About InsidionInsidion
SPECIAL ABILITIES:
Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: Dragon Disciple. These increases stack and are gained as if through level advancement. Berserker of the Society: You may use your rage ability for 3 additional rounds per day. Blood of Dragons: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level. Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Bloodline Arcana: Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled. Bloodline Feat: Upon reaching 2nd level, and every three levels thereafter, a dragon disciple receives one bonus feat, chosen from the draconic bloodline's bonus feat list. Bloodline Powers: Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type (green). Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Claws (Su):: Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. Darkvision (Ex): Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Dragon Bite (Ex): At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple’s Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline. Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4. Eschew Materials: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Fast Movement (Ex): Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Maw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Natural Armor Increase:As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack. Rage (Ex): You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 6 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). BACKGROUND:
The assembled Pathfinders have noticed that one of their fellows...seems off. He is a hulking creature over seven feet tall, with dragon-kin or tiefling features, or maybe a mix of both. Large horns curve from his head, and sharp teeth from his jaws. He tries to focus on their assignment, but seems to be having some difficulties. Listen to me, and you will take power from others...beyond your wildest imagination...none shall stand in your way! Leave me be...I tire of your presence... The tiefling occasionally thrashes or has his face contort strangely. His erratic behavior is unnerving, and his shifty eyes stare at the others for a moment, though he does not appear to see them. Despite his apparent difficulties, it is clear he has been listening. Insidion is possessed. He remembers little of his upbringing in the deadly and ancient forests of his youth. He only remembers prowling under towering canopies in search of prey and listening to the voice commanding him in his mind. At first, he always obeyed the voice and gave in to the rage. Only now, there is another voice that seeks to temper the first, that invites Insidion to seek more than an animal's life in the woods. Insidion only knows that the first voice seeks pain and death. The second...something more. Insidion felt that joining the Pathfinders might provide him with the keys to control the voices and gain the control and power the second voice promises. On his first mission with the Pathfinders, he saved Venture-Captain Janira Gavix by killing a minotaur with a vicious bite to the throat.
PFS:
Boons and Vanities: Confirmed Field Agent: You may acquire it by spending 1 Prestige Point. Friend Janira Gavix: You gain a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. Elixir of Treasure Seeking: Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure. Troglodyte Friend: You gain a +1 on all saving throws against the extraordinary abilities of humanoids with the reptilian subtype, and you gain a +2 bonus on Diplomacy checks against such creatures. You may cross this boon off your Chronicle sheet to double these bonuses for 5 minutes. Darklands Study (Dark Archive faction): You gain a +2 bonus on Sense Motive checks against humanoids native to the Darklands, such as drow, derro, and duergar. In addition, you gain a +2 bonus on Knowledge checks to identify and learn about such creatures. Friend of Kasadei: You receive a +2 bonus on all Knowledge (local), Knowledge (history), and Knowledge (nobility) checks pertaining to Magnimar. You also receive a +2 bonus on all Charisma-based skill checks when interacting with good-aligned NPCs in Magnimar. Hero of the Day: You gain a +2 bonus to Knowledge (arcana) checks to identify constructs. Once per scenario, you may ignore a construct’s hardness and DR for one attack. You must declare that you are using this ability before you roll the attack roll. Recovered Treasures: You may purchase the item below that your party decided to keep. You may also pay 2 Prestige Points per item to unlock access to the other two items in this boon. You must make the decision to unlock these items when you receive this Chronicle Sheet. Spirits of the Past: If you do not have medium class levels, you can cross this boon off the Chronicle sheet to use the medium's shared seance ability for a legend of your choice. Fiend-Slayer: Before you make an attack roll, caster level check to overcome spell resistance, or saving throw against an outsider with the evil subtype (or to resist one of its spells, spell-like abilities, or other abilities), you may activate this boon to roll two dice and use the higher result. If your attack or spell deals damage, it treats the evil outsider's resistances and damage reduction as though they were only half their listed values (e.g. ire resistance 10 use this boon, cross it of your Chronicle sheet. Blessing of Malikeen: You gained a statuette of a yeti cradling a child that has absorbed psychic energy from Malikeen Heartsong, which you can discharge to protect yourself from the dangers of high mountains. You may activate this figurine as a standard action to gain the effets of the endure elements spell against cold only, and to treat your altitude zone as one category lower--that is, to treat a high peak zone as a low peak zone, and a low peak zone as a low pass altitude zone. The benefits of this boon last until the end of the scenario. When you use this boon, cross it off your Chronicle sheet. Ley Line Scholar: Whenever you are within the borders of any of these countries, you gain a +1 bonus to your effective caster level for all spells and spell-like abilities. Aggressive Researcher: You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check. Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown. Impossible Feat: You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18. Ocher Rhomboid Ioun Stone: You activated an ocher rhomboid ioun stone, an evil item that radiates the associated aura, but gives you a bonus feat. Fill in the selected bonus feat in the space provided below (you must meet all prerequisites for the chosen feat). Improved Initiative. Activating an ocher rhomboid ioun stone is an evil act that shifts your alignment one step toward evil unless you receive the benefits of an atonement spell. If such an alignment shift would result in an evil alignment, you may no longer play the character in the Pathfinder Society Organized Play campaign. This ioun stone is cursed, and can't be removed by its owner or anyone else without a remove curse or similar spell. Shadowy Secrets: As a free action, you can grant your weapon the frost weapon property for 1 minute. This cold damage ignores the cold resistance and cold immunity of any creature in dim or no lighting. Return the Favor: You may use this boon to have your body and possessions recovered by a Pathfinder rescue team at no cost. PFS# 132,076-12
Level Progression:
Level 1: Class Taken: Barbarian Class Feature Gained: Fast Movement, Rage Hit points Gained: 1d12, +2 (Con) Skill Points (4): Intimidate (1), Knowledge (Arcana) (1), Perception (1), Spellcraft (1) Feats: Skill Focus: Knowledge (Planes) Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Dice:
[dice=knowledge (arcana)]1d20+8[/dice] [dice=knowledge (planes)]1d20+3[/dice] [dice=Bite attack]1d20+14;1d6+13[/dice]
[dice=Bite attack, arcane strike]1d20+14;1d6+13+2[/dice]
[dice=Bite attack, arcane strike, rage ]1d20+14+2;1d6+13+2+2[/dice]
[dice= MW Greatsword attack]1d20+14;2d6+13[/dice]
[dice=ranged touch attack, acid arrow]1d20+7;2d4+2[/dice] Bite: 1.5 Str dmg
*Prestigious Spellcaster feat
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