| Max Bergmann-Good |
Archetypes
Onikeeper
Alignment: Any evil
Class Skills: Onikeepers add intimidate to their class skills and remove diplomacy.
Oni Sight(Su) An onikeeper can inherently tell if a someone is an oni in disguise by looking at him. An onikeeper can determine the direction of all oni within ten miles by concentrating for one minute. This replaces the Ward Sight ability.
Oni Mask(Ex) At 1st level an onikeeper is given a hideous wooden oni mask by his oni patron. This mask weighs 2lbs, has a hardness of 5 and 10 hitpoints. The onikeeper gains a +2 ward bonus to intimidate when wearing his mask.
At seventh level the mask becomes a spirit oni familiar.
The onikeeper has an empathic link with the mask and can always tell how far away and in what direction it lies, no matter the distance. This link also allows the onikeeper to tell if the mask is in another creature’s possession and the alignment of any creature possessing the mask. This link ceases to function if the mask is taken to a different plane than the onikeeper but resumes functioning once the two are on the same plane again.
If the mask becomes broken or destroyed the onikeeper takes a -1 penalty on attack, AC and saving throws until the mask is repaired or replaced. Ward bonuses do not function if the mask is broken or destroyed. A mask can be repaired normally as any object. A mask can be replaced by crafting a new one. (DC10, 50sp value) If the onikeeper's spirit oni familiar is killed the onikeeper suffers the same penalties until the onikeeper summons a new spirit oni with a ritual that lasts 12 hours and requires 100gp worth of rare herbs and oils. The onikeeper gets a +10 ward bonus to craft(carving) when using it to repair or create an oni mask.
The mask functions exactly like a wardkeeper's kami ward for the purpose of granting ward bonuses and ward feats. The spirit oni familiar is considered merged with wards always up to 3rd level and when using it's mask symbiosis ability thereafter. This replaces the kami ward ability.
Oni Familiar(Ex) At 7th level the onikeepers oni mask is possessed by a spirit oni. This ability is identical to the wizard's arcane bond with a familiar and the Improved Familiar feat, using the wardkeeper’s class level in place of the wizard level.
Whenever the oni familiar is not using it's mask symbiosis ability, it benefits from all ward bonuses and ward feats it would grant to the person wearing it if it were using it's mask symbiosis ability. This replaces the kami familiar ability.
Magic Mask(Ex) At 4th level the onikeeper gains the ability to add magical abilities to his oni familiar as though it were an item and he had the craft wondrous items feat. The oni familiar has access to and can activate any abilities added to it as long as the no one is wearing it with mask symbiosis. This replaces the weapon ward and magic ward abilities.
Grant Ward Bonuses(Ex) At 5th level the onikeeper can grant some of his ward bonuses to another person. To do this, the person receiving the bonuses must prick his finger on the onikeeper's oni familiar's horn. This causes 1d2 charisma damage. The person then has the benefit of some of the onikeeper's ward bonuses for as long as at least 1 point of the charisma damage remains. Once the charisma damage is fully healed all ward bonuses granted to the person automatically return to the onikeeper's oni familiar.
The onikeeper can choose which bonuses are granted. For example; if he has ward bonuses that grant +2 AC +1 attack +1 all saves and +2 perception, he can choose to grant +1 AC and +1 attack to the person and keep +1 AC, +1 all saves and +2 perception with his oni familiar.
At 5th level the onikeeper can only grant his bonuses to one other person at a time. Attempting to grant a bonus to anyone else before the first person's charisma damage is fully healed has no effect. At 11th level he can grant bonuses to up to two people at once. At 17th level he can grant bonuses to up to three people at once. At 20th level there is no limit to the number of people he can grant bonuses to. This replaces the split wards ability.
Oni Form(Su) At 7th level the onikeeper has much in common with his oni patron. He is granted the power to shapechange into a monstrous mockery of his normal form once per day. This functions like the spell monstrous physique I except the onikeeper must take a shape that is the same size he is. At 10th level this functions like monstrous physique II. At 13th level this functions like monstrous physique III. At 16th level this functions like monstrous physique IV. The onikeeper can still only take a shape that is the same size he is. Every two levels after 7th the onikeeper gains an additional use of this ability per day. At 20th level he can use this ability at will. This replaces the merge with ward, returning ward, merge with split wards, animate ward, animate split wards and blessings of the kami abilities.
Kodama Friend
Kodama Kami Ward(Ex) A kodama friend's first kami ward must be a small sized tree sapling that must be kept in a pot of soil. The tree, pot and soil weigh 10lbs altogether. The tree requires daily watering and sunlight to remain healthy. If it does not get water and sunlight for three days in a row it becomes sickly. This grants the same penalties as if the kami ward were broken. After two days of regular watering and sunlight the tree returns to health. If the tree does not receive water or sunlight for seven days in a row it dies. This grants the same penalties as if it were destroyed. If the tree dies or is destroyed it can be replaced with another small sapling found in a forest. (not a within a settlement)
Every time the kodama friend gains a level the tree grows, increasing in weight by 1lbs. By 7th level the tree is too large to carry and must be planted in a permanent location.
Any subsequent wards gained with the split ward ability are regular kami wards but must be made out of wood.
The ability replaces and otherwise functions as the kami ward ability, replacing any instance of shikigami with kodama. This ability also replaces the ward bonuses gained at 4th, 8th, 12th and 16th level.
Kami Companion(Ex) At 7th level the kodama kami within the ward grows to respect and trust the kodama friend enough to become his constant companion. The Kodama Kami friend uses the same advancement as a druid’s animal companion with the following changes:
10th-Level Advancement: Size Medium Ability Scores Str +2, Con +2; Special Qualities DR5/cold iron; Reist acid 10, electricity 10, fire 10; spell-like abilities (CL 6th), at will-- tree shape, 3/day-- entangle, tree stride[/SIZE][/SIZE]
HD
The kodami kami companion uses ten-sided dice for it’s hit-die.
Skills
Multiply the listed value by 2 to determine the Kodama's skill ranks. If the Kodama increases its Intelligence to 12 or higher, it gains bonus skill ranks as normal. Kodama Kami can have ranks in any skill; it’s class skills are climb, escape artist, perception, sense motive, stealth and survival. It cannot have more ranks in a skill than it has Hit Dice.
Feats
The kodama kami companion may select any feat for which it qualifies.
The Kodama Kami does not gain bonus tricks.
The kodama friend's kodama kami ward is the kodama’s ward. The kodama friend’s kami companion benefits from the ward bonuses of a ward it is holding even if they are suppressed. At 5th level when the wardkeeper gains the split ward ability his kami companion gains the merge with split wards ability.
The kodama friend’s effective druid level for his kodama kami companion is equal to his Kodama Friend level-3. This ability replaces the kami familiar, weapon ward and magic ward abilities.
Teleport to Ward(Su) At 7th level a kodama friend can teleport to his original kodama kami ward. This requires a ritual that takes ten minutes and can only be performed once per day. The kodama friend can bring along objects as long as their weight doesn't exceed his maximum load. After a kodama friend teleports to his ward he may choose to teleport back to the exact location he left so long as he does so within a number of hours equal to his kodama friend level-6. He must be adjacent his original ward to teleport back. At 13th level the ritual required to teleport only takes 1 minute. At 19th level it is a full round action. The kodama friend can only teleport to his original kodama kami ward, not to any of his subsequent wards gained with the split ward ability. This ability replaces the merge with ward, merge with split wards and returning ward abilities.
Animate Kodama Ward(Su) At 15th level the kodama friend's kodama kami companion can choose to animate one of his kami wards whenever he merges with it. If the kodama animates the original kodama kami ward this way it has the statistics of a treant but without a move speed or the animate trees ability. This replaces and otherwise functions as the animate ward ability.
Animate Split Kodama Wards(Su) At 19th level the kodama friend's kodama kami companion can choose to animate two of its kami wards at once whenever he merges with them. This ability replaces and otherwise functions as the animate split wards ability.