Artaius
Beastblood Vital Evolutionist 1
CN Large magical beast (Uplifted Bear)
Init +2; Senses Perc +3, SM -1, low-light vision
ArtaiusBot!:
Artaius' Saves
[dice=Fortitude]1d20+4[/dice]
[dice=Reflex]1d20+4[/dice]
[dice=Will]1d20-1[/dice] (While you have at least 1 MP you take a penalty to Will saves equal to half your MP total, rounded up.)
Your adaptive strike can’t be disarmed, dropped, or sundered. It doesn’t interfere with your ability to wield equipment and doesn’t require hands to wield. Ranged adaptive strikes are treated as small arms and have a range increment of 30 feet. Manifesting or dismissing your adaptive strike is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat).
As normal, an adaptive strike that deals energy damage targets EAC. Your ranged adaptive strike deals 1d6 damage. This damage increases to 1d10 at 6th level, 2d8 at 9th level, and 2d10 at 11th level. This damage then increases by 1d10 at 13th level, 15th level, 17th level, and every level thereafter.
Evolution Track (Su)
Your body houses latent transformative potential that roils to life in stressful situations. This potential takes the form of a pool of Mutation Points (MP).
Gaining MP
Except where noted otherwise, you can gain Mutation Points only when involved in a combat encounter that includes a significant enemy (Core Rulebook 242). During combat, you gain 1 Mutation Point at the start of your turn. Once per turn, you can spend 1 Resolve Point to gain 1 Mutation Point. At the end of combat, you lose all Mutation Points. Other class features (such as evolution drain on page 13) provide additional ways to gain MP.
At 1st level, you can have a maximum of 5 MP. This maximum increases by 1 at 7th level, 14th level, and 20th level.
Maintaining MP
As you gain Mutation Points your body and mind increasingly take on a supernatural character, such as exaggerated limbs, steely skin, luminescent eyes, or predatory drives. This gives you two beneficial instincts and one drawback; each of these provides an effect based on the number of MP you have, plus the cumulative effects of all lower MP values. Your drawback and one of your instincts are based on your niche (page 12). You also gain the following universal instinct.
1 MP: You gain a +5-foot enhancement bonus to one speed of your choice.
2 MP: Your adaptive strike gains a critical hit effect based on its damage type: arc (electricity), bindAR (cold), bleed (piercing or slashing), burn (fire), corrode (acid), or knockdown (bludgeoning). Critical hit effects that deal damage deal 1d6 damage; this damage increases to 1d10 at 7th level, 2d10 at 13th level, and 3d10 at 19th level.
3 MP: The enhancement bonus to speed increases to +10 feet.
4 MP: If you’re wearing light armor or no armor, you gain a +1 enhancement bonus to your AC. If you’re wearing heavy or powered armor, you gain a +1 enhancement bonus to your EAC, though this can’t increase your EAC above your KAC.
5 MP: Once per round, when you deal damage with your adaptive strike, you can increase the damage dealt to one target by an amount equal to half your evolutionist level (minimum +1 damage).
6 MP: You gain a +1 enhancement bonus to your saving throws.
7 MP: The enhancement bonus to speed increases to +20 feet.
8 MP: The enhancement bonus to your AC or EAC increases to +2.
Spending MP
Along with these standard ways you can spend Mutation Points, some evolutionist adaptations add more.
1 MP: You can spend 1 MP on your turn to manifest your adaptive strike without taking an action.
2 MP: As a swift action, you can spend 2 MP to gain either a climb speed equal to half your land speed or a swim speed equal to half your land speed. This effect lasts 3 rounds. When you take a full action to charge, run, or withdraw, you can activate this ability without taking an action, rather than as a swift action.
Special: Once per round, you can spend Mutation Points with no effect (which you might want to do to lose penalties, for example). If you use this ability as a move action, you can spend up to 2 MP. If you use this ability as a standard action, you can spend up to 4 MP. If you use this ability as a full action, you can spend up to 6 MP.
Niche (Su)
If a niche ability allows a target to attempt a saving throw to resist its effects (including spell-like abilities) the DC is equal to 10 + half your evolutionist level + your key ability score (DEX) modifier unless otherwise stated.
VITAL Augmentation Type: Biotech
Class Skill: Life Science
Instinct: Once per round while you have 1 or more MP, the first time you regain Hit Points or Stamina Points from an effect, you increase the number of HP or SP you regain by an amount equal to half your MP total, rounded up. The additional HP or SP you regain increases to your MP total at 7th level, 1-1/2 × your MP total at 10th level, 2 × your MP total at 13th level, and 3 × your MP total at 17th level.
Drawback: Your mind and body react with greater impulsiveness and less control. While you have at least 1 MP you take a penalty to Will saves equal to half your MP total, rounded up. While you have at least 3 MP, you can’t use any ability that requires patience or concentration, such as spellcasting or any Charisma- or Intelligence-based skills except Intimidate.
Biotic Invigoration (1st level): As a swift action, you can spend 1 MP to regain a number of Stamina Points equal to your evolutionist level. At the start of each of your next three turns, you and one adjacent ally regain a number of Stamina Points equal to your evolutionist level. Once you use this ability, you can’t use it again until you spend a Resolve Point to regain Stamina Points after a 10-minute rest.
Adrenaline Rush (10th level): You move with an exceptional burst of speed. As a swift action, you take a guarded step and gain a +1 enhancement bonus to your AC and Reflex saves until the beginning of your next turn. If you spend 2 MP when activating this evolution, you can instead move up to half your speed with the guarded step and the enhancement bonus increases to +2.
Niche Metamorphosis (20th level): Your creature type becomes your choice of aberration, monstrous humanoid, ooze, or plant. You gain immunity to critical hit effects and reduce any damage you take from critical hits by an amount equal to 20 + your key ability score modifier.
Flexible Skill (Ex)
Choose one additional skill (Physical Science) and add it to your list of class skills.
At 9th level, you choose another additional skill to add to your list of class skills, and your skill ranks per evolutionist level increase to 6 + your Intelligence modifier. This retroactively grants you 8 additional skill ranks to assign from your earlier levels and you must spend at least 1 of these skill ranks on your newly added class skill.
At 17th level, you choose one more additional skill to add to your list of class skills, and your skill ranks per evolutionist level increases to 8 + your Intelligence modifier. This retroactively grants you 16 additional skill ranks to assign from your earlier levels and you must spend at least 1 of these skill ranks on your newly added class skill.
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Special Abilities
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Size and Type
Uplifted bears are Large magical beasts with a space of 10 feet and a reach of 5 feet.
Climber
Uplifted bears have a climb speed of 20 feet.
Ferocious Charge
As the Ferocious Charge universal creature rule:
When the creature charges, it can attempt a trip combat maneuver in place of the normal melee attack. In addition, the creature can charge without taking the normal charge penalties to its attack roll or AC. If the creature has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz fighting style), it also gains the ability to charge through difficult terrain.
Limited Augmentation
The only augmentations that can be installed in an uplifted bear’s brain are datajacks and the mechanic’s custom rig.
Limited Telepathy
Uplifted bears have limited telepathy with a range of 30 feet.
Low-Light Vision
Uplifted bears have low-light vision.
Natural Survivor
Uplifted bears have a +2 racial bonus to Life Science and Survival checks.
Natural Weapons
Uplifted bears have natural weapons that function like those of vesk, except the bears’ natural weapons deal slashing damage.
Swift
Uplifted bears have a land speed of 40 feet.
Theme Knowledge
You have sterling instincts when it comes to understanding wild places. When you attempt a Life Science, Physical Science, or Survival check to recall knowledge about animals or terrestrial wilderness environments, reduce the DC by 5. Survival is a class skill for you, though if it's also a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Int at character creation.
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Play History
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Character Chronicle 1 Uplifted Bear Admittance
Character Chronicle 2 Scenario #5-14: Ghost Level Delve (05/27/23)