuclearkineticist gains basic nuclearkinesis.

Basic Nuclearkinesis

Element
radiation; Type utility (Sp); Level 1; Burn 0

A nuclearkineticist can harness radiation for nondestructive purposes. A nuclearkineticist can channel lesser radiation as a standard action, causing herself to glow like a torch. This effect lasts until she dismisses it as a standard action. Additionally, she can generate small amounts of heat with her hands. This radiation can slowly heat unattended objects with a touch to a warm (but not painfully hot) temperature, or cook raw meat or vegetable matter at a rate of 1 pound per minute. If used on a living creature, this ability deals 1 point of radiation damage per minute of contact, which manifests as reddened and blistering skin.


Simple Blast: A nuclearkineticist gains radiation blast as a simple blast wild talent.

Radiation Blast

Element
radiation; Type simple blast (Sp); Level —; Burn 0

Blast Type: energy; Damage radiation

You bomb an enemy with a massive dose of radiation

Defense: a nuclearkineticist’s defensive wild talent is radiation ward.

Radiation Ward
Element
radiation; Type defense (Su); Level —; Burn 0

Your affinity for radiation grants you a level of immunity to its baleful effects. You gain resistance to radiation 5. At 6th level, you gain resistance to radiation 10. At 12th level, you gain resistance to radiation 20. At 20th level, you are immune to radiation (this reduces other nuclearkineticist's radiation damage and both drain and ability damage from the radiation) (ex: a 12th nuclearkineticist fail the initial save against the severe radiation effect and instead of suffer 23 (6+6+6+5 from the 4d6) drain to constitution, she only suffers 3 drain (23-20) and 0 from the following Strength damage (2d6 even if maximized they will never exceed 20).

Saturation: Radiation saturations are normally sites of terrible nuclear disasters. From the devastation of an abominable atomic warhead detonated, to the melting of a reactor that forced the city to evacuate, passing through the passage of naturally radioactive creatures, all these places have in common an abnormal accumulation of radiation. The nuclearkineticist must reach the most radioactive part of the area (the reactor core, the site with the remains of the bomb, etc.) and pass a Constitution check DC 25 every hour, for 4 hours straight to make the radiation his own. The nuclearkineticist gains a cumulative +1 on the check for each day that passes within 100 feet of the epicenter. When you manage to do all 4 tests in a row, the whole area stops being radioactive (including the one that caused the radiation, in the case of a nuclear reactor or atomic warhead, this permanently renders the reactor or warhead inert and harmless) and she can learn the little boy wild talent. If she fails two checks in a row, she takes 40d6 points of radiation damage. If she fails three or more checks in a row, she must succeed at a DC 25 Fortitude save or suffers 6d6 constitution drain.


Little Boy

Element
radiation; Type utility (Su); Level 9; Burn 5

An immense explosion devast an area of 200 ft. centered on you with a deafening blast of force and burning radiance. All creatures within the spread take 200 points of damage from the blast (half radiation, half force). Also, creatures of Huge size or smaller are thrown back 1d10x10 feet, taking 1d6 points of damage for every 10 ft. traveled, and are considered knocked prone. A successful Reflex save reduces the damage to half and negates the knockback. Creatures reduced to 0 hit points by this effect are blasted into dust, and can only be restored to life with a true resurrection, miracle or wish spell.

Structures within the area of the blast fare just as poorly against the force of the atom. All structures and unattended objects within the blast take 20d10+20 points of force damage, which ignores hardness. Objects destroyed by this effect are blasted into dust and can be recovered only through a wish or miracle spell. Little Boy make the area radioactive for months, though, which start as severe. Creatures must make a save according to the intensity of the radiation left behind, which fades from severe to low over the course of 6d6x10 days and dissapear entirely after 1 year of low level radiation.

Focusing such intense power does have its toll on the nuclearkineticist however. After using Little Boy, the nuclearkineticist takes 1d8 points of Strength and Dexterity damage, and is Fatigued for 1d4 minutes. While the nuclearkineticist is fatigued from this effect, she cannot use Little Boy.

*radiation damage: radiation damage is a very special form of radiation. Instead of doing the usual drains or ability damage, it does direct hit point damage, as if it were a normal attack (ignore Damage Reduction). Radiation damage is a poison effect and creatures immune to it are also immune to radiation damage. Radiation damage even objects composed mainly of organic material and objects with hardness less than 11.

Nuclear Infusion (Su)
The save DC of the Infusion Wild Talent for the nuclearkineticist are Constitution-based instead of Dexterity-based.
This alter Infusion.

Internal Reactor (Su)
At 3rd level the inside of the body of the nuclearkineticist starts mini thermonuclear reactions, harmless but which keep she warm even in the coldest places. She gain immunity to mundane cold: she would be unaffected by the coldness of artic, outer space, liquid nitrogen or other non magical cold. However, she would be susceptible to damage from a cone of cold spell, the breath weapon of a white dragon or the cold blast of a hydrokineticists.
This ability replaces the 3rd-level infusion.

Nuclear Focus (Su)
Nuclearkineticist cannot select other element and must select radiation at 7th and 15th level but gains the following composite blast.

Burning Radiation
Element
radiation; Type composite blast (Sp); Level —; Burn 2

Prerequisite radiation blast, expanded element (radiation)

Blast Type: energy; Damage half fire and half radiation

Contaminated Water
Element
radiation; Type composite blast (Sp); Level —; Burn 2

Prerequisite radiation blast, expanded element (radiation)

Blast Type: physical; Damage half bludgeoning and half radiation

Nuclear Winter
Element
radiation; Type composite blast (Sp); Level —; Burn 2

Prerequisite radiation blast, expanded element (radiation)

Blast Type: energy; Damage half cold and half radiation

This alter expanded element.

Radiation Venom (Su)
At 11th level the nuclearkineticist ignore immunity or resistance to poison or radiation or Fortitude save for the purpose of dealing radiation damage. Nuclearkineticist can chose whether to ignore or not this ability (ex: when using nuclear explosion infusion wild talent or little boy utility wild talent for not ignoring her own resistance or immunity).
This ability replaces the 11th-level infusion.

Fat Man (Ex)
At 20th, the nuclearkineticist have obteined the supreme power of destruction at the cost of her own life. As a full-round action a nuclearkineticist can detonate, disintegrating herself and create a massive atomic explosion, mimicking the effects of twenty-one kiloton of TNT. The area of effect is a mushroom cloud 100 ft. radius long and 500 ft. high (a cylinder), the nuclearkineticist can accept burn for multiply the area (200 radius long and 1000 high with one burn, 300 radius long and 1500 high with 2 burns, etc., 700 radius long and 3500 high with 6 burns) up to the maximum burn she can accept (with this ability she can take the maximum points of burn per round allowed for a kineticist of her level, even if this exceed the maximum total points of burn she can have). The conflagration has four different effects. Firstly, anyone within 100 ft. of the epicenter must make a Fortitude save DC 10 + ½ kineticist level + Constitution modifier or be disintegrated. Secondly, anyone standing in the area suffers 3d6 radiation damage per kineticist level (60d6 at 20th level) (Fortitude save for half ). Thirdly the shockwave deals 4d6 per kineticist level force damage in the area (80d6 at 20th level) (Fortitude save for half). Lastly, anyone within the area suffers radiation poisoning, which deals 8 points of Constitution, Dexterity and Strength damage and 8 points of damage Constitution, Dexterity and Strength drain (no save). Creatures reduced to 0 hit points by Fat Man are blasted into dust, and can only be restored to life with a true resurrection, miracle or wish spell. Structures within the area of the blast fare just as poorly against the force of the atom: Fat Man damage ignore hardness and this radiation damage effect every substance in the area, not only objects composed mainly of organic material or objects with hardness less than 11. Objects destroyed by Fat Man are blasted into dust and can be recovered only through a wish or miracle spell. Fat Man make the effected area radioactive for years, which start as severe. Creatures must make a save according to the intensity of the radiation left behind, which fades from severe to low over the course of 10d10x10 years and dissapear entirely after 300 year of low level radiation. Creature immune to Fortitude save (like Construct and Undead) are not immune to Fat Man.
This replace omnikinesis.

Nuclear Rebirth (Su)
At 20th level, the nuclearkineticist gain fast healing 10 while in an area with at least low level of radiation. If the nuclearkineticist is killed while in an area with at least low level of radiation (like the area generated by Little Boy or Fat Man) or her remains are brought in an area with at least low level of radiation within a number of days from the death not higher of her constitution modifier she return to life as per the spell true resurrection. This process takes 1 year, after which the nuclearkineticist emerges from the area with a mini mushroom cloud (this is only visual), though without its gear. If the whole area is purified from the radiation before she rebirth, she still return to life after the year but with a number of negative level equal to the months she spends in the area without radiation. This means that the nuclearkineticist, when using Fat Man, automatically return to life after 1 year.

This replace metakinetic master.


Utility Wild Talent

Absorb Radiation

Element
radiation; Type utility (Su); Level 2; Burn 1

As a standard action the nuclearkineticist can absorb the radiation of nearby object. This work like greater remove radioactivity with the difference that you instead of make a normal caster level check against 5 + the Fortitude DC associated with the radiation effect you make a 1d20+ your kineticist level+ your Constitution modifier against 5 + the Fortitude DC associated with the radiation effect. After absorb radiation you glow with energy for a number of rounds equal to your kineticst level, during which you can discharge the energy as a swift action for making all your kinetic blast, manufated and natural attacks deals extra radiation damage for 1d4+2 rounds. The extra damage is based on the severity of the absorbed radiation and the extra damage dice are not multiplied on a critical hit or Vital Strike, but are added to the total.

low radiation = 1d8

medium radiation = 2d8

high radiation = 4d8

severe radiation = 6d8

You can stacks multiple absorption, which everyone reset the period when you are glowing and can discharge the energy, but at maximum of severe level, other absorption only reset the duration. You can chose to absorbe the radiation for heal yourself as a move action instead of deal extra damage.

low radiation = 2d6 hp damage

medium radiation = 4d6 hp damage

high radiation = 6d6 hp damage and 1d4 ability damage to one characteristic

severe radiation = 12d6 hp damage and 1d6+2 ability damage or drain to one characteristic


Channel Radiation

Element
radiation; Type utility (Sp); Level 3; Burn 1

This work similarly to the channel energy of the cleric. As a standard action the nuclearkineticist can channel in 30-foot radius centered on herself radiation. The amount of radiation damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two kineticist levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). A Fortitude save half the damage (creature made of flesh immune to Fortitude save (like corporeal non-skeletal undead, and constructs crafted from flesh (such as flesh golems)) are not immune to channel radiation, if the nuclearkineticist has obtained the Radiation Venom class feature). Nuclearkineticist with this ability counts as having channel energy and Charisma 13 for the purposes of meeting the prerequisites for Selective Channel. With Selective Channel you can choose a number of targets in the area up to your Constitution modifier (instead of your Charisma modifier). These targets are not affected by your Channel Radiation.


Greater Channel Radiation

Element
radiation; Type utility (Sp); Level 7; Burn 2 (special)

Prerequisites channel radiation

This work similarly to the channel energy of the cleric. As a standard action the nuclearkineticist can channel in 30-foot radius centered on herself true radiation. All creatures must save against low level radiation. The nuclearkineticist can take additional burn for increase the severity of the radiation. For every point of burn take after the initial two the severity increase by 1 level:

2 burn = low radiation

3 burn = medium radiation

4 burn = high radiation

5 burn = severe radiation

The save DC remain the same of Greater Channel Radiation. If you have Selective Channel, you can use it with Greater Channel Radiation in the same way as Channel Radiation.


Nuclear Propulsion

Element
radiation; Type utility (Sp); Level 4; Burn 0

You can use the power of the atom to propel yourself. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.


Nuclear Reactor

Element
radiation; Type utility (Su); Level 8; Burn 0

You gains immunity to ability damage and drain, cold, death effects and energy drain.


Radiactive Breath

Element
radiation; Type utility (Sp); Level 4; Burn 2

As a standard action the nuclearkineticist emit a blast of searing radiation in a 30 ft. cone of green flame from her mouth. All creatures and objects in the area take 1d6 radiation damage per level and are stunned for one round by the power of the blast. A successful Reflex save halves the damage and negates the stun effect.


Infusion Wild Talent

Nuclear Explosion

Element
radiation; Type form infusion; Level 6; Burn 4

Associated Blasts burning radiation, contaminated water, nuclear winter, radiation

Saving Throw Reflex half

Instead of striking a single targed you give despair to multiple enemies. A blast with this infusion, instead of targeting a single enemy, you target a single square and all creatures and objects in a 20 ft. radius area takes the damages and effects (like extra infusion such as radiation infusion) of your blast. A Reflex saving throw half the blast damage.


Radiation Infusion

Element
radiation; Type substance infusion; Level 6; Burn 3

Associated Blasts burning radiation, contaminated water, nuclear winter, radiation

Saving Throw Fortitude negates

You apply deadly radiation to your blast. Any creature or object hit by your blast must make a Fortitude save or be exposed to radiation. This work like the Irradiate spell using your kineticist level as your caster level with the difference that it has a single target and not an area. Objects don’t takes direct damage from the radiation but start to emits radiation equivalent to the power of radiation infusion for one minute per kineticst level. Unattended object don’t gain a saving throw. You can target one square or object for make it radioactive and take advantage of your absorb radiation utility wild talent or your nuclear rebirth class feature.
 

Attachments

  • nuclear.jpg
    nuclear.jpg
    62.3 KB · Views: 33
  • nuclear2.jpg
    nuclear2.jpg
    37.1 KB · Views: 32

Herald of the Fissile (Kineticist Archetype)

All kineticists in one way or another are bearers of enormous destructive power but few among them can in any way rival the herald of the fissile. Conscious or unconscious carriers of the terrible power of the atom and of the radiation, very few entities can say that they sleep peacefully knowing that one of them is circulating in their vicinity.

Nuclear Focus (Su)
At 1st level, a herald of the fissile must choose radiation as her primary element. She gains her power from the Elemental Plane of the Earth and the Material Plana instead of the Ethereal Plane.
This alter Elemental Focus.

Radiation
Kineticists who focus on the element of radiation—a terrible poison capable of killing all life—are called nuclearkineticists. Nuclearkineticists use strands of radiation to destroy anyone who opposes them. Radiation can have multiple form but the more common are blue, green or purple flames.

Class Skills: A nuclearkineticist adds Knowledge (dungeoneering and nature) to her list of class skills.

Basic Manipulation: A nuclearkineticist gains basic nuclearkinesis.

Basic Nuclearkinesis

Element
radiation; Type utility (Sp); Level 1; Burn 0

A nuclearkineticist can harness radiation for nondestructive purposes. A nuclearkineticist can channel lesser radiation as a standard action, causing herself to glow like a torch. This effect lasts until she dismisses it as a standard action. Additionally, she can generate small amounts of heat with her hands. This radiation can slowly heat unattended objects with a touch to a warm (but not painfully hot) temperature, or cook raw meat or vegetable matter at a rate of 1 pound per minute. If used on a living creature, this ability deals 1 point of radiation damage per minute of contact, which manifests as reddened and blistering skin.


Simple Blast: A nuclearkineticist gains radiation blast as a simple blast wild talent.

Radiation Blast

Element
radiation; Type simple blast (Sp); Level —; Burn 0

Blast Type: energy; Damage radiation

You bomb an enemy with a massive dose of radiation

Defense: a nuclearkineticist’s defensive wild talent is radiation ward.

Radiation Ward
Element
radiation; Type defense (Su); Level —; Burn 0

Your affinity for radiation grants you a level of immunity to its baleful effects. You gain resistance to radiation 5. At 6th level, you gain resistance to radiation 10. At 12th level, you gain resistance to radiation 20. At 20th level, you are immune to radiation (this reduces other nuclearkineticist's radiation damage and both drain and ability damage from the radiation) (ex: a 12th nuclearkineticist fail the initial save against the severe radiation effect and instead of suffer 23 (6+6+6+5 from the 4d6) drain to constitution, she only suffers 3 drain (23-20) and 0 from the following Strength damage (2d6 even if maximized they will never exceed 20).

Saturation: Radiation saturations are normally sites of terrible nuclear disasters. From the devastation of an abominable atomic warhead detonated, to the melting of a reactor that forced the city to evacuate, passing through the passage of naturally radioactive creatures, all these places have in common an abnormal accumulation of radiation. The nuclearkineticist must reach the most radioactive part of the area (the reactor core, the site with the remains of the bomb, etc.) and pass a Constitution check DC 25 every hour, for 4 hours straight to make the radiation his own. The nuclearkineticist gains a cumulative +1 on the check for each day that passes within 100 feet of the epicenter. When you manage to do all 4 tests in a row, the whole area stops being radioactive (including the one that caused the radiation, in the case of a nuclear reactor or atomic warhead, this permanently renders the reactor or warhead inert and harmless) and she can learn the little boy wild talent. If she fails two checks in a row, she takes 40d6 points of radiation damage. If she fails three or more checks in a row, she must succeed at a DC 25 Fortitude save or suffers 6d6 constitution drain.


Little Boy

Element
radiation; Type utility (Su); Level 9; Burn 5

An immense explosion devast an area of 200 ft. centered on you with a deafening blast of force and burning radiance. All creatures within the spread take 200 points of damage from the blast (half radiation, half force). Also, creatures of Huge size or smaller are thrown back 1d10x10 feet, taking 1d6 points of damage for every 10 ft. traveled, and are considered knocked prone. A successful Reflex save reduces the damage to half and negates the knockback. Creatures reduced to 0 hit points by this effect are blasted into dust, and can only be restored to life with a true resurrection, miracle or wish spell.

Structures within the area of the blast fare just as poorly against the force of the atom. All structures and unattended objects within the blast take 20d10+20 points of force damage, which ignores hardness. Objects destroyed by this effect are blasted into dust and can be recovered only through a wish or miracle spell. Little Boy make the area radioactive for months, though, which start as severe. Creatures must make a save according to the intensity of the radiation left behind, which fades from severe to low over the course of 6d6x10 days and dissapear entirely after 1 year of low level radiation.

Focusing such intense power does have its toll on the nuclearkineticist however. After using Little Boy, the nuclearkineticist takes 1d8 points of Strength and Dexterity damage, and is Fatigued for 1d4 minutes. While the nuclearkineticist is fatigued from this effect, she cannot use Little Boy.

*radiation damage: radiation damage is a very special form of radiation. Instead of doing the usual drains or ability damage, it does direct hit point damage, as if it were a normal attack (ignore Damage Reduction). Radiation damage is a poison effect and creatures immune to it are also immune to radiation damage. Radiation damage even objects composed mainly of organic material and objects with hardness less than 11.

Nuclear Infusion (Su)
The save DC of the Infusion Wild Talent for the nuclearkineticist are Constitution-based instead of Dexterity-based.
This alter Infusion.

Internal Reactor (Su)
At 3rd level the inside of the body of the nuclearkineticist starts mini thermonuclear reactions, harmless but which keep she warm even in the coldest places. She gain immunity to mundane cold: she would be unaffected by the coldness of artic, outer space, liquid nitrogen or other non magical cold. However, she would be susceptible to damage from a cone of cold spell, the breath weapon of a white dragon or the cold blast of a hydrokineticists.
This ability replaces the 3rd-level infusion.

Nuclear Focus (Su)
Nuclearkineticist cannot select other element and must select radiation at 7th and 15th level but gains the following composite blast.

Burning Radiation
Element
radiation; Type composite blast (Sp); Level —; Burn 2

Prerequisite radiation blast, expanded element (radiation)

Blast Type: energy; Damage half fire and half radiation

Contaminated Water
Element
radiation; Type composite blast (Sp); Level —; Burn 2

Prerequisite radiation blast, expanded element (radiation)

Blast Type: physical; Damage half bludgeoning and half radiation

Nuclear Winter
Element
radiation; Type composite blast (Sp); Level —; Burn 2

Prerequisite radiation blast, expanded element (radiation)

Blast Type: energy; Damage half cold and half radiation

This alter expanded element.

Radiation Venom (Su)
At 11th level the nuclearkineticist ignore immunity or resistance to poison or radiation or Fortitude save for the purpose of dealing radiation damage. Nuclearkineticist can chose whether to ignore or not this ability (ex: when using nuclear explosion infusion wild talent or little boy utility wild talent for not ignoring her own resistance or immunity).
This ability replaces the 11th-level infusion.

Fat Man (Ex)
At 20th, the nuclearkineticist have obteined the supreme power of destruction at the cost of her own life. As a full-round action a nuclearkineticist can detonate, disintegrating herself and create a massive atomic explosion, mimicking the effects of twenty-one kiloton of TNT. The area of effect is a mushroom cloud 100 ft. radius long and 500 ft. high (a cylinder), the nuclearkineticist can accept burn for multiply the area (200 radius long and 1000 high with one burn, 300 radius long and 1500 high with 2 burns, etc., 700 radius long and 3500 high with 6 burns) up to the maximum burn she can accept (with this ability she can take the maximum points of burn per round allowed for a kineticist of her level, even if this exceed the maximum total points of burn she can have). The conflagration has four different effects. Firstly, anyone within 100 ft. of the epicenter must make a Fortitude save DC 10 + ½ kineticist level + Constitution modifier or be disintegrated. Secondly, anyone standing in the area suffers 3d6 radiation damage per kineticist level (60d6 at 20th level) (Fortitude save for half ). Thirdly the shockwave deals 4d6 per kineticist level force damage in the area (80d6 at 20th level) (Fortitude save for half). Lastly, anyone within the area suffers radiation poisoning, which deals 8 points of Constitution, Dexterity and Strength damage and 8 points of damage Constitution, Dexterity and Strength drain (no save). Creatures reduced to 0 hit points by Fat Man are blasted into dust, and can only be restored to life with a true resurrection, miracle or wish spell. Structures within the area of the blast fare just as poorly against the force of the atom: Fat Man damage ignore hardness and this radiation damage effect every substance in the area, not only objects composed mainly of organic material or objects with hardness less than 11. Objects destroyed by Fat Man are blasted into dust and can be recovered only through a wish or miracle spell. Fat Man make the effected area radioactive for years, which start as severe. Creatures must make a save according to the intensity of the radiation left behind, which fades from severe to low over the course of 10d10x10 years and dissapear entirely after 300 year of low level radiation. Creature immune to Fortitude save (like Construct and Undead) are not immune to Fat Man.
This replace omnikinesis.

Nuclear Rebirth (Su)
At 20th level, the nuclearkineticist gain fast healing 10 while in an area with at least low level of radiation. If the nuclearkineticist is killed while in an area with at least low level of radiation (like the area generated by Little Boy or Fat Man) or her remains are brought in an area with at least low level of radiation within a number of days from the death not higher of her constitution modifier she return to life as per the spell true resurrection. This process takes 1 year, after which the nuclearkineticist emerges from the area with a mini mushroom cloud (this is only visual), though without its gear. If the whole area is purified from the radiation before she rebirth, she still return to life after the year but with a number of negative level equal to the months she spends in the area without radiation. This means that the nuclearkineticist, when using Fat Man, automatically return to life after 1 year.

This replace metakinetic master.


Utility Wild Talent

Absorb Radiation

Element
radiation; Type utility (Su); Level 2; Burn 1

As a standard action the nuclearkineticist can absorb the radiation of nearby object. This work like greater remove radioactivity with the difference that you instead of make a normal caster level check against 5 + the Fortitude DC associated with the radiation effect you make a 1d20+ your kineticist level+ your Constitution modifier against 5 + the Fortitude DC associated with the radiation effect. After absorb radiation you glow with energy for a number of rounds equal to your kineticst level, during which you can discharge the energy as a swift action for making all your kinetic blast, manufated and natural attacks deals extra radiation damage for 1d4+2 rounds. The extra damage is based on the severity of the absorbed radiation and the extra damage dice are not multiplied on a critical hit or Vital Strike, but are added to the total.

low radiation = 1d8

medium radiation = 2d8

high radiation = 4d8

severe radiation = 6d8

You can stacks multiple absorption, which everyone reset the period when you are glowing and can discharge the energy, but at maximum of severe level, other absorption only reset the duration. You can chose to absorbe the radiation for heal yourself as a move action instead of deal extra damage.

low radiation = 2d6 hp damage

medium radiation = 4d6 hp damage

high radiation = 6d6 hp damage and 1d4 ability damage to one characteristic

severe radiation = 12d6 hp damage and 1d6+2 ability damage or drain to one characteristic


Channel Radiation

Element
radiation; Type utility (Sp); Level 3; Burn 1

This work similarly to the channel energy of the cleric. As a standard action the nuclearkineticist can channel in 30-foot radius centered on herself radiation. The amount of radiation damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two kineticist levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). A Fortitude save half the damage (creature made of flesh immune to Fortitude save (like corporeal non-skeletal undead, and constructs crafted from flesh (such as flesh golems)) are not immune to channel radiation, if the nuclearkineticist has obtained the Radiation Venom class feature). Nuclearkineticist with this ability counts as having channel energy and Charisma 13 for the purposes of meeting the prerequisites for Selective Channel. With Selective Channel you can choose a number of targets in the area up to your Constitution modifier (instead of your Charisma modifier). These targets are not affected by your Channel Radiation.


Greater Channel Radiation

Element
radiation; Type utility (Sp); Level 7; Burn 2 (special)

Prerequisites channel radiation

This work similarly to the channel energy of the cleric. As a standard action the nuclearkineticist can channel in 30-foot radius centered on herself true radiation. All creatures must save against low level radiation. The nuclearkineticist can take additional burn for increase the severity of the radiation. For every point of burn take after the initial two the severity increase by 1 level:

2 burn = low radiation

3 burn = medium radiation

4 burn = high radiation

5 burn = severe radiation

The save DC remain the same of Greater Channel Radiation. If you have Selective Channel, you can use it with Greater Channel Radiation in the same way as Channel Radiation.


Nuclear Propulsion

Element
radiation; Type utility (Sp); Level 4; Burn 0

You can use the power of the atom to propel yourself. You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.


Nuclear Reactor

Element
radiation; Type utility (Su); Level 8; Burn 0

You gains immunity to ability damage and drain, cold, death effects and energy drain.


Radiactive Breath

Element
radiation; Type utility (Sp); Level 4; Burn 2

As a standard action the nuclearkineticist emit a blast of searing radiation in a 30 ft. cone of green flame from her mouth. All creatures and objects in the area take 1d6 radiation damage per level and are stunned for one round by the power of the blast. A successful Reflex save halves the damage and negates the stun effect.


Infusion Wild Talent

Nuclear Explosion

Element
radiation; Type form infusion; Level 6; Burn 4

Associated Blasts burning radiation, contaminated water, nuclear winter, radiation

Saving Throw Reflex half

Instead of striking a single targed you give despair to multiple enemies. A blast with this infusion, instead of targeting a single enemy, you target a single square and all creatures and objects in a 20 ft. radius area takes the damages and effects (like extra infusion such as radiation infusion) of your blast. A Reflex saving throw half the blast damage.


Radiation Infusion

Element
radiation; Type substance infusion; Level 6; Burn 3

Associated Blasts burning radiation, contaminated water, nuclear winter, radiation

Saving Throw Fortitude negates

You apply deadly radiation to your blast. Any creature or object hit by your blast must make a Fortitude save or be exposed to radiation. This work like the Irradiate spell using your kineticist level as your caster level with the difference that it has a single target and not an area. Objects don’t takes direct damage from the radiation but start to emits radiation equivalent to the power of radiation infusion for one minute per kineticst level. Unattended object don’t gain a saving throw. You can target one square or object for make it radioactive and take advantage of your absorb radiation utility wild talent or your nuclear rebirth class feature.
You know, the Kineticist is probably my least favorite class in PF but I know a lot of people who love this class. I have a character who has a nuclear energy type shtick in my current campaign, I might actually use this for him.
 

Obly99

Adventurer

Sith

Races: Any race can become a Sith.

Alignment: Any non-Lawful Good or Lawful Neutral. Although most Sith are evil, not all Sith are (although good-aligned Sith are extremely rare).

Starting Gold: 6d4x10 gp (120 gp).

Starting Age: Simple.

Hit Die: d10.

Sith Code:

Although the Sith have no real code of conduct, they must follow the principles of the origin of their powers: the pure surge of their emotions (fear for Tenebrae, anger for Sidious and Vader). A Sith who gains an inappropriate alignment or transgresses the Sith code (control his emotion) loses his powers: he loses access to all of his Sith class features except his weapon proficiency. Only through hard work or an atonement spell offered by a chaotic creature he can regain his powers.

Inner Peace is a lie. There is only Passion.

Through Passion I gain Strength.

Through Strength I gain Power.

Through Power I gain Victory.

Through Victory my chains are Broken.

The Force shall free me.


The Sith’s class skills (and the key ability modifier for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: The Sith
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+0​
+2​
+2​
Access to the Force, Dark Mind, Force Block, Lightsaber, Sith Mage Hand
2nd​
+2​
+0​
+3​
+3​
Force Strength
3rd​
+3​
+1​
+3​
+3​
Sith Mind Trick, Dark Grace
4th​
+4​
+1​
+4​
+4​
Evasion, Uncanny Dodge
5th​
+5​
+1​
+4​
+4​
Deflection, Force Lightning
6th​
+6/+1​
+2​
+5​
+5​
Sith Reflexes
7th​
+7/+2​
+2​
+5​
+5​
Throw Lightsaber
8th​
+8/+3​
+2​
+6​
+6​
Force Jump
9th​
+9/+4​
+3​
+6​
+6​
Improved Deflection, Telekinesis
10th​
+10/+5​
+3​
+7​
+7​
Improved Evasion, Improved Uncanny Dodge
11th​
+11/+6/+1​
+3​
+7​
+7​
Force Choke, Dark Command
12th​
+12/+7/+2​
+4​
+8​
+8​
Improved Sith Reflexes
13th​
+13/+8/+3​
+4​
+8​
+8​
Wholeness of Body
14th​
+14/+9/+4​
+4​
+9​
+9​
Improved Throw Lightsaber
15th​
+15/+10/+5​
+5​
+9​
+9​
Sith Mind Poison, Improved Force Blast
16th​
+16/+11/+6/+1​
+5​
+10​
+10​
Force Field
17th​
+17/+12/+7/+2​
+5​
+10​
+10​
Improved Telekinesis
18th​
+18/+13/+8/+3​
+6​
+11​
+11​
Greater Sith Reflexes
19th​
+19/+14/+9/+4​
+6​
+11​
+11​
Control the Force
20th​
+20/+15/+10/+5​
+6​
+12​
+12​
Sith Lord

Class Features​

All of the following are class features of the Sith.

Weapon and Armor Proficiency
Sith are proficient with all simple weapons, the lightsaber (see below) and light armor. However, they are not proficient with any shields.

Access to the Force
Sith gains Psychic Sensitivity as a bonus feat.

Dark Mind (Ex)
Sith use his Charisma modifier in place of Wisdom to modify his Will saving throws and the Perception and Sense Motive skills.

Force Block (Su)
At 1st level, a Sith can make a concentration check as an immediate action, using is Sith level plus is charisma modifier, versus a DC of 10 + rounds concentrating + any damage taken in this round, for block any airborne object coming his way. In case of projectile the DC is instead equal to the result of the attack roll. A Sith can block 10 pounds of matter per Sith level. This ability can only affect objects within 30 ft. from the Sith.

Lightsaber
The Lightsaber is made from a unique crystal that is unbreakable and emits a glow. Different crystals can be used to achieve different color glows. The hilt is also unique in sturdiness and can come in many designs. A Sith can choose whatever design for a hilt and whatever color of a crystal he wishes. His Lightsabers is a one-handed exotic weapon, belongs to the heavy blades weapon group, deal force damage, score a critical hit on a natural 20/x2 and scaling like a monk unarmed strike, using his Sith level in place of a monk level. The Lightsaber count as a light weapon for the Weapon Finess feat. This weapon can only be used by those who have access to occult power (see Pathfinder Roleplaying Game Occult Adventures) and they too have a -8 penalty to attack rolls with the weapon and treat their occult level as equivalent to half a monk level (minimum 1) for calculating the damage of the lightsaber if they don’t have the Lightsaber class feature. Occult level from multiple source (ex: Sith 4/Mesmerist 2, Occultist 3/Kyneticist 6) stack when calculating the lightsaber final damage. If the Sith or another class with the lightsaber class feature take level in a non-occult class, that level stack with the Sith level for calculating the final damage of the lightsaber but those levels count as half when calculated in monk levels. Occult character who do not have the lightsaber class feature can’t use non-occult level when calculating the lightsaber final damage damage. The Sith starts the game with a lightsaber he already owns.
A lightsaber cost 2,000 gp and require the Craft Technological Item and Technologist feats and the Lightsaber class feature to be crafted.

Sith Mage Hand (Sp)
Starting at 1st level, a Sith gains the ability to use Mage Hand once per Sith Level + Cha modifier per day with a caster level equal to his Sith level. They may use this to call their lightsaber, regardless of it's usual weight restrictions. The Sith gains Magic Trick (mage hand) as a bonus feat.

Force Strength (Su)
At 2nd level, a Sith gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.

Sith Mind Trick (Su)
At 3rd level, once per day per point of Charisma modifier (minimum 1), a Sith is capable of slightly influencing the minds of others. This works exactly like a suggestion spell. The save DC is 10 + ½ Sith level + Sith’s Charisma modifier.

Dark Grace (Su)
At 3rd level, when unarmored and unencumbered, the Sith adds his Charisma bonus (if any) to his AC and his CMD. In addition, a Sith gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Sith levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Sith is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Sith Evasion (Ex)
At 4th level, a Sith gains the Evasion ability as a monk of the same level.

Uncanny Dodge (Ex)
At 4th level, a Sith gains the Uncanny Dodge ability as a barbarian of the same level.

Deflection
At 5th level, a Sith gains Cut from the Air as a bonus feat without the need to meet its prerequisites but can only use it with his Lightsaber.

Force Lightning (Su)
At 5th level, a Sith can launch a bolt of lightning to an object or creature within 30 ft. + 10 ft. for every 3 level after 5. This ability require a ranged touch attack roll, deals 1d6 damage per 2 Sith levels which half is electricity damage, but the other half results directly from the Force and is therefore not subject to being reduced by resistance or immunity to electricity. If the target does not succeed a Reflex save (10+ ½ Sith level + Sith’s Charisma modifier) he is knocked prone. A Sith can use this ability a number of times per day equal to 3 + Charisma modifier.

Sith Reflexes (Ex)
At 6th level, a Sith is so adept at feeling the will of others, he add half his Sith level to initiative.

Throw Lightsaber (Su)
At 7th level, a Sith as a full-round action may throw his lightsaber 10 ft. + 10 ft. per 2 Sith level. The lightsaber is treated as having the "Returning" magic weapon ability.

Force Jump (Ex)
At 8th level, a Sith is always considered having a running start when trying an Acrobatics check made for jump, don’t have a maximum vertical reach and add double the Sith level as a profane bonus on Acrobatics check made for jump.

Improved Deflection
At 9th level, a Sith gains Smash from the Air as a bonus feat without the need to meet its prerequisites.

Telekinesis (Sp)
At 9th level, a Sith gains the use of the spell telekinesis as a spell-like ability once per day for every three Sith level using his Sith level as caster level.

Improved Evasion (Ex)
At 10th level, a Sith gains the use of the Improved Evasion ability as a monk of the same level.

Improved Uncanny Dodge (Ex)
At 10th level, a Sith gains the use of the Improved Uncanny Dodge ability, as a barbarian of the same level.

Dark Command (Sp)
At 11th level, the Sith gains the use of the spell dominate person as a spell-like ability once every six Sith level per day using his Sith level as caster level.

Force Choke (Su)
At 11th level, a Sith gains the ability to use Force Choke. This ability can be used one per day for every four Sith level, deals 2d8 + Cha mod bludgeoning damage and can be maintained for a number of rounds equal to the Sith level + Cha modifier. This is a ranged combat maneuver, with a range of 5 ft.+5 ft./2 Sith level and using the Sith Charisma modifier in place of the Sith Strength or Dexterity modifier. Every round in which the Sith successfully maintains the maneuver (every round the Sith must make the combat maneuver as a standard action and if the Sith take damage it must make a concentration check using his Sith level plus his Charisma modifier against a DC of 10 + damage taken or stop maintaining the Force Chock), the creature cannot speak or use spell with verbal component and if the creature effected need to breathe, it must hold his breath or immediately begin to suffocate.

Improved Sith Reflexes (Ex)
At 12th level, a Sith is so adept at feeling the will of others, he can always act in the surprise round even if he fail a Perception check to notice foes.

Wholeness of Body (Su)
At 13th level, a Sith can heal his own wounds. He can heal, one per day, as an immediate action when brought below 1 hit point, a number of hit points of damage equal to twice his Sith level. If this effect bring back the Sith above 0 hit points, the Sith is not disabled and can keep fight. If this effect bring back the Sith below 0 hit points but is not dead, the Sith is unconscious and stable (unless the Sith use Diehard or similar ability).

Improved Throw Lightsaber (Su)
At 14th level, a Sith can now throw his lightsaber as a standard action instead of a full-round action.

Improved Force Lightning (Su)
At 15th level, Force Lightning now use d8 in place of d6.

Sith Mind Poison (Sp)
At 15th level, a Sith mind is so tanted it is able to tant the mind on the enemy one per day for every seven Sith level. This spell-like acts like the Command Undead spell (using his Sith level as caster level and with an effective spell level of ½ the Sith level instead of 2 and as an enchantment (compulsion) [mind-affecting] instead of necromancy) but that works on all races.

Force Field (Su)
At 16th level, a Sith gains spell resistance equal to 11 + Sith level.

Improved Telekenesis (Sp)
At 17th level, the Sith may now manipulate with his telekinesis spell-like ability triple the amount of weight that can normally be manipulated and no longer has a maximum limit at 15th level (this effective allow a Sith to manipulate 75 pound of object per level with telekinesis).

Greater Sith Reflexes (Ex)
At 18th level, a Sith is so adept at feeling the will of others, that he can 1/day act first in initiative. The decision must be made before initiative is rolled. Two beings with the ability to act first would roll for initiative normally against each other. He also gain blindsense 60 ft.

Control the Force (Sp)
At 19th level, a Sith has grown so close to the Force that they can listen to it more clearly than other Sith. A Sith gains Detect Thoughts as constant spell-like ability and Clairaudience/Clairvoyance as at will spell-like ability, both with caster level equal to his Sith level.

Sith Lord (Sp/Su)
When the Sith reach the 20th level, they attain the status of Sith Lord, which confers the ability to have the spells Freedom of Movement and Mind Blank as a constant spell-like ability with caster level equal to their Sith level. He add as a profane bonus is Charisma modifier to attack and damage rolls. The Sith lord can no longer die from old age. If the Sith lord have penalties to his physical ability scores due to aging, he no longer take those penalties. He still continue to age, and he gain all the benefits to his mental ability scores. The Sith lord can now use Sith mage hand, force choke, force lightning and telekinesis at will and wholeness of body a number of time per day equal to his Charisma modifier.
 

Attachments

  • valkorion.jpg
    valkorion.jpg
    132 KB · Views: 33
Last edited:


Obly99

Adventurer
Can you make stats for Palpatine himself?
Yes, he would be a Sith of 19th level. All he did was not of strength but of pure cunning and intelligence. Something truly terrifying would be Darth Vitiate / Tenebrae / Valkorion. Yes, he was a truly monster about to ascend to God.
 

Sith

Races: Any race can become a Sith.

Alignment: Any non-Lawful Good or Lawful Neutral. Although most Sith are evil, not all Sith are (although good-aligned Sith are extremely rare).

Starting Gold: 6d4x10 gp (120 gp).

Starting Age: Simple.

Hit Die: d10.

Sith Code:

Although the Sith have no real code of conduct, they must follow the principles of the origin of their powers: the pure surge of their emotions (fear for Tenebrae, anger for Sidious and Vader). A Sith who gains an inappropriate alignment or transgresses the Sith code (control his emotion) loses his powers: he loses access to all of his Sith class features except his weapon proficiency. Only through hard work or an atonement spell offered by a chaotic creature he can regain his powers.

Inner Peace is a lie. There is only Passion.

Through Passion I gain Strength.

Through Strength I gain Power.

Through Power I gain Victory.

Through Victory my chains are Broken.

The Force shall free me.


The Sith’s class skills (and the key ability modifier for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: The Sith
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+0​
+2​
+2​
Access to the Force, Dark Mind, Force Block, Lightsaber, Sith Mage Hand
2nd​
+2​
+0​
+3​
+3​
Force Strength
3rd​
+3​
+1​
+3​
+3​
Sith Mind Trick, Dark Grace
4th​
+4​
+1​
+4​
+4​
Evasion, Uncanny Dodge
5th​
+5​
+1​
+4​
+4​
Force Lightning
6th​
+6/+1​
+2​
+5​
+5​
Sith Reflexes
7th​
+7/+2​
+2​
+5​
+5​
Throw Lightsaber
8th​
+8/+3​
+2​
+6​
+6​
Force Jump
9th​
+9/+4​
+3​
+6​
+6​
Telekinesis
10th​
+10/+5​
+3​
+7​
+7​
Improved Evasion, Improved Uncanny Dodge
11th​
+11/+6/+1​
+3​
+7​
+7​
Force Choke, Dark Command
12th​
+12/+7/+2​
+4​
+8​
+8​
Improved Sith Reflexes
13th​
+13/+8/+3​
+4​
+8​
+8​
Wholeness of Body
14th​
+14/+9/+4​
+4​
+9​
+9​
Improved Throw Lightsaber
15th​
+15/+10/+5​
+5​
+9​
+9​
Sith Mind Poison, Improved Force Blast
16th​
+16/+11/+6/+1​
+5​
+10​
+10​
Force Field
17th​
+17/+12/+7/+2​
+5​
+10​
+10​
Improved Telekinesis
18th​
+18/+13/+8/+3​
+6​
+11​
+11​
Greater Improved Sith Reflexes
19th​
+19/+14/+9/+4​
+6​
+11​
+11​
Controll the Force
20th​
+20/+15/+10/+5​
+6​
+12​
+12​
Sith Lord

Class Features​

All of the following are class features of the Sith.

Weapon and Armor Proficiency
Sith are proficient with all simple weapons, the lightsaber (see below) and light armor. However, they are not proficient with any shields.

Access to the Force
Sith, like Kineticist and Mesmerist is an occult class and gains access to the occult skill unlocks.

Dark Mind (Ex)
Sith use his Charisma modifier in place of Wisdom to modify his Will saving throws and the Perception and Sense Motive skills.

Force Block (Su)
At 1st level, a Sith can make a concentration check as an immediate action, using is Sith level plus is charisma modifier, versus a DC of 10 + rounds concentrating + any damage taken in this round, for block any airborne object coming his way. In case of projectile the DC is instead equal to the result of the attack roll. A Sith can block 10 pounds of matter per Sith level. This ability can only affect objects within 30 ft. from the Sith.

Lightsaber
The Lightsaber is made from a unique crystal that is unbreakable and emits a glow. Different crystals can be used to achieve different color glows. The hilt is also unique in sturdiness and can come in many designs. A Sith can choose whatever design for a hilt and whatever color of a crystal he wishes. His Lightsabers is a one-handed exotic weapon, belongs to the heavy blades weapon group, deal force damage, score a critical hit on a natural 20/x2 and scaling like a monk unarmed strike, using his Sith level in place of a monk level. The Lightsaber count as a light weapon for the Weapon Finess feat. This weapon can only be used by those who have access to occult power (see Pathfinder Roleplaying Game Occult Adventures) and they too have a -8 penalty to attack rolls with the weapon and treat their occult level as equivalent to half a monk level (minimum 1) for calculating the damage of the lightsaber if they don’t have the Lightsaber class feature. Occult level from multiple source (ex: Sith 4/Mesmerist 2, Occultist 3/Kyneticist 6) stack when calculating the lightsaber final damage. If the Sith or another class with the lightsaber class feature take level in a non-occult class, that level stack with the Sith level for calculating the final damage of the lightsaber but those levels count as half when calculated in monk levels. Occult character who do not have the lightsaber class feature can’t use non-occult level when calculating the lightsaber final damage damage.

Sith Mage Hand (Sp)
Starting at 1st level, a Sith gains the ability to use Mage Hand once per Sith Level + Cha modifier per day with a caster level equal to his Sith level. They may use this to call their lightsaber, regardless of it's usual weight restrictions. The Sith gains Magic Trick (mage hand) as a bonus feat.

Force Strength (Su)
At 2nd level, a Sith gains a bonus equal to his Charisma bonus (if any) on all Saving Throws.

Sith Mind Trick (Su)
At 3rd level, once per day per point of Charisma modifier (minimum 1), a Sith is capable of slightly influencing the minds of others. This works exactly like a suggestion spell. The save DC is 10 + ½ Sith level + Sith’s Charisma modifier.

Dark Grace (Su)
At 3rd level, when unarmored and unencumbered, the Sith adds his Charisma bonus (if any) to his AC and his CMD. In addition, a Sith gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Sith levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the Sith is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Sith Evasion (Ex)
At 4th level, a Sith gains the Evasion ability as a monk of the same level.

Uncanny Dodge (Ex)
At 4th level, a Sith gains the Uncanny Dodge ability as a barbarian of the same level.

Force Lightning (Su)
At 5th level, a Sith can launch a bolt of lightning to an object or creature within 30 ft. + 10 ft. for every 3 level after 5. This ability require a ranged attack roll, deals 1d6 damage per 2 Sith levels which half is electricity damage, but the other half results directly from the Force and is therefore not subject to being reduced by resistance or immunity to electricity. If the target does not succeed a Reflex save (10+ ½ Sith level + Sith’s Charisma modifier) he is knocked prone. A Sith can use this ability a number of times per day equal to 3 + Charisma modifier.

Sith Reflexes (Ex)
At 6th level, a Sith is so adept at feeling the will of others, he add half his Sith level to initiative.

Throw Lightsaber (Su)
At 7th level, a Sith as a full-round action may throw his lightsaber 10 ft. + 10 ft. per 2 Sith level. The lightsaber is treated as having the "Returning" magic weapon ability.

Force Jump (Ex)
At 8th level, a Sith is always considered having a running start when trying an Acrobatics check made for jump, don’t have a maximum vertical reach and add double the Sith level as a profane bonus on Acrobatics check made for jump.

Telekinesis (Sp)
At 9th level, a Sith gains the use of the spell telekinesis as a spell-like ability once per day for every three Sith level using his Sith level as caster level.

Improved Evasion (Ex)
At 10th level, a Sith gains the use of the Improved Evasion ability as a monk of the same level.

Improved Uncanny Dodge (Ex)
At 10th level, a Sith gains the use of the Improved Uncanny Dodge ability, as a barbarian of the same level.

Dark Command (Sp)
At 11th level, the Sith gains the use of the spell dominate person as a spell-like ability once every six Sith level per day using his Sith level as caster level.

Force Choke (Su)
At 11th level, a Sith gains the ability to use Force Choke. This ability can be used one per day for every four Sith level, deals 2d8 + Cha mod bludgeoning damage and can be maintained for a number of rounds equal to the Sith level + Cha modifier. This is a ranged combat maneuver, with a range of 5 ft.+5 ft./2 Sith level and using the Sith Charisma modifier in place of the Sith Strength or Dexterity modifier. Every round in which the Sith successfully maintains the maneuver (every round the Sith must make the combat maneuver as a standard action and if the Sith take damage it must make a concentration check using his Sith level plus his Charisma modifier against a DC of 10 + damage taken or stop mantaining the Force Chock), the creature cannot speak or use spell with verbal component and if the creature effected need to breathe, it must hold his breath or immediately begin to suffocate.

Improved Sith Reflexes (Ex)
At 12th level, a Sith is so adept at feeling the will of others, he add his full Sith level to initiative. This ability replace Sith Reflexes.

Wholeness of Body (Su)
At 13th level, a Sith can heal his own wounds. He can heal, one per day, as an immediate action when brought below 1 hit point, a number of hit points of damage equal to twice his Sith level. If this effect bring back the Sith above 0 hit points, the Sith is not disabled and can keep fight. If this effect bring back the Sith below 0 hit points but is not dead, the Sith is unconscious and stable (unless the Sith use Diehard or similar ability).

Improved Throw Lightsaber (Su)
At 14th level, a Sith can now throw his lightsaber as a standard action instead of a full-round action.

Improved Force Lightning (Su)
At 15th level, Force Lightning now use d8 in place of d6.

Sith Mind Poison (Sp)
At 15th level, a Sith mind is so tanted it is able to tant the mind on the enemy. This spell-like acts like the Command Undead spell (using his Sith level as caster level and with an effective spell level of ½ the Sith level instead of 2) but works on all races.

Force Field (Su)
At 16th level, a Sith gains spell resistance equal to 11 + Sith level.

Improved Telekenesis (Sp)
At 17th level, the Sith may now manipulate with his telekinesis spell-like ability triple the amount of weight that can normally be manipulated and no longer has a maximum limit at 15th level (this effective allow a Sith to manipulate 75 pound of object per level with telekinesis).

Greater Improved Sith Reflexes (Ex)
At 18th level, a Sith is so adept at feeling the will of others, he can always act in the surprise round even if he fail a Perception check to notice foes, but he is still considered flat-footed until he take an action. He gain blindsight 60 ft.

Control the Force (Sp)
At 19th level, a Sith has grown so close to the Force that they can listen to it more clearly than other Sith. A Sith gains Detect Thoughts as constant spell-like ability and Clairaudience/Clairvoyance as at will spell-like ability, both with caster level equal to his Sith level.

Sith Lord (Su/Sp)
When the Sith reach the 20th level, they attain the status of Sith Lord, which confers the ability to have the spells Freedom of Movement and Mind Blank as a constant spell-like ability with caster level equal to their Sith level. He add as a profane bonus is Charisma modifier to attack and damage rolls, half his Charisma modifier to saving throw (which stack with force strength) and armor class. The Sith lord can no longer die from old age. If the Sith lord have penalties to his physical ability scores due to aging, he no longer take those penalties. He still continue to age, and he gain all the benefits to his mental ability scores. The Sith lord can now use force choke, force lightning and telekinesis at will and wholeness of body a number of time per day equal to his Charisma modifier.
Wow this is awesome, I think Improved Sith Reflexes, their full level to initiative is busted af, like nothing can compare to that, but otherwise I think the class is really cool.
 


Because I wanted them to go first most of the time. But eventually how would you put it?
I would give them an ability that once per day they could simply go first in initiative, only needing to roll if someone has a similar power. Or make it so they could instead act normally on a surprise round. Half your level to initiative is still way stronger than what you can really get. I think if you have improved initiative, Combat veteran and reactionary you can boost your initiative by +7 I think, I may be off on Combat Veteran giving you +1 to initiative, but that's totally maxed out, a 14th level Sith can match that passively.

With a single feat they can basically ensure they're always first in initiative anyway because there's no reason they can't take Improved Initiative themselves.
 

Obly99

Adventurer
Or make it so they could instead act normally on a surprise round.
They can act is the surprise round at 18th level with Greater Sith Reflexes.
I would give them an ability that once per day they could simply go first in initiative, only needing to roll if someone has a similar power.
Giving 1/day the Divine Ability?
Swaping the 18th level ability maybe it would work better

Improved Sith Reflexes (Ex)
At 12th level, a Sith is so adept at feeling the will of others, he can always act in the surprise round even if he fail a Perception check to notice foes.

Greater Sith Reflexes (Ex)
At 18th level, a Sith is so adept at feeling the will of others, that he can 1/day act first in initiative. The decision must be made before initiative is rolled. Two beings with the ability to act first would roll for initiative normally against each other. He also gain blindsight 60 ft.
 
Last edited:

They can act is the surprise round at 18th level with Greater Sith Reflexes.

Giving 1/day the Divine Ability?
Swaping the 18th level ability maybe it would work better

Improved Sith Reflexes (Ex)
At 12th level, a Sith is so adept at feeling the will of others, he can always act in the surprise round even if he fail a Perception check to notice foes.

Greater Sith Reflexes (Ex)
At 18th level, a Sith is so adept at feeling the will of others, that he can 1/day act first in initiative. The decision must be made before initiative is rolled. Two beings with the ability to act first would roll for initiative normally against each other. He also gain blindsight 60 ft.
Blindsight 60 I don't think really makes sense, but blindsense I think would. I can imagine Sith knowing someone was around but I've never seen a Sith just acting without penalty in pure darkness.
 

Epic Threats

An Advertisement

Advertisement4

Top