User:The Dire Reverend/Sandbox 3

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THIS IS A WORK IN PROGRESS, IT IS NOT FINISHED, THANK YOU AND HAVE A MUNDANE DAY

Table: The Modsoul

Hit Die: d8

Level Base Attack Bonus Good Save Poor Saves Special Base Damage Def. Bonus
1st +0 +2 +0 Combat Point, Modsoul Design, Modification, Bonus Feat 1d6 3
2nd +1 +3 +0 Bonus Feat 1d6 3
3rd +2 +3 +1 Modification 1d6 4
4th +3 +4 +1 Improved Modsoul Design, Bonus Feat 1d8 4
5th +3 +4 +1 Self-Repair 2 1d8 5
6th +4 +5 +2 Modification, Bonus Feat 1d8 5
7th +5 +5 +2 Greater Modsoul Design 1d8 6
8th +6/+1 +6 +2 Bonus Feat 1d10 6
9th +6/+1 +6 +3 Modification 1d10 7
10th +7/+2 +7 +3 Self-Repair 4, Perfect Modsoul Design, Bonus Feat 1d10 7
11th +8/+3 +7 +3 Repurpose 1d10 8
12th +9/+4 +8 +4 Annihilation Mode, Modification, Bonus Feat 2d6 8
13th +9/+4 +8 +4 Second Modsoul Design 2d6 9
14th +10/+5 +9 +4 Bonus Feat 2d6 9
15th +11/+6/+1 +9 +5 Self-Repair 6, Modification 2d6 10
16th +12/+7/+2 +10 +5 Bonus Feat 2d8 10
17th +12/+7/+2 +10 +5 Improved Second Modsoul Design 2d8 11
18th +13/+8/+3 +11 +6 Bonus Feat, Modification 2d8 11
19th +14/+9/+4 +11 +6 Redesign 2d8 12
20th +15/+10/+5 +12 +6 Perfect Modification, Self-Repair 8, Bonus Feat 2d10 12

Class Skills (6 + Int modifier +1 (if human race) per level, ×4 at 1st level)
Choose any seven skills as class skills, plus craft. Additional skills are gained based on the chosen Combat Point

Class Features

Weapon and armor proficiencies: Modsouls are proficient in all simple weapons. Modsouls are not proficient with any armor.

Bonus Feat: A Modsoul gains bonus feats at the first and second level, as well as every even level thereafter.

Combat Point: Each Modsoul is designed with one part of their body enhanced to allow them to combat hollows and the like. This serves as both their main form of combat, but also determines what skills the Modsoul can utilize with greater efficiency, and in some cases adds an additional mode of transport.

Choose one of the following options. The Modsoul adds the listed skill(s) as a class skill, and also gains the other listed benefits.

Legs: The Modsoul adds Balance and Jump to their class skills. If jump was already a class skill, they gain a modifier to jump/balance equal to ½ their class level. The Modsoul's base movement speed is increased by 10 feet at 1st level, and another 10 feet per four levels thereafter.
At 1st level, the Modsoul gains the Run feat. They also gain a +10 racial bonus to jump checks.
At 4th level, the Modsoul gains the Leap Attack feat, even if they do not meet the prerequisites.
At 7th level, the Modsoul can jump and balance like a Shinigami, except that they cannot balance on thin air. The Modsoul gains the Spring Attack feat, even if they do not meet the prerequisites.
At 13th level, the Modsoul gains the ability to pounce as long as they use their Leap Attack feat on the charge.
at 17th level, the Modsoul no longer suffers falling damage so long as they can reasonably land on their feet. The Modsoul no longer has a maximum height they can jump.
Arms: The Modsoul adds climb and swim to their list of class skills. If climb was already a class skill, they gain a modifier to swim/climb equal to ½ their Modsoul level. The Modsoul's strength is assumed to be 4 higher when determining their carrying capacity, and and extra 2 strength for breaking objects. This is increased by an additional +4/+2 every four levels thereafter.
At 1st level, the Modsoul counts their strength as 4 higher when they attempt to grapple, trip, disarm and bull-rush someone.
At 4th level, the Modsoul can ignore the movement penalty for being over encumbered. The Modsoul suffers no penalties to climb or swim tests for wearing armor.
At 7th level, the Modsoul gains the Stunning Fist feat, even if they do not meet the prerequisites, The Modsoul can slow fall like a monk of the same level, and they can use Stunning Fist as a monk could.
At 13th level, the Modsoul the Modsoul gains the Shock Trooper feat, even if they do not meet the prerequisites.
at 17th level, the Modsoul can climb any surface as if it had handholds. The Modsoul's unarmed attacks count as Adamantine for all purposes.
Body: the Modsoul adds concentration and survival to their list of class skills. If they were already class skills, the Modsoul gains a bonus on them equal to ½ their class level/ The Modsoul counts their strength 4 higher to resist any trip, bull-rush, disarm or grapples, or any strength-based effect that would restrain or injure them. This is increased by +4 every 4 levels.
at 1st level, the Modsoul rolls twice to determine their hit dice every level thereafter. The Modsoul gains the Endurance feat.
at 4th level, the Modsoul gains the Hold the Line feat, even if they don't meet the prerequisites.
At 7th level, the Modsoul now acts like a Shinigami when reduced to less than 0 health rather than a construct (Inspect this, living constructs die differently than constructs)
at 13th level, the Modsoul's hit dice are increased to d10s, which is applied retroactively. They also gain the Stand-Still feat, even if they do not meet the prerequisites.
at 17th level, the Modsoul's hit dice are increased to d12s, and all of their hit dice are maximized. This applies retroactively.
Eyes: the Modsoul adds spot and search to their list of class skills. If they were already class skills, the Modsoul gains a bonus on them equal to ½ their class level. The Modsoul gains low-light vision, and Darkvision out to 60ft. At 4th level, and every 4 levels thereafter, their Darkvision improves by an additional 10 feet.
at 1st level, the Modsoul us capable of picking out extreme details with their vision. They can always take 10 on spot tests, even if they would normally be unable to. They also increase the critical threat range of their attacks by 1.
at 4th level, the Modsoul's eyes can pick out incredible amounts of details about their foes. They can ignore 10% of their enemies' concealment/fortification.
At 7th level, The Modsoul the Modsoul's vision runs at such a rate that artificial images simply cannot keep up. they gain a +2 bonus on saves agains illusions that contain a visual element. They can choose to use the spell Detect Magic in place of their Darkvision.
at 13th level, the Modsoul can see invisible creatures with their Darkvision. They can ignore 20% of their enemies' concealment and fortification.
at 17th level, the Modsoul gains the Knowledge Devotion feat, even if they do not meet the prerequisites. They may use their spot skill in place of their Knowledge skill for this ability.
Weapon: the Modsoul adds Intimidate and Iajutsu Focus to their list of class skills. If they were already class skills, the Modsoul gains a bonus on them equal to ½ their class level. The Modsoul gains proficiency with a weapon of their choice. They also gain both Weapon Focus and Weapon Specialization with the chosen weapon.
at 1st level, the Modsoul gains a +1 to hit and damage rolls with their chosen weapon. They choose either Power Attack or Rapid Fire as a bonus feat.
at 4th level, the Modsoul's bonus with the weapon increases to +2.
at 7th level, the Modsoul's bonus with the weapon increases to +3. They choose either Cleave or Multishot as a bonus feat.
at 13th level, the Modsoul's bonus with the weapon increases to +4. They choose either Great Cleave or Greater Multishot as a bonus feat.
at 17th level, the Modsoul's bonus with the weapon increases to +5, and the critical threat range of the chosen weapon increases by +2.
Mind: the Modsoul adds Diplomacy and Sense Motive to their list of class skills. If they were already class skills, the Modsoul gains a bonus on them equal to ½ their class level. The Modsoul gains Telepathy out to 100 ft, and Limited Telekinesis allowing it to manipulate an amount of matter equal to its light encumbrance with its mind as a standard action within this range. The Modsoul can use either its strength or Intelligence modifier to determine how much they can move. This must remain in the range of the Modsoul's telepathy. The Modsoul can move the controlled objects with itself as it moves, or up to 30 ft. The Modsoul cannot affect objects in another creature’s possession, or another creature with this ability, unless the creature is willing.
at 1st level, the Modsoul gains the ability to throw objects using its telekinesis. This functions in all respects like the Modsoul had thrown the objects itself, save the thrown objects deal damage as the Modsoul's unarmed damage but one stage less, are based on intelligence rather than strength and they always count as being within their first range increment if made within the Modsoul's telekinesis range. Items thrown in this way function as if they were under the benefit of the Telekinetic Boomerang power. The Modsoul gains the Throw Anything feat.
at 4th level, the Modsoul can use its telekinesis to attempt to perform a bull-rush, grapple, disarm or pin. This functions exactly as if the Modsoul was adjacent to the chosen victim, save that failed attempts do not gain reactive actions from the victim. They still provoke attacks of opportunity if the target threatens the Modsoul. The Modsoul can use its intellect in place of its strength modifier for these abilities If they so desire. Though this is not a spell, spell resistance can be used to resist this attack, with the Modsoul’s caster level being equal to their class level.
at 7th level, the range that the Modsoul’s telepathy functions is greatly improved. It increases to 200 ft. The Modsoul also gains the brutal throw feat, even if they do not meet the prerequisites. If the Modsoul already has the brutal throw feat, they may select any feat they meet the prerequisites for.
at 13th level, the Modsoul’s telekinesis increases in power to such a degree that they can use it to manipulate a much greater amount of matter, or to manipulate their foes as ammunition. The Modsoul can now manipulate matter up to their medium encumbrance with their Telekinesis. They can also attempt to throw a creature within their telekinesis range to the boundaries of said range, or until it hits an object, so long as its total weight is not above the Modsoul’s max load. The victim is entitled to a will or fortitude save (their choice) with a DC equal to 10+ ½ character level + Int modifier to resist. If they hit a solid object that would resist having their weight launched into it at high speed, then the creature suffers damage as if it had fallen the distance it was thrown.
at 17th level, the Modsoul is a master of telepathy, capable of picking up thoughts with ease. They gain an aura of Detect Thoughts to the range of their telepathy, and can use Brain Spider as a spell-like ability three times per day.
Voice: the Modsoul adds Bluff and Diplomacy to their list of class skills. If they were already class skills, the Modsoul gains a bonus on them equal to ½ their class level. The Modsoul's voice is soothing and musical to any that hears it, they gain a +2 bonus on Charisma-based skill checks that involve speaking of any kind. The range their voice can be heard increase by 20 ft. These abilities increase at 4th level, and every 4 levels thereafter, by 1/10 ft respectively.
at 1st level, the Modsoul can emit an ear piercing screech that renders all within 30 feet deafened for 1d6 rounds on an unsuccessful Fortitude Save (DC 10 + 1/2 Level + Charisma Modifier). The Modsoul is immune to magical silence.
at 4th level, the Modsoul may use the spell Charm Person once per day per point of Charisma modifier as a spell-like ability.
at 7th level, the Modsoul may use the spell Calm Emotions once per day per point of Charisma modifier as a spell-like ability. The Modsoul functions as if under the effects of the tongues spell at all times (caster level equal to hit dice)
at 13th level, the Modsoul can use the spell Shout once per day per point of Charisma modifier as a spell-like ability.
at 17th level, the Modsoul can use the spell Charm Monster once per day per point of Charisma modifier as a spell-like ability.
<COMBAT POINT NAME>: the Modsoul adds <skill> and <skill> to their list of class skills. If they were already class skills, the Modsoul gains a bonus on them equal to ½ their class level. <Other benefit>
at 1st level, the Modsoul...
at 4th level, the Modsoul...
at 7th level, the Modsoul...
at 13th level, the Modsoul...
at 17th level, the Modsoul...

Combat-Gigai: Though original Modsouls where designed for use in human corpses, the recent batch are instead issued with a specially designed Gigai by soul society. They have the living construct subtype in addition to their normal type. Though they cannot use weapons, this body can be enchanted like a single piece of armor, and a weapon. A Modsoul always has the improved unarmed strike feat. Their unarmed damage is increased to what shown in the table above, and they gain a bonus to their AC (also shown on the table) If a Modsoul dies, its body is immediately destroyed, and it reverts back to a soul candy. This can be put into another body (such as a corpse or a construct). A Modsoul only has access to their modifications whilst in their own body.

Modification: A Modsoul’s Gigai is constantly improved to make it more suitable for combat, ensuring as the soul's skill increases their body is able to keep up. Each time the Modsoul gains a modification, they choose one ability from the Modsoul list. Additional effects are determined by their Modsoul design (see below)

Modsoul Design: Each Modsoul is designed to fit a certain niche in the battlefield, and their abilities are designed to compliment that role. At 1st level, choose one of the following builds. At 13th level, select a second build. They must then choose which benefit to apply whenever they gain a modification

Supersoldier:
The Modsoul is quicker, stronger and more ferocious than its peers. This soul is designed to finish the enemy as directly as possible.
Benefit: Whenever the Modsoul obtains a modification, they can add +2 to a single stat of their choice
Improved Supersoldier: the Modsoul becomes much more effective a fighter. Their Modsoul levels now grant a full base attack bonus. This applies retroactively.
Greater Supersoldier: The Modsoul is capable of launching a devastating flurry of strikes. they gain the flurry of blows ability, as a monk of their level, and all abilities tied into flurry of blows.
Perfect Supersoldier: The Modsoul is capable of dishing out severe damage with each attack. Their unarmed damage is increased by one step. At level 20, they deal 2d12 each attack. If they already had improved damage, they instead deal 4d6 damage. This does not apply to ranged attacks.
Annihilation Mode: The Modsoul gains a further +6 Strength and +4 Constitution in addition to the normal benefits.
Marksman:
A marksman is exactly what it says on the tin. They are a Modsoul designed to offer ranged support and battlefield control.
Benefit: The Modsoul increases the range increment of all their ranged attacks by 10 ft, and can ignore 10% of an enemies concealment per modification
Improved <TYPE>:...
Greater <TYPE>:...
Perfect <TYPE>:...
Annihilation Mode:...
<TYPE>:
<DESCRIPTION>
Benefit:...
Improved <TYPE>:...
Greater <TYPE>:...
Perfect <TYPE>:...
Annihilation Mode:...
Hunter:
The Modsoul is designed to be able to track down the enemy, wherever they may hide, and to neutralize a specific enemy.
Benefit: Whenever the Modsoul obtains a modification, they increase the range at which they can sense Reiatsu by 5 feet. They also gain + 2 to sense motive and Suppress Reiatsu
Improved Hunter: the Modsoul gains both the track feat, and the Reiraku hunter feat
Greater Hunter: The Modsoul gains a favored enemy (as a ranger). They can sense the Reiatsu of their favored enemy even if it is suppressed, though the DC is increased by x
Perfect Hunter: the Modsoul gains a second favored enemy, and their benefit against their first favored enemy is increased by a further +2
Annihilation Mode:...
Defender:
The Modsoul is designed to be able to intercept attacks, and protect their allies:
Benefit: whenever the hunter gains a modification, they also gain +2 dr/- and an extra 1 AC
Improved Defender: The defender gains proficiency with heavy armor. They retain their AC bonus when in armor
'Greater Defender: The defender reduces the armor check penalty from any armor they wear by 2, their maximum dexterity in armor is increased by +2, and they no longer suffer movement penalties for heavy armor
Perfect Defender: the defender reduces the armor check penalty from any armor they wear by 4, their maximum dexterity in armor is increased by +4, and they can sleep in armor with no penalties
Annihilation Mode:...


<TYPE>:
<DESCRIPTION>
Benefit:...
Improved <TYPE>:...
Greater <TYPE>:...
Perfect <TYPE>:...
Annihilation Mode:...



Spiritcaster:
This rare breed of Modsoul has a natural reserve of spiritual energy incorporated into their design.
Benefit: whenever the Spiritcaster gains a modification, they gain Kido as if they had taken a level of Kido Shinigami
Improved Spirit Caster: the spirit caster can choose a 1st level Kido spells they know. They can cast this as a spell-like ability 3 times a day
Greater Defender: the spirit caster can choose a 2nd level Kido spells they know. They can cast this as a spell-like ability 3 times a day
Perfect Defender: the spirit caster can choose a 3rd level Kido spells they know. They can cast this as a spell-like ability 3 times a day

Repurpose: As a Modsoul is artificial, if they have time they can redesign their body for a better purpose. A Modsoul with this ability can spend a day to exchange their Modsoul abilities for any others available. They cannot exchange an ability that is a prerequisite for another ability they know, unless they exchange that ability as well

Self-repair: The Modsoul’s body is designed to be able to repair itself on the fly. The Modsoul gains fast healing 2, which is increased by two at level 10, 15 and 20. In addition, the Modsoul regains one point of ability score per hour.

Annihilation Mode: The Modsoul is capable of tapping into the inner limits of their power, entering a state of absolute destruction. The Modsoul increases their strength and constitution by an amount equal to their class level, and count as being under the effect of haste spell. They gain abilities depending on what purpose they chose at level 1

Supersoldier: the Modsoul enters a berserker frenzy (with all the benefits and drawbacks associated) they gain an additional + 4 strength and constitution
Hunter: The Modsoul acts as if under the benefit of a freedom of movement spell. Against enemies that are denied their dexterity bonus, the Modsoul deals an additional 1d6 damage per two class levels. This stacks with sneak attack.
Defender: The Modsoul gains double their previous number of hit points. They increase their fast healing by their class level. When the annihilation mode ends, they are returned to full health regardless of their amount of health.
Soulcaster: The Modsoul can cast Kido as if they where a Kido Shinigami of the same level. They do not increase their strength, but instead their caster stat. The Modsoul is assumed to know every spell of levels available to them.

It costs the Modsoul 20 SEP to activate the annihilation mode, and it lasts for 5 rounds. This can be extended by paying a further 10 SEP per round. When the Modsoul's annihilation mode ends, they are exhausted for a number of rounds equal to the time they spent in the annihilation mode.

Redesign: Whenever the Modsoul uses their Repurpose ability, they can also change their combat point as well. It only takes the Modsoul an hour to Repurpose, rather than 24.

Perfect Modification: The Modsoul is the peak of artificial power. They gain three Modifications.