Ultimate Vessel

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Picture by Jason A. Engle
Picture by Jason A. Engle

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)

Contents

[edit] Game Rule Information

[1] 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).

[edit] Class Table

       Base          Fort  Ref   Will
Level  Attack Bonus  Save  Save  Save  Special               
1st    +0            +0    +0    +2    Beast Within, 3 Traits
2nd    +1            +0    +0    +3    Lurking Menace
3rd    +1            +1    +1    +3    Trait
4th    +2            +1    +1    +4    Evolution
5th    +2            +1    +1    +4    Trait
6th    +3            +2    +2    +5    Lurking Menace
7th    +3            +2    +2    +5    Trait
8th    +4            +2    +2    +6    Evolution
9th    +4            +3    +3    +6    Trait
10th   +5            +3    +3    +7    Lurking Menace
11th   +5            +3    +3    +7    Trait
12th   +6/+1         +4    +4    +8    Evolution
13th   +6/+1         +4    +4    +8    Trait
14th   +7/+2         +4    +4    +9    Lurking Menace
15th   +7/+2         +5    +5    +9    Trait
16th   +8/+3         +5    +5    +10   Evolution
17th   +8/+3         +5    +5    +10   Trait
18th   +9/+4         +6    +6    +11   Lurking Menace
19th   +9/+4         +6    +6    +11   Trait
20th   +10/+5        +6    +6    +12   Symbiosis

[edit] 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.


[edit] Beast Within

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 rather unintelligent, usually unable to directly communicate with the vessel himself but may surface if specific conditions are met (see trigger).

[edit] Monstrosity

Monstrosity points represent the degree of awakening of vessel's inner monster. Every vessel begins the game with one monstrosity point. The vessel in both natural and beast forms add the current monstrosity point total as an untyped bonus to damage dealt with all manufactured and natural weapons. The number of monstrosity points possessed by a vessel cannot exceed his level in the vessel class.

[edit] Beast form

When the vessel transforms into the beast, they retain their physical and mental ability scores by default. The vessel's type changes to Outsider (Native), but otherwise retains their racial and class abilities. The DM or player can freely design the beast's appearance, but it is always the same size as the vessel.

The beast always has an alignment opposite to that of the vessel (i.e. a Lawful Good vessel would have a Chaotic Evil beast, a Neutral Evil vessel would have a Neutral Good beast, and a True Neutral vessel would have a True Neutral beast).

[edit] Transformation

Transforming between the vessel's natural and beast forms is a supernatural effect. When it occurs, the vessel's armor, weapons, and gear remain equipped if they can be used in their new form or, if they are unusable in their new form, fall to the ground at the feet of the vessel's new form.

Any part of the body separated from the rest of the body while in beast form reverts to the vessel's natural form immediately.

A vessel has the option of letting their beast out consciously. To do so, the vessel must spend a monstrosity point, after which the vessel will transform into their beast form as a full-round action that doesn't provoke an attack of opportunity.

[edit] Trigger

Each beast has its own unique origin and, therefore, each beast has a different trigger which will, under certain circumstances, force a vessel to immediately assume their beast form. A first level vessel must choose a trigger from the list below which will, from then on, trigger an unwilling transformation to their beast form. If a vessel makes a will save (DC 10 + current monstrosity point total) and spends a monstrosity point, she can halt the transformation caused by her trigger.

If a transformation is triggered and the vessel does not resist it, she gains a monstrosity point, up to a maximum number equal to her class level.

Each transformation lasts a number of hours equal to the vessel's monstrosity point total following transformation, at a minimum of one hour.

  • Death: Necromantic energies rip the beast to consciousness. Whenever a vessel is affected by a spell with the death descriptor, is touched by an undead creature, is subject to energy drain, or is exposed to negative energy, she transforms into the beast.
  • Fear: Terror of any kind can make the beast rear its ugly head. Whenever the vessel is shaken or worse, she transforms into the beast.
  • Illness: Infirmity can bring out the bulwark of the best. Whenever the vessel is exposed to poison or disease, takes ability damage or drain, or is nauseated or sickened, she transforms into the best.
  • Helplessness: Being made unable to defend oneself triggers the beast's survival instincts. Whenever the vessel is stunned, paralyzed, pinned, bound, or otherwise physically restrained, she transforms into the beast.
  • Material: Proximity of a certain material, such as cold iron, silver, or wood causes the beast to emerge. The vessel must choose one material at the time of gaining this class feature. From that point on, whenever the vessel comes into direct skin contact with that material, she transforms into the beast.
  • Time: When the clock chimes the hour of the beast, the vessel must transform. The vessel must choose one time at the time of gaining this class feature, such as sunset, sunrise, noon, or midnight. At that time every day, she transforms into the beast.
  • Pain: Pain can drag the beast kicking and screaming to the surface. Whenever the vessel takes lethal damage, she transforms into the beast.
  • Psionics: The beast is drawn towards mentalists and psychics. Whenever the vessel is affected by a psionic power or touches a psionic item with her bare skin, she transforms into the beast.
  • Arcane: The beast is drawn towards wizards and sorcerers. Whenever the vessel is affected by an arcane spell or touches a magic item created by an arcane spellcaster with her bare skin, she transforms into the beast.
  • Divinity: The beast is drawn towards clerics and druids. Whenever the vessel is affected by a divine spell or touches a magic item created by a divine spellcaster with her bare skin, she transforms into the beast.

[edit] Instinct

The beast, monster though it is, has certain rules and instincts that affect its behaviors. A vessel must choose two habits from the list below. When in beast form, the vessel must follow the rules transcribed by the chosen instincts. The beast's instincts may be suppressed for one round as a free action with the expenditure of a monstrosity point.

  • Aversion to Fire: The beast has a natural fear of fire. Whenever the beast is within 30 feet of a fire or is dealt fire damage, the vessel becomes panicked and flees until the fire's source is at least 30 feet away. The beast cannot take the Fascinated by Fire instinct.
  • Cautious: The beast is extremely aware and careful. If the beast is under half of her hit points, she becomes immediately panicked, fleeing to a location of relative safety. In addition, it receives -4 penalty to saves against fear. The beast never becomes cowering. The beast cannot have Ferocity instinct.
  • Fascinated by Fire: The beast loves fire. Whenever thee beast starts its turn within 30 feet of a fire, it must make a will save (DC 10 + current monstrosity point total) or become fascinated by the fire. A new save is made each round. The beast cannot take the Aversion to Fire instinct.
  • Ferocity: The beast is bloodthirsty and brutal. The beast can neither deal nonlethal damage nor cease fighting until all known enemies are believed to be dead. A beast reduced to between 0 and -9 hit points remains conscious and acts normally. The beast cannot have the Cautious instinct.
  • Howler: The beast always begins battle with weird, loud roar. It must yell, use Deafening Roar, or use Horrible Roar trait as its first action in combat. Yelling is a standard action.
  • Stalker: The beast feels frightened in large, open areas. If a beast ends its turn without concealment provided by an object such as a wall, a barrel, or tall grass, it becomes panicked and flees to an area of partial or total concealment.
  • Night Blind: The beast cannot see in areas of light dim or darker. If it starts its turn in an area dark enough for it to be unable to see, the beast becomes panicked and flees towards the closest visible bright or brighter light. The beast cannot have the Nocturnal instinct nor any racial or class ability that grants darkvision.
  • Nocturnal: The beast doesn't feel comfortable in areas of bright light. If it is exposed to bright light (such as sunlight or a daylight spell), a beast becomes panicked and dazzled, fleeing towards a shaded area. The beast cannot have the Night Blind instinct.
  • Primitive: The beast is extremely primeval. It's Intelligence cannot exceed 3.
  • Sinks: The beast is not well-adjusted for the water. It takes a -10 penalty on a swim checks. If it starts its turn in water deeper than its shoulders' height, the beast becomes panicked and flees towards the closest area shallow enough for the beast to stand with its head above to water. The beast cannot have the Water Spirit instinct.
  • Uncivilized: The technology of intelligent races frights a beast. Whenever the beast ends its turn below a manufactured roof (such a thatched or bricked roof), it becomes panicked and flees to a a more natural area.
  • Unstoppable Hunger: The beast is driven by insatiable hunger. Whenever a beast kills any living foe, it must devour parts of its body as standard action.
  • Water Spirit: The beast is closely attuned to water. If the beast does not end its turn within 60 ft. at least 100 gallons of water, it becomes panicked and flees to a wetter area. The beast cannot have the Sinks instinct.

[edit] Trait

At 1st level a vessel's beast develops three special abilities. At second level and every 2 levels thereafter, a beast develops additional trait.

Goliaths: Each Goliath trait provides a +2 bonus to Strength or Constitution.

  • Astonishing Vitality (Ex): The beast gains a bonus to Fortitude save equal to half of current number of monstrosity points. In addition, if it succeeds a Fortitude save against an effect with a partial effect on a successful save, it instead suffers no effects from the attack
  • Bite of Mosquito (Ex): As immediate action, the beast can reduce all damage taken to 1 point. The beast must have Invincible Hide trait to use this ability.
  • Colossus (Ex): The beast is one size category larger. He loses Powerful Build ability. The beast must have Moloch trait or Powerful Build from other source to use this ability.
  • Earthshaking Stomp (Ex): The beast can cause a sudden tremor as standard action. Every adjacent creature receives number of points of nonlethal damage equal to the current number of monstrosity points that the vessel has and must make Reflex save (DC equal to 10 + 1/2 class level + beast's Strength modifier) or fall prone. Every adjacent creature with tremorsense loses this ability for 1d10 minutes as if that sense had been deafened or blinded. The beast must have Moloch or Colossus trait or Powerful Build ability to use this ability.
  • Invincible Hide (Ex): The beast gains a bonus to natural armor equal to half of current number of monstrosity points. The beast must have Astonishing Vitality trait to use this ability.
  • Moloch (Ex): The beast form gains the Powerful Build ability.
  • Rapid Recuperation (Ex): As move action, the beast heals one point of ability damage per two monstrosity points currently in its pool. It can heal only one ability at a time in this way. The beast must have Astonishing Vitality to use this ability.
  • Restorative Trance (Ex): The beast can enter a trance as a move action. In this trance, the beast is treated as fascinated and gains Fast Healing equal to its current monstrosity point total. Furthermore, the beast may use their Rapid Recuperation trait twice per round spent in the trance. If the beast is damaged, smothered, or harmed in any other noticeable way, the trance ends. If left uninterrupted, the trance doesn't end until the beast's hit points are fully restored. The beast must have Astonishing Vitality and Rapid Recuperation to use this ability.

Juggernaut: Each Juggernaut trait provides a +2 bonus to Strength or Dexterity.

  • Crushing Hug (Ex): Whenever the beast performs a successful attack with its claws, it can perform a grapple check against the damaged opponent as free action. The beast is treated as having already succeeded on its touch attack. The beast must have the Sharp Claws or Tearing Talons trait to use this ability.
  • Defensive Slash (Ex): Whenever the beast performs a successful tail slam or sting attack, it receives +4 circumstance bonus to AC for one round. The beast must have Scourge trait to use this ability.
  • Fang of Vampire (Ex): Whenever the beast confirms a critical hit with its bite attack, it regains number of hit points equal to the damage dealt. The beast must have Hungry Jaws trait to use this ability.
  • Hungry Jaws (Ex): The beast gains a 2d6 bite attack.
  • Goring Antlers (Ex): Every creature damaged by the charging beast's gore attack also suffer 2 points of Constitution damage. The beast must have Saber Tusk trait to use this ability.
  • Minotaur's Horns (Ex): Whenever the beast performs a successful attack with its horns or tusks, it can perform a bull rush against the damaged opponent as a free action. The beast is treated as having already succeeded on its touch attack. The beast can supress this effect as free action and must have Saber Tusk trait to use this ability.
  • Sticking Saliva (Ex): Every creature damaged by the beast's bite attack is Entangled for 1d4 rounds. The beast must have Hungry Jaws trait to use this ability.
  • Tearing Talons (Ex): Every living creature damaged by both of the beast's claws receive an additional 1d6 points of damage and cannot heal any hit points by any means for one round. The beast must have Sharp Claws trait to use this ability.
  • Saber Tusk (Ex): A beast gains a 1d10 gore (horn or tusk) attack that increases to 3d6 when charging.
  • Scourge (Ex): A beast gains a 2d6 tail (slam or sting) attack.
  • Sharp Claws (Ex): A beast gains two 1d8 claw attacks. If the beast has more than two arms, this ability may be taken additional times, gaining an additional of claws each time up to a total number of claws equal to the beast's number of arms.

Predator: Each Predator trait provides a +2 bonus to Constitution or Dexterity.

  • Breath of Earth (Ex): The beast can breathe freely underground.
  • Deep Horror (Ex): The beast gains a 30 feet swim speed.
  • Feel the World (Ex): A beast has blindsight 10 feet with blindsense extending an additional 10 feet beyond that. The beast must have Sensitive Feelers trait to use this ability.
  • Gills (Ex): A beast has gills or other organs which provide it ability to breath underwater. The beast must have the Deep Horror trait to use this ability.
  • Maggot (Ex): The beast gains a 30 feet burrow speed. The beast must have Breath of Earth trait to use this ability.
  • Monstrous Glider (Ex): The beast's wings provides it with the ability to glide. The beast is constantly under effect of feather fall spell and can move 15 feet horizontally for every 5 feet that they descend vertically. It must have the Vestigial Wings trait to use this ability.
  • Night Hunter (Ex): Whenever the beast benefits from a miss chance due to low-light conditions, it gains a +10 bonus to all hide checks until it loses the miss chance from low-light. The beast must have See in Darkness trait or darkvision from other source to use this ability.
  • Runner (Ex): A beast improves its land speed by 20 feet. Furthermore, the beast can sprint at five times its base land speed (six times with the Run feat).
  • See in Darkness (Ex): The beast gains darvision 60 feet.
  • Sensitive Feelers (Ex): Some parts of beast's body are covered with little feelers, sensitive hairs, or other organs. The beast gains blindsense 10 feet.
  • Sky Terror (Ex): The beast gains a 40 feet fly speed with clumsy maneuverability. The beast must have Monstrous Glider trait to use this ability.
  • Vestigial Wings (Ex): A beast possess a weak pair of wings which provide +10 bonus to Jump and Balance checks.
  • Wall Crawler (Ex): A beast gains a 20 feet climb speed.

Bizzarro: Each Bizzarro trait provides a +2 bonus to Wisdom or Strength.

  • Speed of Sound (Ex): The beast can move with amazing quickness. It gains a bonus to Initiative checks equal to its current number of monstrosity points. The beast must have the Quicksilver trait to use this ability.
  • Elemental Skin (Ex): Beast's body is surrounded with pure elemental energy. Choose type of energy: cold, electricity, fire, acid, or sonic. Every opponent who grapples the beast, touches its body, or strikes it with an unarmed strike or natural weapon a number of points of damage equal to its current monstrosity point total. Any objects which come in contact with the beast or are stuck or touched by the beast also take this damage. The beast may activate or suppress this ability at will as a swift action.
  • Deafening Howl (Ex): Every creature who is damaged by beast's Horrible Roar is deafened for one round. In addition, any creature deafened must make Fortitude save (DC 10 + 1/2 class level + the beast's Constitution modifier) or be deafened for a number of additional rounds equal to the vessel's current monstrosity point total. The beast must have the Horrible Roar trait to use this ability.
  • Horrible Roar (Ex): The beast's yell is truly devastating. As standard action, the beast can emit 30 feet cone which deals 1d4 points of sonic damage to every creature in the area of effect. Every damaged opponent must make a Fortitude save (DC 10 + 1/2 class level + the beast's Constitution modifier) or receive 1d4 points of additional sonic damage for each monstrosity point currently possessed by the vessel.
  • Hypnotic Sight (Ex): As standard action, a beast can make a gaze attack. Every creature within 30 feet must make a will save (DC 10 + 1/2 class level + the beast's Wisdom modifier) or be fascinated until the end of the beast's next turn. The beast can choose not to affect any number of creatures within range of the gaze attack.
  • Living Crystal (Ex): Some parts of the beast's body are made from crystal. The beast gains Damage Reduction equal to half of its current monstrosity point total, but is treated as crystalline creature.
  • Stupefying Gaze (Ex): Every creature fascinated by the beast's Hypnotic Sight take one point of Intelligence and Wisdom damage each round at the start of their turn for as long as they remain fascinated. The beast must have the Hypnotic Sight trait to use this ability.
  • Quicksilver (Ex): The beast gains a bonus to Reflex saves equal to its current monstrosity point total. In addition, it gains the Evasion as the rogue ability.

[edit] Lurking Menace

When the beast is nearly awakened, the vessel can safely debilitate it and draw forth part of its monstrous powers. By spending one monstrosity point as a move action that does not provoke an attack of opportunity, the vessel gains one trait of his beast without receiving the associated ability score boost and a special ability from the list below for ten minutes per total monstrosity points. The beast cannot use the abilities listed below.

  • Battle Intuition (Ex): During a fight, the vessel relies on his bestial instinct mixed with his rational intelligence. He adds one half of his vessel level, rounded down, plus his current monstrosity point total as a circumstance bonus to all attack rolls. In addition, he gains Uncanny Dodge as the rogue ability.
  • Dreadful Savage (Ex): The vessel shares some of his beast's mannerisms. He gains a circumstance bonus to Intimidate checks equal to one half of his vessel level plus his current monstrosity point total, rounded down. In addition, every creature demoralized by him is frightened instead of shaken.
  • Filled with Magic (Ex): The vessel is infused with innate magic, which blocks other spells. He gains Spell Resistance equal to 10 + 1/2 his vessel level, rounded down, + his current monstrosity point total.
  • Monstrous Vigor (Ex): A vessel can channel his beast's extraordinary life force. He recovers a number of hit point equal to half of his vessel level, rounded down, plus his current monstrosity point total as a full-round action at any one time during the ability's time limit.
  • Unnatural Senses (Ex): A vessel shares animal-like senses with his beast. He adds 1/2 his vessel level, rounded down, plus his current monstrosity point total as a circumstance bonus to all Listen, Spot and Survival checks.
  • Watchdog (Ex): A beast is completely at home in the vessel's body and protects it against unwanted guests. The vessel is immune to all forms of possession and receives a bonus on Will saves against mind-affecting and compulsion spells and effects equal to one half of his vessel level, rounded down, plus his current monstrosity point total.

[edit] Evolution

The inner beast constantly evolves and changes to new, stranger forms. The vessel is also affected by this process. Both he and his beast gains one of following abilities. The abilities may be selected more than once, and the effects stack.

  • Awful Freak (Ex): The vessel permanently gains the benefits of one trait of his beast, though he doesn't receive the ability score bonus. Once made, this choice cannot be changed. If taken multiple times, this evolution applies to a different trait each time.
  • Gift of Monstrosity (Ex): The vessel's beast gains an additional trait.
  • Light Sleep (Ex): The vessel's beast is extremely aware. Each 24 hours, the vessel regain one monstrosity point.
  • Powerful Monster (Ex): For purpose of the maximum amount of monstrosity points which the vessel may have at one time, treats his vessel level as being 4 levels higher.

[edit] Symbiosis

A vessel establishes special connection with his beast. He gains 2 monstrosity points per each transformation caused by trigger. In addition, he can spend 1 point of monstrosity to suppress the beast's Instincts for a full minute minute.

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