About Thursday DaudFighter (Mutation Warrior, Vengeful Hunter) Id Rager (Bloodrager Archetype):
An id rager lacks a supernatural taint to his blood, instead drawing power from pure emotion. Atavistic Avatar (Su): An id rager chooses one emotional focus to define his core: anger, dedication, despair, fear, hatred, jealousy, remorse (see page 19), or zeal. At 1st level, he gains Skill Focus as a bonus feat in one skill associated with his atavistic focus. Anger: Intimidate or Survival. Dedication: Diplomacy or Sense Motive. Despair: Intimidate or Stealth. Fear: Intimidate or Stealth. Hatred: Acrobatics or Perception. Jealousy: Appraise or Bluff. Remorse: Perception or Sense Motive. Zeal: Acrobatics or Survival. When the id rager enters a bloodrage, he gains additional powers as if he were a phantom (Pathfinder RPG Occult Adventures 78) with the emotional focus he selected as his atavistic focus. He is considered to be both a phantom and a spiritualist for the purposes of abilities whose effect references both a phantom and a spiritualist, such as a dedication phantom’s dutiful strike, and treats his bloodrager level as both his spiritualist level and his phantom Hit Dice when determining abilities and save DCs. This ability does not allow the id rager to become incorporeal. At 4th level, the id rager gains Lightning Reflexes, Great Fortitude, or Iron Will as a bonus feat. At 8th level, the id rager can meditate for 1 hour to change his atavistic focus for 24 hours or until he decides to return to his permanent atavistic focus as a free action. When he changes his focus, he loses access to his Skill Focus feat and the feat he gained at 4th level, and he wields emotional focus powers as if his spiritualist level and phantom Hit Dice were 3 lower. At 12th level, the id rager gains Skill Focus in both of the skills associated with his atavistic focus. If circumstances cause him to lose one Skill Focus feat, he loses both. This ability replaces bloodline, all bloodline spells, and all bloodline powers. Atavistic Caster: At 4th level, a id rager’s bloodrager spells are treated as psychic magic (Occult Adventures 144). The bloodrager’s bloodrage does not prevent him from casting spells with emotional components, and he is considered to be a psychic spellcaster for the purposes of prerequisites (such as for the prerequisites of psychic duels and occult skill unlocks). This ability alters the bloodrager’s spellcasting and replaces eschew materials. Bonus Feats: At 6th level and every 3 bloodrager levels thereafter, an id rager can select one of the following feats as a bonus feat: Combat Casting, EmpathOA, Extra Rage, Intuitive SpellOA, Logical SpellOA, Psychic CombatantOA, Psychic DefenderOA, Psychic HealingOA, Psychic MaestroOA, Psychic VirtuosoOA, Raging ConcentrationACG, Spell Focus, or Spell Penetration. This ability replaces all bloodline feats. Constable (Cavalier Archetype):
Constables keep order in the narrow streets and dark alleys of settlements. Class Skills: Perception is a class skill for constables. This alters the cavalier’s class skills. Apprehend (Ex): A constable gains Improved Unarmed Strike as a bonus feat and can attempt a grapple combat maneuver check in place of the attack at the end of a charge. At 2nd level, the constable receives a +1 bonus on Perception checks and combat maneuver checks to disarm, grapple, or trip opponents. At 7th level and every 5 levels thereafter, this bonus improves by 1. At 4th level, the constable does not treat crowds as difficult terrain. This ability replaces mount. Squad Commander (Ex): At 3rd level, a constable can spend 1 minute laying out a plan to activate the tactician ability without having it count against his number of uses per day. The ability must be triggered within 1 hour of the plan being made, and the benefits last for 1 minute per cavalier level he has. The constable can have only one plan at a time, and if a new plan is made, any old plan is lost. This ability replaces cavalier’s charge. Quick Interrogator (Ex): At 4th level, a constable can attempt a Diplomacy check to gather information in 1d6 × 5 minutes and attempt a Diplomacy or Intimidate check to change someone’s attitude in 5 rounds. This ability replaces expert trainer. Badge (Ex): At 5th level, a constable’s badge becomes a powerful symbol of rules and authority. As long as he wears his badge, allies within 30 feet who can see him gain a +2 morale bonus on saving throws against charm, compulsion, and fear effects and a +1 morale bonus on attack rolls against targets the constable has challenged. At 10th level and every 5 levels thereafter, the bonuses increase by 1. This ability replaces banner. Instant Order (Ex): At 11th level, a constable can bark an order to an ally within 30 feet as a standard action. That ally can instantly take a single move or standard action to comply with the order. Taking the action dazes the ally for 1 round afterward. At 20th level, the constable can use this ability as a move action, but no more than once per round. This ability replaces mighty charge and supreme charge. Greater Badge (Ex): At 14th level, a constable can hold his badge aloft as a standard action to inspire his allies to be steadfast. All allies within 30 feet gain a number of temporary hit points equal to twice the constable’s cavalier level for 10 minutes. A given ally can benefit from this ability only once per day. This ability replaces greater banner. Saturday 1.0:
Born into dreary and dead Ustalav under the shadow of the Tyrant, Saturday was an oddity from the beginning, even when compared to other members of the Daud family. As a baby he would laugh and cry and look on in wonder as babes are apt to do until certain relatives would come into his view. Whatever he had been up to till that point would promptly cease as he turned a silent, hate-filled glare upon the instigator.
To receive such a malevolent greeting from an infant rightly unsettled most who met him, who in turn quickly tried to convince his parents to take him to a priest. But as he exhibited no other odd, let alone harmful, behavior his parents decided to postpone any such visitations till he was older, presuming of course the episodes continued. They did. Growing into a small child Saturday would laugh and play as children did until certain relatives were nearby. Whereupon he would become quite and still as he watched them. After many such incidents he no longer glared as he stared at his family members, or rather, he learned not to. He learned a great many things, things children should learn, things children should not learn, and things no human should ever have to learn. His days growing up in a land of only slightly managed nightmares were spent as a child would spend them in any other area of the world, save for the random bouts of oddity and aloofness that seemed to shrink away as he got older. They only hid themselves better as they watched the Dauds go about their lives. And then, as children have, he had a birthday. More specifically, a birthday party upon reaching his fifth year. A party that much more than normal amount of his extended family were able to attend. A more than normal amount of Dauds all in one place for one person for one very special day. Having not had any quiet episodes or moods for awhile his parents and siblings took his silence and meekness this day for simple nervousness at being around so many people for the first time. At being around so many Dauds for the first time. Everyone was happy, as people at parties tend to be, save for the quiet Saturday. The cousins and siblings were playing, as cousins and siblings did, and the adults were drinking and reminiscing, as adults did. And Saturday was simply quiet. Quiet, and watching. Watching all the Dauds around him who had been alive a lot longer than him, had done more than him, had done much more harm, had caused much more misery than him. Finally everyone gathered together to eat the birthday feast, and eat they did, save for Saturday, who only watched and looked. Watched the Dauds. And looked at something else. He kept quiet as he watched till one uncle who had had too much drink started to tell stories from his youth. Proud accomplishments for him to remember, and crude nightmares for others to fear. He went on and on talking and remembering as Saturday watched and watched, and glared as the older man leaned closer to tell him a story specifically. Whatever horror or crudeness was to come out of the man’s mouth never came, instead replaced with a quick gurgle as he found his eye and brain pierced by one of the feast knives Saturday had been watching earlier. Watching and waiting as the man talked, watching and waiting until he got close enough. People screamed, as people who witness a murder tend to do. And Saturday was finally able to start eating his neglected birthday meal. As in birth, as in death there is an exchange of souls between this world and the next along the river eternal. But sometimes the streams that feed into the much larger river get clogged, or detritus leftover from the river’s uncountable travelers get left behind. Left behind with the urge to scream but possessing no mouth. And the Dauds had made a great many people scream, had sent many travelers along the river, or had made them wish they had. And all this, this misery, this hopelessness, this hate, it all flowed around this accursed family thick as smog. Unable to do anything this hateful shadow loomed over the Dauds for many years, until one day they found a mouth, or rather, a place to rest. Neither going nor leaving this vehemence lingered till it felt something other than endless hate. A void that wasn't there before called out to the mindless spite, a space to be to filled, a place to go. What it found was a frail soul just coming into this world, still being made within his mother’s womb. At first a trickle the fragments of the souls and emotions soon began to pour into the new place to go, as if someone had pulled the stopper out of an invisible drain that sucked all the hate down. They found comfort here, in their new home. They had eyes that could see and a mouth that could scream and hands that could hold things. Do things. They were happy here. They also had no quarrels with priest of the life and death Goddess nor her priests and priestesses, and so they weren’t able to find them when Saturday’s parents took him to the dark chapel the day after his birthday. But they did not like the Dauds, and the Dauds found them plenty, in the form of a quiet boy who simply watched, and waited. Waited for a Daud to go out hunting for deer. Waited for another to fall asleep. Waited for one more to ask Saturday what he was doing all alone out in the middle of the night. ”I’m not alone.” was the last thing that Daud ever heard. His parents, afraid for themselves and their family as much as they were for their own son, couldn't bring themselves to surrender him to whatever fate the other side had set in motion for him, love and hate being the same side of the coin. And so, with tears and worry and the slightest glimpse of hope, they sent him away. Far, far away. Traveling with friends of his father who were unaware of him Saturday traveled and grew, but most importantly, he learned and adapted. No longer bound to Ustalav and with no other Dauds around other than the one surrounding them the spirits became at the same time content and restless. As he grew Saturday tried his best to appease these spirits and to focus their near endless energy, their boundless hate into something good. And he did. Or the spirits did. They both did, though at this point it was hard to tell where the living ended and the spirits began. But one thing, if only, was for certain. There was more evil in this world Saturday traveled than just the Dauds, and plenty of hate to go around. |