Baregara

The Craving's page

80 posts. Alias of B S 207.


Full Name

The Craving

Race

Resources:
Focus: 0/4 | Pool of Predation: 3/9 per day | Sorcerer Lvl 1 - 4/6 per day | Deep Focus: 0/1 per day | Thunder Spear: 0/1 per day | Active Stance: Lightning

Classes/Levels

Status Effects:
Hungerborn: +1 to attacks, skill check, ability checks, and CL checks for 1 hour. | IH: Fast Heal 1 (3 rds) | GL: +20 ft. speed (5 rds) [ooc]| EP: Large Size (17 rds)

Gender

Yaksha master of forms 6//rakshasa paragon 6 | HP: 24/53 | AC/T/FF: 22/18/19 | F/R/W: +7/+8/+6 | Init: +1; Perception +11 | CMB: +9; CMD: 27 | Defense: Evasion, DR 2/-

Size

Medium

Age

19

Alignment

True Neutral

Languages

Common, Infernal

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 8
Charisma 20

About The Craving

The Craving
Male yaksha master of forms 6//rakshasa paragon 6
N Medium humanoid and outsider (native, rakshasa paragon, shapechanger)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 23, touch 19, flat-footed 20 (+5 Cha, +3 Dex, +1 master of forms, +4 natural)
hp 53 (6d10+12)
Fort +7, Ref +10, Will +6
Defensive Abilities evasion; DR 2/good or piercing
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Offense
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Speed 30 ft.
Melee unarmed strike +10/+5 (1d8+4), bite +5 (1d6+2) or
. . bite +10 (1d6+4)
Ranged light crossbow +9 (1d8/19-20)
Special Attacks deep focus, forms (centered strike, energetic fists, fluid offense, flurry of sparks, granite strike, greased lightning, seismic shock, seismic surge, sparking touch, whiffling footwork), predations (blissful ignorance of the prey, gluttonous bite, scent of mortal fragility, silver tongue, spirit form)
Sorcerer Spells Known (CL 2nd; concentration +7)
. . 1st (6/day)—enlarge person (DC 16), hold portal
. . 0 (at will)—detect magic, ghost sound (DC 15), message, prestidigitation, read magic
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Statistics
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Str 10, Dex 16, Con 12, Int 10, Wis 8, Cha 20
Base Atk +6; CMB +6; CMD 25 (27 vs. grapple)
Feats Deadly Agility, Great Fortitude, Improved Unarmed Strike, Weapon Finesse
Skills Acrobatics +12, Bluff +11, Climb +4, Diplomacy +11, Disguise +11, Escape Artist +5 (+7 to escape a grapple), Intimidate +14 (+16 while questioning prisoners), Perception +8, Sense Motive +6 (+5 while questioning prisoners), Sleight of Hand +7, Spellcraft +4, Stealth +12, Swim +4, Use Magic Device +9
Languages Common, Infernal
SQ change shape, hungerborn, hungerborn gifts (hide aura, improved damage reduction, outsider sorcerery), insatiable consumption, pool of predation (9/day), rarefied taste (anger), secret art (thunder spear), slow fall 30 ft., stances
Combat Gear potion of eagle's splendor (2 1), potion of fly, potion of lesser restoration (2), wand of infernal healing (50 47 charges), acid (4), alchemical glue (2), alchemical solvent (2), alchemist's fire (4), antiplague (3), antitoxin (3), holy water (2), weapon blanch (adamantine) (2), weapon blanch (cold iron) (2), weapon blanch (ghost salt), weapon blanch (silver) (2); Other Gear crossbow bolts (30), light crossbow, amulet of mighty fists +1, bag of holding i, cloak of resistance +2, ring of serene contortions, backpack, belt pouch, blanket, disguise kit, hemp rope (50 ft.), interrogation tools, mwk manacles (5), soap, torch (10), trail rations (5), waterskin, 22 pp, 4 gp
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Special Abilities
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Change Shape (Su) Yaksha can assume the appearance of a Small or Medium humanoid at will. This ability functions similar to alter self, but the yaksha retains her original form’s darkvision and does not gain an adjustment to her ability scores.
Deadly Agility You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack. This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons. (Source: Path of War)
Insatiable Consumption (Ex) Yaksha require the same amount of food as other Medium humanoids, but must supplement their diet with humanoid meat and organs. This flesh can come from a living or dead humanoid, but not from the animated or destroyed body of an undead creature. A yaksha must consume her weight in humanoid flesh each month in order to not starve. A starving yaksha gains 1 negative level, plus 1 additional negative level for each additional month that passes without fulfilling the feeding requirements of her insatiable consumption. These negative levels can be removed only by the yaksha consuming her weight in humanoid flesh in a single ritual feast that takes 1 hour to perform.

Master of Forms' Class Features:
Deep Focus (1/day) (Ex) As a free action, allows the performance of a second form this round.
Forms At 1st level, a master of forms becomes proficient in his namesake: forms. Forms are various extraordinary and supernatural abilities that are linked to one of the primal elements. Each form has three special quantities unique to them: focus required, focus change, and element.
. . Focus Required - The number of points in the master of forms’ focus pool must be equal to one of the numbers listed on this line in order for it to be performed.
. . Focus Change - When a form is performed, the master of forms’ focus pool gains or loses focus points equal to the amount shown on this line. When focus is spent, it is an upfront cost and deducted before performing the form. When focus is gained, it is awarded after performing the form.
. . Forms can be used at any time; however, those forms with a focus change of +1 only generate focus while in the heat of combat. If in a situation that precludes fighting back or real stakes, such as punching a bag of kittens, beating on a bound goblin in the middle of an interrogation, or "playfighting" with allies without the intent to train, the master of forms does not generate focus.
. . Element - The element is the "subtype" of a form, and can be found under the form header. Many forms interact with subsequent forms of a particular element, and a master of forms can enter into an elemental stance if he performs forms of the same element in sequence.
. . A master of forms begins play with 3 forms, and gains an additional form at each new master of forms level. He must meet all of the prerequisites of any form he wishes to gain. The Difficulty Class (DC) for a saving throw against a master of forms’ form is 10 + 1/2 the master of forms’ class level + the master of forms’ Charisma modifier. Unless otherwise granted the ability to do so, a master of forms can only perform a single form each round.
. . Universal Forms: At the indicated levels, a master of forms gains the following forms. Given their universal nature, these forms have no element.
Secret Arts (Su) Most forms can be performed time and time again without risking the life and limb of he who performs them, but there are some few forms which lie near the heart of an element’s identity that threaten to burn away even the most devoted disciples. These forms are known as secret arts. A secret art cannot be performed if another form has already been performed that round, even if the first form grants the ability to perform another one; they’re simply too complex. If a secret art has a duration of greater than instantaneous, no other forms may be performed for the entirety of its duration, while if a secret art has a duration of instantaneous, no other form may be performed in the same round. In order to perform a secret art, the master of forms must be in the stance corresponding to that secret art’s element. Secret arts do not have a required focus, though some consume focus to empower themselves.
. . The master of forms may perform each secret art he knows once per day; however, secret arts can be selected multiple times. Each time, the number of times that particular secret art can be used per day increases by +1.
Slow Fall 30 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stances (Ex) Forms, divided as they are by their element of association, share a thread of commonality with their peers. As a result, masters of forms who continually perform forms of the same element find themselves settling into a stance without conscious thought. At 1st level, if a master of forms performs three consecutive forms of the same element within 1 minute, he slips into that element's stance and gains the corresponding bonus listed below. He remains in this stance until he performs a form of an element that doesn’t match the stance’s element or until his focus pool is set to 0 as a result of being out of combat.
Master of Forms' Known Forms, Secret Arts, and Stances:
Forms
Universal Forms
Centered Strike (Ex)
FR: 0, 1, 2, 3; FC: +1; D: instantaneous
As a standard action, or in place of an attack in a full attack action, the master of forms makes a single melee attack. If it hits, it deals normal damage, plus additional damage equal to half his Charisma modifier, rounded up. Starting at 6th level, this form instead deals additional damage equal to the master of forms’ Charisma modifier.
Energetic Fists (Su)
FR: 1, 2, 3, 4; FC: -1; D: 1 round + 1 round/3 levels
As a swift action, the master of forms channels energy into his fists, granting his unarmed attacks a +1 luck bonus to attack and damage rolls.
. . This form can be performed even if he has already performed exactly one form this round.

Earth Forms
Granite Strike (Ex)
FR: 0, 1, 2, 3; FC: +1; D: instantaneous
As a standard action, or in place of an attack in a full-attack action, you make a single unarmed attack. If it hits, you deal damage as normal, but treat your unarmed critical multiplier as though it were +1 higher for the purpose of that attack.
Seismic Shock (DC 18) (Ex)
FR: 3, 4; FC: -2; D: instantaneous
As a standard action, or in place of an attack in a full-attack action, you take a shot directly at the seat of your target’s senses: the face. Make a single melee attack, dealing damage as normal. If it hits, the target is stunned for 1 round with a Fortitude save to negate.
Seismic Surge 6d6 (+11, DC 18) (Su)
FR: 4; FC: -4; D: instantaneous
As a standard action, you slam a fist down against the ground, producing a rippling surge of earth in a 30-ft. line. Creatures caught in the surge take 1d6 points of bludgeoning damage per master of forms level with a Reflex save for half. Those that fail their Reflex save are subject to a trip combat maneuver with a CMB equal to your master of forms level + your Charisma modifier. In addition, all squares in the path of the surge become difficult terrain for 1 minute as the earth slowly settles back to normalcy.

Lightning
Flurry of Sparks (Ex)
FR: 3, 4; FC: -3; D: 1 round
As a swift action, you invest your body with the speed and ferocity of the storm itself. Even the slightest touch can crumple plate at such a speed! As a result, all melee attacks you make hit on a successful touch attack.
Greased Lightning (Su)
FR: 0, 1, 2, 3; FC: +1; D: 1 round/level
As a swift action, you tap into the endless energy of the storm, granting yourself a +20-foot enhancement bonus to your base land speed.
Sparking Touch (Su)
FR: 0, 1, 2, 3; FC: +1; D: instantaneous
As a standard action, or in place of an attack in a full-attack action, you reach forward and swat your target on the neck, or what passes for a neck, with your index finger and middle finger. Make a melee touch attack. If it hits, you deal bludgeoning damage equal to your base unarmed damage die, as well as electricity damage equal to your Charisma modifier.

Wind
Fluid Offense (Ex)
FR: 0, 1, 2, 3; FC: +1; D: see text
As a standard action, or in place of an attack in a full-attack action, you fall into a defensive stance. The next time a creature attacks you in melee and misses this round, it provokes an attack of opportunity from you. When taking this attack of opportunity, your target is considered flat-footed.
. . You may perform a second wind form this round; if the focus change of your second wind form performed this round is equal to +1, it is set to 0 instead.
Whiffling Footwork (Ex)
FR: 0, 1, 2, 3; FC: +1; D: 1 round or until discharged
As a swift action, your footwork becomes nimbler than usual for a brief instant, increasing the reach of your next melee attack by +5 feet.
. . Whenever you perform this form, if you have at least 1 focus, you may choose to set its focus change to -1. If you do, you may perform a second wind form this round.

Stances
Earth (Ex) The first time an attack made with a weapon hits the master of forms each round, he may expend 1 focus. If he does, roll dice equal to the base damage die of that weapon. The master of forms gains DR X/-, where X is the result rolled, against that attack.
. . This stance has no focus cost if the master of form’s current health is less than half his maximum health.
Lightning (Ex) The master of form’s base land speed increases by +5 feet per point of focus he possesses, minimum +5 feet.
Wind (Ex) Whenever the master of forms gains focus when his focus is equal to 0, he gains a temporary focus point in addition to the focus he normally gains. This temporary focus point can be used to pay for the focus cost of forms, but does not count toward the required focus to perform a form in the first place. Temporary focus points are always expended before actual focus points, and temporary focus points gained through the use of this stance can only be spent on wind forms.

Secret Arts
Lightning
Thunder Spear 6d6 (1/day, DC 18) (Su)
As a standard action, the master of forms expends all of his focus and hurls an immense bolt of electricity in a 60-ft. line, dealing 1d6 points of electricity damage per master of forms level, plus additional electricity damage equal to twice the number of points of focus expended, with a Reflex save for half. If at least 2 points of focus are expended, creatures that fail their Reflex save are dazed for 1 round with a Fortitude save to negate. If 4 points of focus are expended, the Difficulty Class of all saving throws called for by this secret art increase by +2.

Rakshasa Paragon Class Features:

Hungerborn At 1st level, the rakshasa paragon is treated as both a humanoid and an outsider with the native, rakshasa paragon, and shapechanger subtypes for any effect related to type or race, including feat prerequisites. The rakshasa paragon also gains a bite primary natural attack while in her original form that deals 1d6 points of damage. In addition, whenever the rakshasa paragon consumes at least 10 lbs. of living humanoid flesh, she gains a +1 morale bonus on attack rolls, skill checks, ability checks, and caster level checks for 1 hour.
Pool of PredationAt 1st level, the rakshasa paragon gains a pool of predation points at the start of each day equal to three plus her rakshasa paragon level. A predation is a supernatural ability, requires a swift action and expends 1 predation point, unless otherwise noted. Any saving throws allowed by a predation have a DC of 10 + 1⁄2 the rakshasa’s class level + the rakshasa’s Charisma modifier. Once per round, the rakshasa paragon can spend a predation point for one of the following effects:
. . Blissful Ignorance of the Prey (Su) All humanoids within 30 feet must make a Will save (DC 10 + 1⁄2 the rakshasa paragon’s level + her Cha modifier). Humanoids who fail their saving throw ignore the rakshasa paragon for 1 round or until she attacks them, being treated as unaware of her. In addition, the humanoids have all memory of events involving the rakshasa paragon during this time eliminated (similar to modify memory) when the duration expires. This ability is a mind-affecting compulsion effect.
. . Gluttonous Bite (Su) The rakshasa paragon can activate this ability after making a successful bite attack on a living creature to attempt to tear a large chunk of flesh away and swallow it. The creature can make a Fortitude save to negate this effect. On a failed save, the creature takes 1 point of Con damage and 1d4 points of bleed damage. If the rakshasa paragon successfully uses her gluttonous bite against a humanoid, she is considered to have eaten 10 lbs. of flesh (even though the actual amount of flesh bitten away is less) for the purposes of her hungerborn ability.
. . Scent of Mortal Fragility (Su) The rakshasa paragon gains the scent ability for 1 minute. Humanoids upon whom the rakshasa paragon has fed or who are affected by an emotion or fear effect are detectable at double the normal distance, and the rakshasa paragon can pinpoint the space the humanoid occupies from within 15 feet.
. . Silver Tongue (Su) The rakshasa paragon gains a +5 bonus on one Bluff check made to convince another of the truth of her words (similar to using glibness). If a magical effect is used against her that would detect her lies or force her to speak the truth, the user of the effect must succeed on a caster level check (DC 10 + the rakshasa paragon’s class level) to succeed. Failure means the caster does not know the effect failed, and the effect does not detect the rakshasa’s lies or force her to speak only the truth.
. . Spirit Form (Sp) The rakshasa paragon can tap into her spirit nature and slip the bindings of flesh for brief periods of time, becoming immaterial similar to gaseous form as a spell-like ability for 1 round/level. At 12th level, the rakshasa paragon can instead become ethereal similar to ethereal jaunt as a spell-like ability for 1 round/level.
Rarefied Taste: Anger (Su) At 1st level, the rakshasa paragon learns to feed from more esoteric elements of humanoids than just their flesh. She gains a +1 bonus to effective level for the purposes of qualifying for the expansive form predation. The rakshasa paragon gains a second form that counts as an original form, manifesting the head and features of an ape. In order to feed with this ability, the rakshasa paragon must spend a full-round action within 30 feet of a humanoid that is raging, under an anger-related emotion effect, or otherwise substantially angry or frustrated. She then gains nourishment as if she had consumed 10 lbs. of living humanoid flesh. A humanoid fed upon with this ability must make a Fortitude save (DC 10 + 1⁄2 the rakshasa paragon’s class level + the rakshasa paragon’s Charisma modifier) or gain 1 temporary negative level. Negative levels from this ability never become permanent, and a humanoid that survives this feeding can make a new saving throw every 24 hours to remove each one. While the effect of this feeding is immediately apparent to the humanoid, the cause is not; the feeding happens upon a spiritual level, and is visible only in the Ethereal Plane as cloudy essence transferring from the humanoid to the rakshasa paragon.
Hide Aura (Sp) The rakshasa paragon gains the ability to mask her aura, and can cast nondetection as a spell-like ability at will. She can dismiss this effect as a move action. Her effective caster level is equal to her class level.
Build Notes:
FCB: +6 HP
d10 Hit Dice: -(10), 5, 8, 5, 8, 4(5)
Alternate Racial Trait: Beast Skin (replaces Beguiling Liar)
Chosen Feats (3): Deadly Agility, Great Fortitude, Weapon Finesse
Chosen Forms (8): fluid offense, flurry of sparks, granite strike, greased lightning, seismic shock, seismic surge, sparking touch, whiffling footwork
Chosen Secret Arts (1): thunder spear
Chosen Rarefied Taste (1): Anger
Chosen Predations (2): Gluttonous Bite, Spirit Form
Chosen Hungerborn Gifts (3): Hide Aura, Improved Damage Reduction, Outsider Sorcery
Skill Ranks: Acrobatics (6), Bluff (3), Climb (1), Diplomacy (3), Disguise (3), Intimidate (6), Perception (6), Sense Motive (4), Sleight of Hand (1), Spellcraft (1), Stealth (6), Swim (1), Use Magic Device (1)