About DubhraidhQuick View Stats for Combat:
Initiative: +xx (+xx Dex, +xx trait bonus)
Bio-Enhancements
Symbiote Gunner Bio-Enhancements List:
0-Level Symbiote-gunner Bio-enhancements—acid splash, bleed, daze, detect poison, flare, light, resistance, stabilize, touch of fatigue, virtue. 1st-Level Symbiote-gunner Bio-enhancements – ant haul, daze monster, cure light wounds, ear-piercing scream, endure elements, expeditious retreat, feather step, grease, jump, longstrider, remove sickness, spider climb. 2nd-Level Symbiote-gunner Bio-enhancements— acute senses, barkskin, bear’s endurance, blur, bull’s strength, cat’s grace, cure moderate wounds, delay poison, distressing tone, eagle’s splendor, glide, piercing shriek, protection from arrows, resist energy, shatter, tireless pursuit. Bio-Energy: 3
Dubhraidh's Background PLACEHOLDER:
STATS:
Ability Scores Score (bonus) (rolled: 15, 14, 14, 13, 12, 10) (racial creation bonus) Str : 15 (+3) (+2 Drider) Dex: 16 (+3) ( +1 4th level) Con: 16 (+3) (+2 Drider) Int: 11 (+0) (-2 Drider) Wis: 12 (+1) Cha: 10 (+0) DEFENSE:
AC: xx, touch xx, flat-footed xx (+xx armor, +3 Dex, +0 size, +1 natural) when chrysalis projector subsumed:
HP: xx (Full first level = xx, Half +1 = xx, Half +1 = xx, +12 Con, +4 Favored Class)
OFFENSE:
Initiative: +xx Speed xx ft Melee: Chrysalis Projector +xx, 1d8+4, [+xx BAB, +3 Str, xx] [two handed Str] Ranged Weapon
CMB: +xx (+xx BAB, +xx str) CMD: xx (10, +xx BAB, +xx str, +xx dex)
Favored Class Bonus Hit points Feats:
[2 – 1 1st level, 1 3rd level]
Weapon Focus (Chrysalis Projector)
SKILLS PLACEHOLDER:
The symbiote gunner's class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha). (+2 gunslinger) Skills: (xx ranks – 8 Class, +0 Int)
TRAITS :
Reactionary Benefit: You gain a +2 trait bonus on initiative checks. Languages: Common Drider Racial Abilities:
TYPE Aberration (3 rp) SIZE Medium (0 rp)
Normal (0 rp)
Paragon (1 RP) (+4 Str, -2 int, -2 wis -2 cha) OR (+2 str and con, -2 int)
Xenophobic (0 RP)
Ability Score Racial Traits Defense Racial Traits
Feat and Skill Racial Traits
Movement Racial Traits
Offense Racial Traits
Senses Racial Traits
Other Racial Traits
Weakness Racial Traits
Symbiote-Gunner Class Abilities Bio-energy (Ex)::
A symbiote-gunner draws upon the combined energy of his symbiosis - this is his bio-energy – a fluctuating measure of the symbiote gunner’s endurance, patience, morale, enthusisasm, mental alacrity and physical fluidity. At the start of each day, a symbiote gunner gains a number of bio-energy points equal to his Constitution modifier (minimum 1). His bio-energy rises and falls throughout the day, but usually cannot go higher than his Constitution modifier (minimum 1), though some feats and magic items may affect this maximum. A symbiote-gunner spends bio-energy to enact manoeuvres (see below) and can regain bio-energy in the following ways:
Critical Hit with Chrysalis Projector: Each time the symbiote-gunner confirms a critical hit with a chrysalis projector attack while in the heat of combat, she regains 1 bio-energy point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the symbiote-gunner's character level does not restore bio-energy. Chrysalis kill: If the symbiote gunner’s chitin round or chrysalis beast reduces a creature to 0 or fewer hit points with a chrysalis projector attack while in the heat of combat, she regains 1 bio-energy point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the symbiote-gunner's character level to 0 or fewer hit points does not restore any bio-energy. Bio-enhancements (Su)::
At 1st level, as long as he has at least one point remaining in his bio energy pool, the symbiote-gunner can draw on his bio-energy to enhance himself or create physical effects. These enhancements are similar in effect to spells but are of a supernatural nature. Beneficial bio-enhancements with a range of “creature touched” can only be used to buff or enhance the symbiote-gunner or his chrysalis beasts.
A symbiote-gunner performs bio-enhancements drawn from the symbiote-gunner’s bio-enhancement list. He can perform any bio-enhancement he knows without preparing it ahead of time, assuming he has not yet used up his allotment of bio-enhancements per day for the bio-enhancement’s level, or expended all the points in his bio-energy pool. To learn or create a bio-enhancement, the symbiote-gunner must have a Constitution score equal to at least 10 + the bio-enhancement level. The Difficulty Class for a saving throw against a symbiote-gunner’s bio-enhancement is 10 + the bio-enhancement level + the symbiote-gunner’s Constitution modifier. A symbiote-gunner can cast only a certain number of enhancements of each enhancement level each day. His base daily enhancement allotment is given on Table: Symbiote-gunner. In addition, he receives bonus enhancements per day if he has a high Constitution score (see Table: Ability Modifiers and Bonus Enhancements). A symbiote-gunner’s selection of enhancements is extremely limited. A symbiote-gunner begins play knowing four 0-level bio enhancements (motes) and two 1st-level bio-enhancements of the symbiote-gunner’s choice. At each new symbiote-gunner level, he gains one or more new bio-enhancements as indicated on Table: Symbiote-gunner Bio-enhancements Known (as Summoner) (Unlike bio-enhancements per day, the number of bio-enhancements a symbiote-gunner knows is not affected by his Constitution score. The numbers on Table: Symbiote-gunner Bio-enhancements Known are fixed.) Upon reaching 5th level, and at every third symbiote-gunner level thereafter (8th, 11th, and so on), a symbiote-gunner can choose to learn a new bio-enhancement in place of one he already knows. In effect, the symbiote-gunner “loses” the old bio-enhancement in exchange for the new one. The new enhancement’s level must be the same as that of the bio-enhancement being exchanged, and it must be at least one level lower than the highest-level symbiote-gunner bio-enhancement he can cast. A symbiote-gunner may swap out only a single bio-enhancement at any given level and must choose whether or not to swap the bio-enhancement at the same time that he gains new bio-enhancements known for the level. Chrysalis Projector (Ex)::
At 1st level, the symbiote-gunner gains the ability to manifest the bio-plasma within his exo-carapace as a chrysalis projector as a full-round action. The chrysalis projector is a two-handed ranged weapon that resembles a large plasmic mass, replete with organic cords and cables, arachnid amndibles, chitinous blisters, pods, vents and nodules. The chrysalis projector completely covers and encapsulates one of the symbiote-gunner’s arms, preventing it from being disarmed. His other hand is free to steady the weapon or hold other items – however two hands are needed to fire the weapon.
Firing the chrysalis projector is a standard action, firing the chrysalis projector on all iterative attacks due to BAB is a full round action as normal. The chrysalis projector fires small, cocoon shaped projectiles called chitin rounds that deal 1d8+1 points of bludgeoning damage +1 for every two levels the symbiote-gunner possesses, and have a critical range of 20/x2. The chrysalis projector has a range of 20 feet, plus an additional 5 feet at 2nd level and every two levels thereafter. A symbiote-gunner can create a number of chitin rounds per day equal to 4 plus his Constitution modifier. At each level after 1st, he can create 2 additional chitin rounds per day. (Temporary increases to Constitution such as those gained from bear’s endurance do not increase the total number of chitin rounds that a symbiote-gunner can create per day.) Alternatively the symbiote-gunner may elect to use his chrysalis projector as a melee weapon (either one- or two-handed) that deals 1d8 points of bludgeoning or piercing damage, and has a critical range of 20/x2. The chrysalis projector can be enchanted and enhanced with weapon qualities as a masterwork double weapon at the cost of the symbiote-gunner. While manifested, the chrysalis projector takes up one of the symbiote-gunner’s hand and wrist item slots. All abilities of any magical items occupying these slots at the time of the chrysalis projector’s manifestation are temporarily suppressed until it is retracted. Retracting the chrysalis projector requires a standard action. While the chrysalis projector is retracted, and thus subsumed within the exo-carapace the symbiote-gunner receives an extra +1 to his exo-carapace’s natural armor bonus due to the redistribution of bio-matter. At 7th level, the symbiote-gunner can manifest the chrysalis projector as a standard action, and retract it as a swift action.
Maneouvres::
Symbiote-gunners spend bio-energy points to enact maneuvers . Most maneuvers grant the symbiote gunner some momentary bonus or effect, but there are some that provide longer-lasting effects. Some maneuvers stay in effect as long as the symbiote gunner has at least 1 bio-energy point. The following is the list of base symbiote gunner maneuvers. A symbiote gunner can only perform maneuvers of her level or lower. Unless otherwise noted, a maneuver can be performed multiple successive times, as long as the appropriate amount of bio-energy is spent to perform the maneuvers.
Any maneouvres that require a saving throw has a DC equal to 10 + 1/2 the symbiote-gunner’s level + the symbiote-gunner’s Constitution modifier. Augmentation: By expending one point from his bio-energy pool the symbiote gunner can add the effect of one mote that he knows to his chitin rounds for 1 round. Close-shot: As long as the symbiote-gunner has at least one point in his bio-energy pool he is considered to have the Point Blank shot feat. Damage Modifications: The symbiote-gunner can add either the slashing or piercing damage type to his chitin rounds for 1 round. Enlarged Chrysalis: At 4th level the symbiote-gunner can spend one point from his bio-energy pool to increase his chitin rounds base dice damage to 1d10 for 1 round. Ballistic Larvae: At 4th level, the symbiote-gunner can meld his larva-chrysalis and chitin rounds for one round. Any larvae chrysalis fired that make a successful attack roll strike the target before unfurling causing damage as a chitin round (1d8+1 points of bludgeoning damage +1 for every two levels the symbiote-gunner possesses). After striking the target, the unfurled chrysalis beast lands in the nearest adjacent square (or in the same square as the target if tiny) and is staggered for 2 rounds. This maneouvre costs one bio-energy point. Motes (Ex)::
Symbiote-gunners learn a number of motes, or 0-level bio-enhancements, as noted on Table: Bio-Enhancements Known. These motes are manifested like any other bio-enhancement, but they are not expended when used and may be used again. Spawn Larvae (Su)::
Starting at 1st level, a symbiote-gunner can create larvae-infused chrysalises (as described in the spawn larvae lists, below) and unleash them using his chrysalis projector. He can create a number of larvae chrysalises per day equal to 3 + his Constitution modifier. The process of creating and firing a larvae chrysalis is a standard action. Firing a larvae chrysalis requires a ranged touch attack. If the attack hits, the larvae chrysalis unfurls in a square adjacent to the target (or if tiny, in the target’s square) immediately unleashing the chosen chrysalis beast which attacks the target at the end of the symbiote-gunner’s turn. If the attack misses, the larvae chrysalis lands in a randomly determined square within 10 feet of the target and unfurls. The chrysalis beast then moves and attacks the nearest enemy at beginning of the symbiote-gunner’s next turn. A spawned chrysalis beast attacks the symbiote-gunner’s opponents to the best of its ability. Although nominally under the symbiote-gunner’s command, chrysalis beasts generally merely attack the nearest foe – however if the symbiote-gunner can communicate with the chrysalis beast, he can direct it to not attack, to attack particular enemies, or to perform other actions. The larvae chrysalis unleashes one of the creatures from the 1st Level list on Table: Spawn Larvae. The symbiote-gunner chooses which kind of creature to generate, and he can choose a different one each time he creates a new larvae chrysalis. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one level, allowing the symbiote-gunner to spawn more powerful creatures (to a maximum of spawn larvae IX at 17th level). Alternatively,the symbiote-gunner may elect to create multiple weaker creatures (a squad) as in summon monster II et al. The generation and firing of a squad requires a full-round action. The squad is fired as one shot, requiring one attack roll – regardless of a hit or miss, the squad unfurls and arrays themselves as possible in the spaces permitted and attacks as normal – at the end of the symbiote-gunner’s round if a hit, on the next round if a miss. Spawned larvae remain for a number of rounds equal to the symbiote-gunner’s Constitution modifier + 3. A symbiote-gunner cannot have more than one use of spawned larvae active in this way at one time. If this ability is used again, any existing chrysalis beasts immediately drop to the ground, lifeless and inert. A chrysalis beast cannot spawn or otherwise create another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be spawned into an environment that cannot support them. Creatures spawned using this ability cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). Exo-Carapace (Ex):
Starting at 2nd level, a symbiote-gunner’s symbiotic relationship to his associated organism provides him with a +1 natural armor bonus to armor class. This bonus increases by +1 for every four levels beyond 2nd level. The extra physiognomic mass and knobbly dermal distribution of the exo-carapace hampers the symbiote-gunner’s use of worn armor – unless specially constructed (as per a large creature – 200% cost) regular armor has its armor bonus reduced by one and armor check penalty increased by 2, and armored spell failure for spells cast from a spellcasting class increased by 15%. Bio-Enhancements:
Symbiote-gunners gain access to the following bio-enhancements. Remember that beneficial bio-enhancements with a range of “creature touched” can only be used to buff or enhance the symbiote-gunner or his chrysalis beasts.
0-Level Symbiote-gunner Bio-enhancements—acid splash, bleed, daze, detect poison, flare, light, resistance, stabilize, touch of fatigue, virtue. 1st-Level Symbiote-gunner Bio-enhancements – ant haul, daze monster, cure light wounds, ear-piercing scream, endure elements, expeditious retreat, feather step, grease, jump, longstrider, remove sickness, spider climb. 2nd-Level Symbiote-gunner Bio-enhancements— acute senses, barkskin, bear’s endurance, blur, bull’s strength, cat’s grace, cure moderate wounds, delay poison, distressing tone, eagle’s splendor, glide, piercing shriek, protection from arrows, resist energy, shatter, tireless pursuit. GEAR:
Weapons: Armor:
Skill Equipment: Miscellaneous: 3 sunrods, 3 lbs, 6 gp.
Total equipment cost:
Starting Gold: xx gold -
Capacity: xx lbs. less than 58 lbs = light load. Load: Light
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