Post by blackestofmages on Oct 6, 2011 17:41:59 GMT -5
so yes, we technically have one, but it's a differentyl named hollow/fullbringer with different ability access, so this here be a suggestion for an alernate version. no ideas for modsoul abilitites etc
Modsoul
Hit Dice: d8
Skill points: 6 + int modifier (x4 at first level)
Class skills: pick 7 + craft. Additional skills are obtained based on combat point
Weapon and armour proficiencies Modsouls are proficient in all simple weapons. Modsouls are not proficient with any armour
Combat Point: Each modsoul is designed with one part of their body enhanced to allow them to combat hollows and the like. This serves as both their main form of combat, but also determines what skills the Modsoul can utilize with greater efficiency, and in some cases adds an additional mode of transport.
Choose one of the following options. The Modsoul adds the listed skill(s) as a class skill, and also gains the other listed benefits.
Legs: The modsoul adds Balance and Jump to their class skills. If jump was already a class skill, they gain a modifier to jump/balance equal to ½ their class level.
At 1st level, the Modsoul's base movement increases by 10 ft so long as they are carrying less than a light load. They gain the run feat
At 7th level, the modsoul always counts as having had a running start for the purpose of jumping. They can also jump like a shinigami
At 13th level, the modsoul's base movement increases by another 10 ft so long as they are carrying a light load.
at 17th level, the modsoul no longer suffers damage from falling so long as they can land on their feet. There is no longer a maximum height the modsoul can jump.
Arms: The modsoul adds climb and swim to their list of class skills. If climb was already a class skill, they gain a modifier to swim/climb equal to ½ their modsoul level
at 1st level, level, a modsoul can lift and push objects as if they where one size category larger. They gain the x feat
at 7th level, The Modsoul now also grapples as if they where one size category higher. They add 1+1/2 of their strength mod to attack as opposed to just their base strength mod
at 13th level, the modsoul can lift and drag objects as if they where two size categories larger
1t 17th level, the modsoul grapples like it was two sizes larger. They add twice their base strength mod to their attacks
Body: the modsoul adds survival and heal to their list of class skills. If they where already class skills, the modsoul gains a bonus on them equal to ½ their class level
at 1st level, the modsoul becomes much more resistant to damage. They roll twice for their hitpoints each level, and take the highest roll.
At 7th level, the modsoul becomes much more sturdy. They count as one size category higher for the purposes of resisting bulrushes and the like. They also gain the improved bull rush feat
at 13th level, the modsoul can withstand hits that leave almost anything else disabled or unconscious. Instead of their normal method, when the modsoul is reduced below 0 health, the behave like a shinigami
at 17th level, the modsoul can take stupendous amounts of damage. All their hit dice are maximised, and become d10s. This applies retroactively
Eyes: the modsoul adds spot and search to their list of class skills. If they where already class skills, the modsoul gains a bonus on them equal to ½ their class level
at 1st level, The modsoul gains the ability to see in the dark. They gain dark vision 30ft
At 7th level, The modsoul can make out much more detail of a target, they can ignore 10% of concealment/fortification
at 13th level, the modsoul's vision runs at such a rate that artificial images cannot keep up. They gain a +2 bonus on saves against illusions, or effects that target her vision
at 17th level, the modsoul can make out minute details of a target effortlessly. They ignore 20% of concealment and fortification.
Combat-Gaigai: Though original modsouls where designed for use in human corpses, the recent batch are instead issued with a specially designed Gaigai by soul society. They have the living construct subtype in addition to their normal type. Though they cannot use weapons, this body can be enchanted like a single piece of armour, and a weapon.
A modsoul always has the improved unarmed strike feat. Their unarmed damage is increased to what shown in the table above, and they gain a bonus to their AC (also shown on the table)
If a modsoul dies, it's body is immediately destroyed, and it reverts back to a soul candy. This can be put into another body (such as a corpse or a construct). A modsoul only has access to their modifications whilst in their own body.
Modification: A modsoul's gaigai is constantly improved to make it more suitable for combat, ensuring as the soul's skill increases their body is able to keep up. Each time the modsoul gains a modification, they choose one ability from the modsoul list. Additional effects are determined by their modsoul design (see below)
Modsoul Design: Each modsoul is designed to fit a certain niche in the battlefield, and their abilities are designed to compliment that role. At 1st level, choose one of the following builds. At 13th level, select a second build. They must then choose which benefit to apply whenever they gain a modification
Supersoldier:
The modsoul is quicker, stronger and more ferocious than it's peers. This soul is designed to finish the enemy as directly as possible.
Benefit: Whenever the modsoul obtains a modification, they can add +2 to a single stat of their choice
Improved Supersoldier: the modsoul becomes much more effective a fighter. Their modsoul levels now grant a full base attack bonus. This applies retroactively.
Greater Supersoldier: The modsoul is capable of launching a devastating flurry of strikes. they gain the flurry of blows ability, as a monk of their level. They can only perform this unarmed
Perfect Supersoldier: The modsoul is capable of dishing out severe damage with each attack. Their unarmed damage is increased by one step. At level 20, they deal 2d12 each attack.
Hunter:
The modsoul is designed to be able to track down the enemy, wherever they may hide, and to neutralise a specific enemy.
Benefit: Whenever the modsoul obtains a modification, they increase the range at which they can sense reitsu by 5 feet. They also gain + 2 to sense motive and supress reitsu
Improved Hunter: the modsoul gains both the track feat, and the reiraku hunter feat
Greater Hunter: The modsoul gains a favoured enemy (as a ranger). They can sense the reitsu of their favoured enemy even if it is supressed, though the DC is increased by x
Perfect Hunter: the modsoul gains a second favoured enemy, and their benefit against their first favoured enemy is increased by a further +2
Defender:
The modsoul is designed to be able to intercept attacks, and protect their allies:
Benefit: whenever the hunter gains a modification, they also gain +2 dr/- and an extra 1 AC
Improved Defender: The defender gains proficiency with heavy armour. They retain their AC bonus when in armour
Greater Defender: the defender reduces the armour check penalty from any armour they wear by 2, their maximum dexterity in armour is increased by +2, and they no longer suffer movement penalties for heavy armour
Perfect Defender: the defender reduces the armour check penalty from any armour they wear by 4, their maximum dexterity in armour is increased by +4, and they can sleep in armour with no penalties
Spiritcaster:
this rare breed of modsoul have a natural reserve of spiritual energy incorporated into their design.
Benefit: whenever the spiritcaster gains a modification, they gain kido as if they had taken a level of kido shinigami
Improved Spirit Caster: the spirit caster can choose a 1st level kido spells they know. They can cast this as a spell-like ability 3 times a day
Greater Defender: the spirit caster can choose a 2nd level kido spells they know. They can cast this as a spell-like ability 3 times a day
Perfect Defender: the spirit caster can choose a 3rd level kido spells they know. They can cast this as a spell-like ability 3 times a day
Repurpose: As a modsoul is artificial, if they have time they can redesign their body for a better purpose. A modsoul with this ability can spend a day to exchange their modsoul abilities for any others avaliable. They cannot exchange an ability that is a prerequisite for another ability they know, unless they exchange that ability as well
Self-repair: The modsoul's body is designed to be able to repair itself on the fly. The modsoul gains fast healing 2, which is increased at level 10, 15 and 20. the modsoul regains one point of ability score per hour.
Annihilation Mode:
The modsoul is capable of tapping into the inner limits of their power, entering a state of absolute destruction. The modsoul increases their strength and constitution by an amount equal to their class level, and count as being under the effect of haste spell. They gain abilities depending on what purpose they chose at level 1
Supersoldier: the modsoul enters a berserker frenzy (with all the benefits and drawbacks associated) they gain an additional + 4 strength and constitution
Hunter: The modsoul acts as if under the benefit of a freedom of movement spell. Against enemies that are denied their dexterity bonus, the modsoul deals an additional 1d6 damage per two class levels. This stacks with sneak attack
Defender: The modsoul gains double their previous number of hit points. They increase their fast healing by their class level. When the annihilation mode ends, they are returned to full health regardless of their amount of health.
Soulcaster: The modsoul can cast kido as if they where a kido shinigami of the same level. They do not increase their strength, but instead their caster stat. The modsoul is assumed to know every spell of levels avaliable to them.
It costs the modsoul 20 SEP to activate the annihilation mode, and it lasts for 5 rounds. This can be extended by paying a further 10 SEP per round. When the Modsoul's annihilation mode ends, they are exhausted for a number of rounds equal to the time they spent in the annihilation mode.
Redesign: Whenever the modsoul uses their Repurpose ability, they can also change their combat point as well. It only takes the modsoul an hour to Repurpose, rather than 24
Perfect Modification: The modsoul is the peak of atifical power. they gain three modifications
Modsoul
Hit Dice: d8
Skill points: 6 + int modifier (x4 at first level)
Class skills: pick 7 + craft. Additional skills are obtained based on combat point
Level | BaB | Good save | Poor Save | Special | Damage | AC bonus |
1 | 0 | 2 | 0 | Combat Point, Modsoul Purpose, Modification, Bonus Feat | D6 | 3 |
2 | 1 | 3 | 0 | Bonus Feat | 1D6 | 3 |
3 | 2 | 3 | 1 | Modification | 1D6 | 4 |
4 | 3 | 1 | 1 | Improved Modsoul Design, Bonus Feat | D8 | 4 |
5 | 0 | 2 | 1 | Self-Repair | 1D6 | 5 |
6 | 4 | 5 | 2 | Modification, Bonus Feat | 1D8 | 5 |
7 | 5 | 2 | 2 | Greater Modsoul Design | 1D8 | 6 |
8 | 6/1 | 6 | 2 | Bonus Feat | 1d10 | 6 |
9 | 6/1 | 6 | 3 | Modification | 1D10 | 7 |
10 | 7/2 | 7 | 3 | Self-repair 4, perfect modsoul design, bonus feat | 1D10 | 7 |
11 | 8/3 | 7 | 3 | Repurpouse | 1d10 | 8 |
12 | 9/4 | 8 | 4 | Aninihilaton mode, modification, bonus feat | 2d6 | 8 |
13 | 9/4 | 8 | 4 | 2nd design | 2d6 | 9 |
14 | 10/5 | 9 | 4 | Bonus Feat | 2d6 | 9 |
15 | 11/6/1 | 9 | 5 | Self-repair 6, modification | 2d6 | 10 |
16 | 12/7/2 | 10 | 5 | Bonus Feat | 2d8 | 10 |
17 | 12/7/2 | 10 | 5 | Improved 2nd design | 2d8 | 11 |
18 | 13/8/3 | 11 | 6 | Bonus Feat, Modification | 2d8 | 8 |
19 | 14/9/4 | 11 | 6 | Redisign | 2d8 | 12 |
20 | 15/5/5 | 12 | 6 | Perfect Modification, Self-repair 8 Bonus Feat | 2d10 | 12 |
Weapon and armour proficiencies Modsouls are proficient in all simple weapons. Modsouls are not proficient with any armour
Combat Point: Each modsoul is designed with one part of their body enhanced to allow them to combat hollows and the like. This serves as both their main form of combat, but also determines what skills the Modsoul can utilize with greater efficiency, and in some cases adds an additional mode of transport.
Choose one of the following options. The Modsoul adds the listed skill(s) as a class skill, and also gains the other listed benefits.
Legs: The modsoul adds Balance and Jump to their class skills. If jump was already a class skill, they gain a modifier to jump/balance equal to ½ their class level.
At 1st level, the Modsoul's base movement increases by 10 ft so long as they are carrying less than a light load. They gain the run feat
At 7th level, the modsoul always counts as having had a running start for the purpose of jumping. They can also jump like a shinigami
At 13th level, the modsoul's base movement increases by another 10 ft so long as they are carrying a light load.
at 17th level, the modsoul no longer suffers damage from falling so long as they can land on their feet. There is no longer a maximum height the modsoul can jump.
Arms: The modsoul adds climb and swim to their list of class skills. If climb was already a class skill, they gain a modifier to swim/climb equal to ½ their modsoul level
at 1st level, level, a modsoul can lift and push objects as if they where one size category larger. They gain the x feat
at 7th level, The Modsoul now also grapples as if they where one size category higher. They add 1+1/2 of their strength mod to attack as opposed to just their base strength mod
at 13th level, the modsoul can lift and drag objects as if they where two size categories larger
1t 17th level, the modsoul grapples like it was two sizes larger. They add twice their base strength mod to their attacks
Body: the modsoul adds survival and heal to their list of class skills. If they where already class skills, the modsoul gains a bonus on them equal to ½ their class level
at 1st level, the modsoul becomes much more resistant to damage. They roll twice for their hitpoints each level, and take the highest roll.
At 7th level, the modsoul becomes much more sturdy. They count as one size category higher for the purposes of resisting bulrushes and the like. They also gain the improved bull rush feat
at 13th level, the modsoul can withstand hits that leave almost anything else disabled or unconscious. Instead of their normal method, when the modsoul is reduced below 0 health, the behave like a shinigami
at 17th level, the modsoul can take stupendous amounts of damage. All their hit dice are maximised, and become d10s. This applies retroactively
Eyes: the modsoul adds spot and search to their list of class skills. If they where already class skills, the modsoul gains a bonus on them equal to ½ their class level
at 1st level, The modsoul gains the ability to see in the dark. They gain dark vision 30ft
At 7th level, The modsoul can make out much more detail of a target, they can ignore 10% of concealment/fortification
at 13th level, the modsoul's vision runs at such a rate that artificial images cannot keep up. They gain a +2 bonus on saves against illusions, or effects that target her vision
at 17th level, the modsoul can make out minute details of a target effortlessly. They ignore 20% of concealment and fortification.
Combat-Gaigai: Though original modsouls where designed for use in human corpses, the recent batch are instead issued with a specially designed Gaigai by soul society. They have the living construct subtype in addition to their normal type. Though they cannot use weapons, this body can be enchanted like a single piece of armour, and a weapon.
A modsoul always has the improved unarmed strike feat. Their unarmed damage is increased to what shown in the table above, and they gain a bonus to their AC (also shown on the table)
If a modsoul dies, it's body is immediately destroyed, and it reverts back to a soul candy. This can be put into another body (such as a corpse or a construct). A modsoul only has access to their modifications whilst in their own body.
Modification: A modsoul's gaigai is constantly improved to make it more suitable for combat, ensuring as the soul's skill increases their body is able to keep up. Each time the modsoul gains a modification, they choose one ability from the modsoul list. Additional effects are determined by their modsoul design (see below)
Modsoul Design: Each modsoul is designed to fit a certain niche in the battlefield, and their abilities are designed to compliment that role. At 1st level, choose one of the following builds. At 13th level, select a second build. They must then choose which benefit to apply whenever they gain a modification
Supersoldier:
The modsoul is quicker, stronger and more ferocious than it's peers. This soul is designed to finish the enemy as directly as possible.
Benefit: Whenever the modsoul obtains a modification, they can add +2 to a single stat of their choice
Improved Supersoldier: the modsoul becomes much more effective a fighter. Their modsoul levels now grant a full base attack bonus. This applies retroactively.
Greater Supersoldier: The modsoul is capable of launching a devastating flurry of strikes. they gain the flurry of blows ability, as a monk of their level. They can only perform this unarmed
Perfect Supersoldier: The modsoul is capable of dishing out severe damage with each attack. Their unarmed damage is increased by one step. At level 20, they deal 2d12 each attack.
Hunter:
The modsoul is designed to be able to track down the enemy, wherever they may hide, and to neutralise a specific enemy.
Benefit: Whenever the modsoul obtains a modification, they increase the range at which they can sense reitsu by 5 feet. They also gain + 2 to sense motive and supress reitsu
Improved Hunter: the modsoul gains both the track feat, and the reiraku hunter feat
Greater Hunter: The modsoul gains a favoured enemy (as a ranger). They can sense the reitsu of their favoured enemy even if it is supressed, though the DC is increased by x
Perfect Hunter: the modsoul gains a second favoured enemy, and their benefit against their first favoured enemy is increased by a further +2
Defender:
The modsoul is designed to be able to intercept attacks, and protect their allies:
Benefit: whenever the hunter gains a modification, they also gain +2 dr/- and an extra 1 AC
Improved Defender: The defender gains proficiency with heavy armour. They retain their AC bonus when in armour
Greater Defender: the defender reduces the armour check penalty from any armour they wear by 2, their maximum dexterity in armour is increased by +2, and they no longer suffer movement penalties for heavy armour
Perfect Defender: the defender reduces the armour check penalty from any armour they wear by 4, their maximum dexterity in armour is increased by +4, and they can sleep in armour with no penalties
Spiritcaster:
this rare breed of modsoul have a natural reserve of spiritual energy incorporated into their design.
Benefit: whenever the spiritcaster gains a modification, they gain kido as if they had taken a level of kido shinigami
Improved Spirit Caster: the spirit caster can choose a 1st level kido spells they know. They can cast this as a spell-like ability 3 times a day
Greater Defender: the spirit caster can choose a 2nd level kido spells they know. They can cast this as a spell-like ability 3 times a day
Perfect Defender: the spirit caster can choose a 3rd level kido spells they know. They can cast this as a spell-like ability 3 times a day
Repurpose: As a modsoul is artificial, if they have time they can redesign their body for a better purpose. A modsoul with this ability can spend a day to exchange their modsoul abilities for any others avaliable. They cannot exchange an ability that is a prerequisite for another ability they know, unless they exchange that ability as well
Self-repair: The modsoul's body is designed to be able to repair itself on the fly. The modsoul gains fast healing 2, which is increased at level 10, 15 and 20. the modsoul regains one point of ability score per hour.
Annihilation Mode:
The modsoul is capable of tapping into the inner limits of their power, entering a state of absolute destruction. The modsoul increases their strength and constitution by an amount equal to their class level, and count as being under the effect of haste spell. They gain abilities depending on what purpose they chose at level 1
Supersoldier: the modsoul enters a berserker frenzy (with all the benefits and drawbacks associated) they gain an additional + 4 strength and constitution
Hunter: The modsoul acts as if under the benefit of a freedom of movement spell. Against enemies that are denied their dexterity bonus, the modsoul deals an additional 1d6 damage per two class levels. This stacks with sneak attack
Defender: The modsoul gains double their previous number of hit points. They increase their fast healing by their class level. When the annihilation mode ends, they are returned to full health regardless of their amount of health.
Soulcaster: The modsoul can cast kido as if they where a kido shinigami of the same level. They do not increase their strength, but instead their caster stat. The modsoul is assumed to know every spell of levels avaliable to them.
It costs the modsoul 20 SEP to activate the annihilation mode, and it lasts for 5 rounds. This can be extended by paying a further 10 SEP per round. When the Modsoul's annihilation mode ends, they are exhausted for a number of rounds equal to the time they spent in the annihilation mode.
Redesign: Whenever the modsoul uses their Repurpose ability, they can also change their combat point as well. It only takes the modsoul an hour to Repurpose, rather than 24
Perfect Modification: The modsoul is the peak of atifical power. they gain three modifications