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Blacklight Warper Alignment: Any Non-Lawful Hit Die: d8. Table 1-1: The Blacklight Warper Level BAB Fortitude Reflex Will Mutation Points Class abilities AC Bonus Unarmed Damage 1 +1 +2 +2 +0 2/2/2 Mutations, Improved Unarmed Strike, Mutable Face, Enhancing +1 1d6 2 +2 +3 +3 +0 3/3/2 +1 1d6 3 +3 +3 +3 +1 3/3/3 Superior Unarmed Strike, Adrenaline Surge (+3) +1 1d6 4 +4 +4 +4 +1 3/4/3 +1 1d6 5 +5 +4 +4 +1 4/4/4 Adrenaline Surge (Fast Movement), Stable Mutation (Defensive) +2 1d8 6 +6/+1 +5 +5 +2 4/4/4 +2 1d8 7 +7/+2 +5 +5 +2 4/5/4 Augmented Senses, Adrenaline Surge (+5) +2 1d8 8 +8/+3 +6 +6 +2 5/5/5 +2 1d8 9 +9/+4 +6 +6 +3 5/6/5 Adrenaline Surge (Consume Flesh) +3 1d10 10 +10/+5 +7 +7 +3 5/6/6 Stable Mutation (General) +3 1d10 11 +11/+6/+1 +7 +7 +3 6/6/6 Adrenaline Surge (+8, Over Rush) +3 1d10 12 +12/+7/+2 +8 +8 +4 6/7/6 +3 1d10 13 +13/+8/+3 +8 +8 +4 6/7/6 Adrenaline Surge (Desperate Strength) +4 1d10 14 +14/+9/+4 +9 +9 +4 7/7/7 +4 2d6 15 +15/+10/+5 +9 +9 +5 7/8/7 Adrenaline Surge (+12), Stable Mutation (Offensive) +4 2d6 16 +16/+11/+6/+1 +10 +10 +5 7/8/8 +4 2d6 17 +17/+12/+7/+2 +10 +10 +5 8/8/8 Adrenaline Surge (Greater Consume Flesh) +5 2d6 18 +18/+13/+8/+3 +11 +11 +6 8/9/8 +5 2d8 19 +19/+14/+9/+4 +11 +11 +6 9/9/9 Adrenaline Surge(+17) +5 2d8 20 +20/+15/+10/+5 +12 +12 +6 10/10/10 Blacklight Perfection +5 2d8 Class Skills The Blacklight Warper’s class skills are: Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Swim (Str). Skill Ranks Per Level: 2 + Int modifier. Class Features The following are class features of the spirited warrior. Weapon and Armor Proficiency: A Blacklight Warper is proficient with only simple weapons and has no armor proficiencies. AC Bonus (Ex): When wearing no manufactured armor, the Blacklight Warper gains a natural armor bonus dependant on his level. Mutations (Ex): The signature ability of the Blacklight Warper is his ability to twist his body into weapons or tools. As a swift action, the Blacklight Warper can invest Mutation Points into any mutation on the table below he can afford to manifest. Mutation points come in three varieties, for the three varieties of mutations. In the table above, mutation points are listed as offensive/defensive/general. Offensive points may only be spent on offensive mutations and so on. After spending points to manifest a mutation, the Blacklight Warper can also invest mutation points to augment his mutation. You may only have one mutation of any given type (Offensive, Defensive, General) manifested at any given time. Augmenting is a part of the

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Page 1: Blacklight Warper1.3

Blacklight Warper Alignment: Any Non-Lawful

Hit Die: d8.

Table 1-1: The Blacklight Warper

Level BAB Fortitude Reflex Will Mutation

Points Class abilities

AC Bonus Unarmed Damage

1 +1 +2 +2 +0 2/2/2 Mutations, Improved Unarmed Strike,

Mutable Face, Enhancing +1 1d6

2 +2 +3 +3 +0 3/3/2

+1 1d6

3 +3 +3 +3 +1 3/3/3 Superior Unarmed Strike, Adrenaline

Surge (+3) +1 1d6

4 +4 +4 +4 +1 3/4/3

+1 1d6

5 +5 +4 +4 +1 4/4/4 Adrenaline Surge (Fast Movement),

Stable Mutation (Defensive) +2 1d8

6 +6/+1 +5 +5 +2 4/4/4

+2 1d8

7 +7/+2 +5 +5 +2 4/5/4 Augmented Senses, Adrenaline Surge

(+5) +2 1d8

8 +8/+3 +6 +6 +2 5/5/5

+2 1d8

9 +9/+4 +6 +6 +3 5/6/5 Adrenaline Surge (Consume Flesh) +3 1d10

10 +10/+5 +7 +7 +3 5/6/6 Stable Mutation (General) +3 1d10

11 +11/+6/+1 +7 +7 +3 6/6/6 Adrenaline Surge (+8, Over Rush) +3 1d10

12 +12/+7/+2 +8 +8 +4 6/7/6

+3 1d10

13 +13/+8/+3 +8 +8 +4 6/7/6 Adrenaline Surge (Desperate Strength) +4 1d10

14 +14/+9/+4 +9 +9 +4 7/7/7

+4 2d6

15 +15/+10/+5 +9 +9 +5 7/8/7 Adrenaline Surge (+12), Stable

Mutation (Offensive) +4 2d6

16 +16/+11/+6/+1 +10 +10 +5 7/8/8

+4 2d6

17 +17/+12/+7/+2 +10 +10 +5 8/8/8 Adrenaline Surge (Greater Consume

Flesh) +5 2d6

18 +18/+13/+8/+3 +11 +11 +6 8/9/8

+5 2d8

19 +19/+14/+9/+4 +11 +11 +6 9/9/9 Adrenaline Surge(+17) +5 2d8

20 +20/+15/+10/+5 +12 +12 +6 10/10/10 Blacklight Perfection +5 2d8

Class Skills The Blacklight Warper’s class skills are:

Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sleight

of Hand (Dex), Spot (Wis), Tumble (Dex), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier.

Class Features The following are class features of the spirited warrior.

Weapon and Armor Proficiency: A Blacklight Warper is proficient with only simple weapons and has no armor

proficiencies.

AC Bonus (Ex): When wearing no manufactured armor, the Blacklight Warper gains a natural armor bonus dependant on his

level.

Mutations (Ex): The signature ability of the Blacklight Warper is his ability to twist his body into weapons or tools. As a

swift action, the Blacklight Warper can invest Mutation Points into any mutation on the table below he can afford to manifest.

Mutation points come in three varieties, for the three varieties of mutations. In the table above, mutation points are listed as

offensive/defensive/general. Offensive points may only be spent on offensive mutations and so on. After spending points to

manifest a mutation, the Blacklight Warper can also invest mutation points to augment his mutation. You may only have one

mutation of any given type (Offensive, Defensive, General) manifested at any given time. Augmenting is a part of the

Page 2: Blacklight Warper1.3

manifesting action. As a free action, the Blacklight Warper can demanifest a mutation, losing the bonuses it grants, but

regaining the points he had invested into it.

For example, Alex Mercer, a first level Blacklight Warper, decides to manifest the Shield mutation, which costs 1 mutation

point to manifest. He could use his remaining point to augment the Shield mutation during that action, or use it to manifest a

different mutation. He opts to invest his remaining point into the Locomotion mutation, but must wait until his next turn to do

so because he has already used his swift action for this turn.

Later, combat arises, so Alex demanifests the Locomotion mutation, and regains that mutation point, which he then uses to

manifest Claws as a swift action.

Improved Unarmed Strike: You gain the feat Improved Unarmed Strike.

Mutable Face: Your powers of fleshwarping grant you incredible abilities of disguise and infiltration. You can use Disguise

Self as a spell-like ability.

Enhancing: Among its other unique properties, your body has the unique ability to store magic. This effectively allows the

Blacklight Warper to enhance his unarmed attacks as a warrior would enhance his broadsword. Adding enhancements to your

unarmed attacks requires special materials that cost as much as a scimitar with the desired enhancements. You may release

enhancements at-will, for free, returning your unarmed attacks to ordinary, non-magical attacks.

Superior Unarmed Strike: You learn to shift the mass within your body to make your unarmed strikes even more potent.

You gain Superior Unarmed Strike.

Adrenaline Surge (Ex): Your body’s natural adrenaline is of more use to you than most. With your mutagenic abilities, the

surge of power granted by being in desperate straits can turn the tides of a desperate battle, and keep you fighting just a little

longer. If an attack would bring you to less than zero hit points, your adrenaline kicks in. You go to -11 hit points, and may act

during your next turn before falling unconscious or dead (depending on if you are brought lower by other attacks.) You also

gain a number of temporary extra mutation points depending on your level, available to spend immediately. All of these

benefits, including the extra mutation points, disappear if you are brought out of Adrenaline Surge for any reason (such as

receiving healing that brings you above 0 HP.) You may redistribute your remaining mutation points at that time.

At 11th level, you can enter an Adrenaline Surge state any time you have temporary hit points that cause your hit point total to

be over your usual max. Entering the Adrenaline Surge state causes you to lose all temporary hit points you had, and take

additional damage equal to half the amount you were over your max HP.

The following benefits also occur, depending on your level.

Fast Movement: Your base ground speed doubles, enabling you to punish that far away combatant who managed to

hurt you so badly.

Consume Flesh: By taking your enemy’s flesh into your own, you can heal wounds and save yourself from death. If

you kill an enemy in an Adrenaline Surge, you heal half of the total damage you dealt to it.

Desperate Strength: Your unarmed attacks do damage as if they were two sizes larger.

Greater Consume Flesh: Waste not, want not. As Consume Flesh, except you heal all of the total damage you dealt

to the creature.

Stable Mutation: At 5th level, your control over your mutations enables you to manifest them with more ease, but at a cost of

versatility. By focusing for one minute, you may manifest a mutation as a Stable Mutation. This mutation cannot be

augmented, and can only be demanifested again by focusing for another minute. You may, however, have an additional

mutation of the same type as your Stable Mutation manifested at the same time. At 5th level, this is only possible with

Defensive mutations, at 10th, you may create a stable General mutation, and at 15

th a stable offensive mutation can be created.

Augmented Senses (Ex): Subtle changes to sensory organs become possible as the Blacklight Warper becomes more and

more adept at his mutations. By spending one mutation point, the Warper can broaden his senses, granting him bonuses

depending on his level.

At 7th level, the Warper gains a +3 enhancement bonus to both Spot and Listen. At 9

th, that bonus increases to +6, and he gains

Scent. At 12th, he gains blindsense out to 30ft. At 15

th, tremorsense 30ft, and at 18

th level, blindsight out to 15ft.

Blacklight Perfection: Your Stable Mutation may be augmented.

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Mutations:

Claws (Offensive): Your hands grow large, sickening claws for ripping and tearing.

Manifest Cost: 1

Effect: Your unarmed attacks now do slashing damage instead of bludgeoning damage, and you gain a

+1 damage bonus with your unarmed attacks.

Augments:

Rend – 2 points – If you hit with more than one claw attack, you automatically do an

additional 2d6 + Str mod. damage.

Sharpness – 1 point – The crit range of attacks with your claws increases by 1, and the

multiplier increases one step as well.

Tearing – X points – For every point you invest in this augment, your damage bonus with your

claws increases by 1.

Mastery – X points – For every 2 points you invest in this augment, you act as if you have the

following feats. These are cumulative.:

2 points: Two-Weapon Fighting

4 points: Improved Two-Weapon Fighting

6 points: Greater Two-Weapon Fighting

Whip Chain (Offensive): Your arm becomes long and flexible, with a mean blade on the end.

Manifest Cost: 2

Effect: You gain reach out to 10ft with your unarmed attacks. This does, however, disallow any use of

two-weapon fighting.

Augments:

Extended Reach – X points – For every point you invest in this augment, your reach increases

by an additional 5ft, to a maximum of 30ft.

Latch – 2 points- As a standard action, you may attempt to initiate a grapple with anyone

within range of your Whip Chain attack. If you successfully grapple, then

you yank yourself into the enemy’s square. If you fail, then you simply

remain where you were.

Sweep – 2 points- You can make one melee attack against all creatures in a cone in front

of you, where the length is your reach. This is a standard action.

Razor Edge – 4 points – All attacks you make with your Whip Chain are touch attacks.

Musclemass (Offensive): Your muscles expand and harden, making you even stronger.

Manifest Cost: 2

Effect: Your strength bonus to grapple, damage with unarmed attacks, and thrown weapons is doubled.

Augments:

Fierce Blow – 2 points – On a successful hit, you may, instead of doing damage, drive the

target away from you instead. Make an unmodified Strength check. The

target is knocked back a number of feet equal to the result of the check.

They must make a reflex save DC (the number of feet they were knocked

back) or fall prone.

Incredible Throw – X points – For every point you invest in this augment, the range increment

of all thrown weapons you use increases by 10ft.

Crush – 2 points – Anytime you are in control of a grapple, you may end the grapple and do

5d6 damage to creature you are grappling. They fall prone in a square

next to you of your choice.

Hammerfist (Offensive): Your fists grow to incredible size and hardness, striking like boulders.

Manifest Cost: 2

Effect: Your movement speed drops by 10ft. but you do unarmed damage as if you were one size larger.

Augments:

Mighty – 2 points – Your unarmed attacks do damage as if they were one additional size larger

Smashing – 2 points – Your unarmed attacks overcome hardness.

Breaking - 2 points – When a foe takes damage from one of your unarmed attacks, he must

make a fort save (DC 10 + ½ Blacklight Warper level + Con mod) or take

2 Con damage.

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Blade (Offensive): You transform one arm into a blade of incredible size.

Manifest Cost: 3

Effect: Your unarmed attacks do slashing damage, and do damage as a great sword your size.

Augments:

Size – X points – For every point you invest in this augment, your unarmed attacks do damage

as a great sword one size category larger.

Dancing – 2 points – You may take a full attack action and still move up to your speed. You

must, however, move at least 5ft. between each attack. You cannot move

back into a square you just exited, but you may re-enter that square later

in your dance.

Finishing Blow – 2 points – As a full round action, you can make a single melee attack at your

highest base attack bonus. This attack does 4 times the normal damage.

Shield (Defensive): Scales expand from your forearm, forming a broad black shield.

Manifest Cost: 1

Effect: You gain a shield bonus to AC equal to your natural armor bonus.

Augments:

Durable – X points – Your shield bonus to AC increases by 1 for every point you invest in this

augment.

Broad – 2 points – Your shield grants you 20% cover. Because of the unique absorptive

quality of your shield, this is also effective against targeted spells.

Dense – 2 points – You gain spell resistance equal to your character level plus 12.

Brittle – 1 point – Whenever an opponent makes a melee attack against you and misses your

AC, they immediately take Xd6 damage, where X is the shield bonus to AC your

Shield mutation provides.

Armor (Defensive): Your body becomes sheathed in plating formed from your own flesh.

Manifest Cost: 1

Effect: You gain an armor bonus equal to your Con modifier.

Augments:

Sturdy – X points – Your armor bonus to AC increases by 1 for every point you invest in this

augment.

Enriched – X points – For every point invested in this augment, you may apply armor

enhancements up to an equal level. For example, if you invested 3 points

in this augment, you could apply a +3 enhancement, or a +1 and a +2

enhancement.

Resilient – 2 points – You gain damage reduction equal to your character level plus 5.

Rebounding – 1 point – You gain Mettle

Shifting Form (Defensive): While your body doesn’t immediately change visibly, when your body shifts around

enemy attacks, the change becomes apparent.

Manifest Cost: 1

Effect: You gain 20% fortification.

Augments:

Gossamer – X points – Every point you invest in this augment, you gain a 10% miss chance,

up to 50%

Shimmering – X points – Every point you invest in this augment increases your fortification

by 10%, up to 50%.

Splattering – 2 points – Whenever you are hit with a melee attack, the attacker takes acid

damage equal to your unarmed strike damage.

Supple - 1 point – You gain Evasion

Resilient Form (Defensive): You fine-tune your more subconscious capabilities, making striking powerful blows

against you harder.

Manifest Cost: 1

Effect: You gain a +3 bonus to your saves.

Augments:

Reflexes - X points – You gain a further +3 bonus to Reflex saves for ever point you invest in

this augment.

Fortitude – X points – You gain a further +3 bonus to Fortitude saves for every point you

invest in this augment.

Page 5: Blacklight Warper1.3

Willful – X points – You gain a further +3 bonus to Will saves for every point you invest in

this augment.

Locomotion (General): By fortifying your joints and extremities, you become capable of a wide range of motion.

Manifest Cost: 1

Effect: You gain a +3 untyped bonus to all Str and Dex skills.

Augments:

Climbing – 1 point – You gain a climb speed equal to your movement speed.

Conditioning – X points – Your bonus to Str and Dex skills increases by 3 every point you

invest in this augment.

Gliding – 1 point – You manipulate your body to glide, negating damage from a fall of any

height and allowing for 20ft of forward movement for every 5ft of

descent. You glide at a speed of 40ft (average maneuverability)

Leaping – X points – By investing 2 points into this augment, Jump check DCs do not increase

if you don’t have a running start. By investing 2 more, vertical jump DCs

are only 3 times the distance to be cleared.

Metamind (General): Your mind opens to the world around you, evolving new capabilities.

Manifest Cost: 3

Effect: You gain telepathy out to 50ft.

Augments:

Broaden – 1 point – The range of your telepathy expands to 100ft.

Deepen – 1 point – You may use Read Thoughts as a spell-like ability.

Strengthen – 1 point – You may use Telekinesis as a spell-like ability.

Sight – 1 point – You gain Mindsight to the range of your telepathy.

Speed of Thought – 3 point – You may take an extra standard action or move action during

your turn.

Cunning (General): By allowing your more primitive mind more control over your body, you become capable of

savagery you previously couldn’t imagine.

Manifest Cost: 2

Effect: You gain another attack per round at your highest base attack bonus

Augments:

Savage – 2 points – Gain another attack per round at your highest base attack bonus.

Fearsome – 3 points – You gain Pounce.

Quick – 1 point – You gain Uncanny Dodge

Terrifying – 2 points – You gain Frightful Presence, with DC equal to (10 + ½ Blacklight

Warper level + Con mod)

Grappling – 1 point – You gain Improved Grab

Clever (General): You seal off your emotions, allowing your thoughts be clearer and quicker, and your actions

become that much more precise.

Manifest Cost: 2

Effect: You gain Sneak Attack as a rogue of your level

Augments:

Precise – X points – Every point you invest in this augment increases your Sneak Attack

damage by 1d6

Accurate – X points – Every point you invest in this augment grants you a +1 bonus to attack

rolls.

Exact – 1 points – Your critical hit range with your unarmed attacks increases by 1.

Knowing – 1 point – Your critical multiplier increases by one stage.

Aware – 2 points – When you confirm a critical hit, you may do 1d6 Str, Dex, or Con damage

to the victim.