Ultimate Vessel
Ultimate_Vessel Adventures:
Characteristics:
Alignment:
Religion:
Background:
Races:
Other Classes:
Starting Age: Simple (same as barbarian, rogue, sorcerer, and others).
Starting Gold: 2d4 x 10 (average 50 gp)
Game Rule Information
Vessels (Ves) have the following game statistics.
Abilities:
Alignment: Any. Hit Points per Level: 1d8 + Con modifier. (Hit points are maximized at 1st character level) Skill Points per Level: 6 + Int modifier. (Skill points are multiplied by 4 at 1st character level)
Class Skills: The vessel's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Profession (Int), Sense Motive (Wis), and Spot (Wis).
Class Table
Base Fort Ref Will Level Attack Bonus Save Save Save Special . 1st +0 +0 +0 +2 Beast within, trait, trigger 2nd +1 +0 +0 +3 Lurking Menace 3rd +1 +1 +1 +3 Combat Training 4th +2 +1 +1 +4 Trait 5th +2 +1 +1 +4 Symbiotic Mind 6th +3 +2 +2 +5 Combat Training 7th +3 +2 +2 +5 Trait 8th +4 +2 +2 +6 Lurking Menace 9th +4 +3 +3 +6 Combat Training 10th +5 +3 +3 +7 Trait 11th +5 +3 +3 +7 Symbiotic Mind 12th +6/+1 +4 +4 +8 Combat Training 13th +6/+1 +4 +4 +8 Trait 14th +7/+2 +4 +4 +9 Lurking Menace 15th +7/+2 +5 +5 +9 Combat Training 16th +8/+3 +5 +5 +10 Trait 17th +8/+3 +5 +5 +10 Symbiotic Mind 18th +9/+4 +6 +6 +11 Combat Training 19th +9/+4 +6 +6 +11 Trait 20th +10/+5 +6 +6 +12 Total Symbiosis
Class Features
All of the following are class features of the vessel.
Weapon and Armor Proficiency: Vessels are proficient with all simple weapons and with light armor. Armor does not, however, interfere with the manifestation powers. In addition a Vessel is proficient in any weapon that he invents.
Beast Within (Su): A vessel is a host to another creature that lies dormant within him, waiting to go out and play. There are various types of beasts, from accidental creations to demonic possessions. This being or beings are unable to directly communicate with the vessel himself but may surface if specific conditions are met (see trigger ability). The beast is a separate entity that has its own goals and desires, but the player can control it with the DM's approval. Its control over the vessel is complete but can rarely last long.Whenever the beast takes over, it uses vessel's statistics, except as noted: its vessel level and size modifier is added to its Strength score; its mental scores are independant from the vessel - a DM should determine them in secret (suggested 3d6 for each); it gains 10 temporary hit points per vessel level upon transformation; it enjoys a bonus equal to half the vessel's level on Fortitude and Reflex saves; it's race is Outsider (native). DM can freely design the beast's look, shape, and alignment, but it is always of the same size.The transformation is supernatural - when it occurs, vessel's equipment either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When the vessel reverts to his true form, any objects previously melded into the new form reappear in the same location on his body they previously occupied and are once again functional. Any new items he wore in the beast form and can’t wear in his normal form fall off and land at his feet. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.
- - determine the modifier as if the beast grew or shrunk from the medium size to the vessel's size. For example, a large vessel's size modifier is +8 because if it grew from medium to large, it would gain a +8 bonus, as per Monster Manual.
Trait
At 1st level, and every 3 levels thereafter, a vessel's beast develops one ability as it grows in power.
Fast Healing (Su): The beast gains Fast Healing equal to 1 + 1/2 vessel's level. The vessel in normal form gains the ability to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. Blindsight (Su): The beast gains blindsight 60ft. The vessel in normal form gains blindsense 15ft. Sonic Roar (Su): The beast gains a breath weapon which may be activated once every 1d4 rounds. As a standard action the beast can target all creatures in a 20ft cone. Targets take 2d6 + vessel's level sonic damage. Targets that succeed at a Fortitude save (DC = 10 + 1/2 the vessel's level + vessel's Con modifier) take half damage. The vessel in normal form may target a creature within 10ft as a standard action. The target must succeed at a Fortitude save (DC = 10 + 1/2 the vessel's level + vessel's Con modifier) or be deafend for 1d4 rounds. Resistant Form (Ex): The beast gains one of the following immunities: acid, cold, electricity, fire, or sonic. The vessel in normal form gains resistance 10 to the same energy. This ability may be taken mulitple times, each time selecting a new immunity. Inhuman Endurance (Ex): The beast gains damage reduction X/- (X = 1/2 vessel's level). The vessel in normal form receives Endurance as a bonus feat. Beastal Fortitude (Ex): The beast gains a +4 natural armor bonus. The vessel in normal form receives Great Fortitude as a bonus feat. Unnatural Soul (Su): The beast gains spell resistance equal to 10 + 1/2 vessel's level. The vessel in normal form receives Iron Will as a bonus feat. Sixth Sense (Ex): The beast gains Unanny Dodge and Improved Uncanny Dodge. The vessel in normal form receives Dodge as a bonus feat. Super Reflexes (Ex): The beast gains Improved Evasion. The vessel in normal form receives Lighting Reflexes as a bonus feat. Shadow Meld (Su): The beast becomes invisible anytime he would gain a miss chance due to low-light conditions. The vessel in normal form receives a +2 circumstance bonus to AC in low-light conditions. Chameleon Skin (Su): The beast may hide even if there is no cover and may hide even while being observed. The vessel in normal form receives a +4 bonus to Hide checks. Hungry Jaws (Ex): The beast gains a 2d6 bite attack. The vessel in normal form receives Improved Unarmed Attack as a bonus feat. If he already has or later gains Improved Unarmed Strike he gains a +1 bonus on damage rolls. This bonus stacks. Saber Tusk (Ex): The beast gains a 1d10 gore (horn or tusk) attack that increases to 3d6 when charging. The vessel in normal form receives Improved Unarmed Attack as a bonus feat. If he already has or later gains Improved Unarmed Strike gains a +1 bonus on damage rolls. This bonus stacks. Rending Claws (Ex): The beast gains two 1d8 claw attacks. If the beast has more than two arms, this ability may be taken aditional times, gaining a new set of claws each time. The vessel in normal form receives Improved Unarmed Attack as a bonus feat. If he already has or later gains Improved Unarmed Strike he gains a +1 bonus on damage rolls. This bonus stacks. Scourge (Ex): The beast gains a 2d6 tail (slam or sting) attack. The vessel in normal form receives Improved Unarmed Attack as a bonus feat. If he already has or later gains Improved Unarmed Strike he gains a +1 bonus on damage rolls. This bonus stacks. Lurker (Ex): The beast gains a 30ft burrow speed. The vessel in normal form can move at his full speed while prone. Deep Horror (EX): The beast gains a 60ft swim speed. The vessel in normal form a +4 bonus on Swim checks. Sky Terror (EX): The beast gains a 40ft fly speed (source of flight is up to the vessel and the Dm) with good maneuverability. The vessel in normal form a +4 bonus on Jump checks. Wall Crawler (Ex): The beast gains a 60ft climb speed. The vessel in normal form a +4 bonus on Climb checks. Grasping Clutch (Ex): Prerequisite; One or more natural attacks: The beast gains Improved Grapple and whenever he successfully hits with a natural attack he may immediately perform a Trip or Disarm attempt. The vessel in normal form gains a +4 competence bonus during all Grapple, Trip, and Disarm attempts. Vile Touch (Ex): Prerequisite; One or more natural attacks: The beast chooses one of his natural attacks to become poisoned. Upon injury, the victim must make a Fortitude save (DC = 10 + 1/2 vessel's level + his Con modifier) or be poisoned. Initial damage is 1d6 Str. and secondary damage is 1d6 Con. The vessel in normal form gains immunity to all animal poisons. Doom Gaze (Su): The beast gains a gaze attack. Creatures affected by the beast's gaze attack must succeed at a Fortitude save (DC = 10 + 1/2 vessel's level) or be paralyzed for 1d4 rounds. The vessel in normal form may concentrate as a swift action on one opponent he can see. That opponent has a 50 percent chance to become staggered for one round at the start of each of his turns as long as the vessel is concentrating. Opponents that can't see the vessel automatically succeed. Dread Visage (Ex): The beast gains a frightful presence. Opponents within 30ft that witness the beast emerge or attack, must succeed at a Will save (DC + 10 + 1/2 vessel's level + vessel's Cha modifier) or be frightened for 2d4 rounds. Opponents that have more HD than the vessel has levels are shaken instead. Opponents with two times as many HD as vessel's levels are unaffected. The vessel in normal form gains a +4 bonus on Intimidate checks.
Trigger: There are different reasons to the beast's existance, and so it emerges under different circumstances. A 1st level vessel must choose what prompts his monster to take over. Possible triggers are: choice, emotion, proximity, time.
Choice: Being in uneasy truce with his beast, a vessel can let it out consciously. This trigger gives the vessel most control, but his beast will have least time to roam, compared to other triggers. A vessel can turn into the beast as a full-round action that doesn't provoke attacks of opportunity. Transformation lasts for a number of rounds equal to vessel's base Will save and once it ends the vessel is fatigued and cannot release the beast again for 1 minute. Fatigue ends after 1 full minute of rest. A vessel can trigger the transformation once per day at 1st level, and one extra time per day at 5th, 10th, 15th level, and so on. Emotion: Strong and powerful emotions can bring out the beast within. These emotions usually have to do with beast's personality or the emotion the vessel was feeling when is became a host. Choose an emotion. When the vessel in feeling these emotions, the beast is brought forward and it emerges as a full round action that doesn't provoke attacks of opportunity. Possible emotions can include: anger, fear, sadness, joy, disgust, surprise, curiosity, acceptance ect. If the Vessel wishes to remain in control of his body, he must succeed a Will save with a DC 15 + half his vessel level as a full round action that provokes attacks of opportunity. Here is a full list of emotions. Proximity: Being too near to certain places, materials, even other creatures can cause the beast within to come forth. The source that causes the change is usually something the beast has a strong reaction too. When the vessel comes too close to this source, the beast takes over and emerges as a full round action that doesn't provoke attacks of opportunity. Possible sources can include: cold iron, water, graveyards, underground caverns, snakes, giants etc. If the Vessel wishes to remain in control of his body, he must succeed a Will save with a DC 15 + half his vessel level as a full round action that provokes attacks of opportunity. The transformation lasts as long as the triggering condition is met. This trigger does not render the Vessel fatigued. Time: Every time a certain time comes around it can bring back haunting thoughts about the transformation of becoming a host. These reminisants may spur the beast within to awaken and take control, emerging as a full round action that doesn't provoke attacks of opportunity. Possible times can include: holidays , sunrise, time to save the princess etc. If the Vessel wishes to remain in control of his body, he must succeed a Will save with a DC 15 + half his vessel level as a full round action that provokes attacks of opportunity. This trigger also has a set time when the Vessel reverts to its original form. This trigger renders the vessel fatigued until it has rested for 1 full minute.
Lurking Menace (Su): As the vessel gets stronger and the beast within grows more powerful, it becomes more evident that the vessel is "not alone".
2nd level: Those the vessel comes in contact with can sense something unnatural behind the vessel's eyes. The vessel receives a +4 bonus to Intimidate checks and a -2 penalty to Diplomacy and Handle Animal checks. 8th level: The beast is completely at home in the vessel's body and protects it against unwanted guests. The vessel is immune to all forms of possesion and recieves a +2 bonus on Will saves against mind-affecting and compulsion effects. 14th level: The beast has learned to pick up the vessel's thoughts and will lash out at any hostile mind it detects. If the vessel is targeted by a mind-affecting or compulsion effect, the origin of the effect must make a Will save (DC = 10 + 1/2 vessel's level + beast's Wis modifier) or take 5d6 nonlethal damage and be stunned for 1 round.
Symbiotic Mind (Su): As the bond between the vessel and beast strengthens, their minds begin to merge. At 5th, 11th, and 17th level the vessel gains one of the following abilities.
Emotions: Both the vessel and the beast are able to feel each other's general emotions. The vessel gains a bonus equal to their vessel level on will saves to remain in control of their body during a transformation. If the vessel has the choice trigger, they may stay in beast form for a number of extra rounds equal to their vessel level. Memories: The vessel finds himself with memories not his own. He receives one Craft, Knowledge, or Profesion skill at full ranks. This skill grows retroactively and may be taken additional times. (The DM has final say on the skill gained). Reasoning: The vessel finds he is able to rely on not only on his own thought process, but the beast's as well. Whenever the vessel makes an Appraise, Bluff, Decipher Script, Diplomacy, Gather Information, Sense Motive, or Survival check, he may make use of any insight the beast within may have. If he does, the DM rolls a dice. On 1-50% result, receive a -5 penalty to the check. On a 51-100% result, receive a +5 bonus to the check. Thoughts: The vessel begins to sense the thoughts and ideas of the beast within. Whenever the vessel makes a Craft, Disable Device, Disguise, Forgery, Open Lock, Use Magic Device, or Use Rope check, he may seek the advice of the beast within. If he does, the DM rolls a dice. On 1-50% result, receive a -5 penalty to the check. On a 51-100% result, receive a +5 bonus to the check.
Combat Training
Whether from fear of his abilities or out of a desire to use them, others will hunt the vessel for what he is. Knowing a time may come when he must defend himself without aid, the vessel must choose a style of combat training to study.
Inner Beast (Su): Knowing they are stronger together than they are apart, the vessel and the beast seek to work as one being. The vessel learns to draws upon the power of the beast within to defeat his foes.
3rd level: The vessel in normal form may, as a standard action, gain the powers of one of his traits as if he were the beast once per day. The trait last for a number of rounds equal to 5 + vessel's Con modifier. 6th level: The vessel in normal form may gain the powers of one of his traits as if he were the beast twice per day. 9th level: The vessel in normal form may gain the powers of one of his traits as if he were the beast as a move action. 12th level: The vessel in normal form may gain the powers of one of his traits as if he were the beast three times per day. 15th level: The vessel in normal form may gain the powers of one of his traits as if he were the beast as a swift action. 18th level: The vessel in normal form may gain the powers of one of his traits as if he were the beast four times per day.
Scrapper: When it's all said and done, the only one the vessel can depend on is himself. The vessel hones his fighting skills through rigorous training and physical conditioning to defend himself from his enemies.
3rd level: The vessel in normal form gains Improved Unarmed Strike as a bonus feat. If he already has or later gains Improved Unarmed Strike, the critical multiplier of his unarmed attacks increases to X3. 6th level: The vessel in normal form gains +2 Constitution. 9th level: The vessel in normal form is treated as having the Stunning Fist feat, even if he does not have the normal prerequesites. 12th level: The vessel in normal form gains +2 Strength. 15th level: Once per day, the vessel in normal may ignore all of a target's armor and natural armor bonuses when making an unarmed attack. 18th level: The vessel in normal form gains damage reduction X/- (X = vessel's Con modifier).
Survivor: Wisdom says the best way to win a fight is to avoid it. The vessel learns to trust his instincts and his speed to keep himself alive.
3rd level: The vessel in normal form gains a +2 bonus to hide and move silently checks. 6th level: The vessel in normal form gains a +2 bonus to Wisdom. 9th level: The vessel in normal form gains improved uncanny dodge. 12th level: The vessel in normal form gains Evasion 15th level: The vessel in normal form gains the Self Sufficient feat, even if he does not have the prerequisites. 18th level: The vessel in normal form gains trackless step.
Total Symbiosis
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Discussion Points
↑ I have no idea if this class is balanced, I'm just trying to fill it out. I need some other people to check it out and coment on the classes powers and the level he gets them at (I put them where they are because I hate dead levels). --RageFist ↑ I'm not sure of the balance between abilities, so please comment on weather or not you think they're balanced or any other thoughts you might have. --RageFist