Vulture

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Vultures are the hunters, foragers, and scavengers of the high hills and mountains. Skilled at navigating the high rocky places with great ease, vultures have a special connection with the ikhano vultures that scavenge the high grounds, so much that they can even transform into them. They fight ferociously in even the most precarious situations. Vultures still (for the most part) follow the Corps but have access to the wisdom and power of the ancient ancestors of the Ravre, and also honour Ushukuna, the Mother of Vultures.

Level BAB BDB BMB Fort Ref Will Special
1 +1 +1 +0 +2 +2 +0 Rocky stride; Ikhanesh language; Raptor strike
2 +2 +1 +1 +2 +2 +1 Wind stance
3 +3 +2 +2 +3 +3 +1 Ready leap
4 +4 +2 +2 +3 +3 +1 Raptor strike +2
5 +5 +3 +3 +4 +4 +2 wild shape (1/day)
6 +5 +3 +3 +4 +4 +2 Empathic senses
7 +6 +4 +4 +5 +5 +2 Raptor strike +3; Move through threat
8 +7 +4 +4 +5 +5 +3 wild shape (2/day)
9 +8 +5 +5 +6 +6 +3 sprout wings
10 +9 +5 +5 +6 +6 +3 Raptor strike +4
11 +10 +6 +6 +7 +7 +4 wild shape (3/day)
12 +10 +6 +6 +7 +7 +4 Great wake
13 +11 +7 +7 +8 +8 +4 Raptor strike +5
14 +12 +7 +7 +8 +8 +5 wild shape (4/day)
15 +13 +8 +8 +9 +9 +5 lofty incarnation
16 +14 +8 +8 +9 +9 +5 Raptor strike +6
17 +15 +9 +9 +10 +10 +6 wild shape (5/day)

Hit Die: d10
Ability requirement: Dexterity 16
Class Skills: Acrobatics, Climb, Craft, Fly, Handle Animal, Knowledge (geography), Knowledge (Local), Knowledge (Nature), Perception, Profession, Stealth, Survival
Skill points: 6 + Int
Weapon and Armor Proficiency: All simple and martial weapons, light armor and shields

Powers

1st level: Rocky stride: A vulture may move through any sort of broken or rocky terrain at her normal speed and without taking damage or suffering any other impairment, as if it were normal terrain.

1st level: Raptor Strike: You add your Wisdom modifier to Acrobatics checks in addition to your Dexterity modifier. When you attack when flying, or when you are adjacent to a vertical surface or object capable of supporting your weight, such as a wall, tree, or large rock, you gain a +1 bonus on melee attack rolls against opponents your size or smaller, as if you were on higher ground. This bonus increases by an additional +1 at 4th, 7th, 10th, 13th, and 16th level.

1st level: Ikhanesh: The vulture can speak with vultures, raptors and birds of prey.

2nd level: Mighty leap: The vulture can jump (using the Acrobatics skill) as if her movement were 10 feet greater than it is. This raises to +20 feet at 6th level and +30 feet at 10th level.

2nd level: Wind stance: If you move more than 5 feet in any round, you gain 20% concealment for 1 round against ranged attacks.

3rd level: Ready leap: The vulture is never considered flat-footed when using Acrobatics and any use of this skill does not provoke attacks of opportunity.

5th level: Wild shape: The vulture can transform herself into an ikhano vulture for up to 1 hour per level and back again once per day, as a standard action. This is like the ordinary wild shape power except restricted to the one species. The vulture can wild shape an additional time per day at 8th, 11th, 14th, and 17th levels. At 8th level, the vulture can transform into a giant vulture for 1 hour (only), and at 11th level, into a vulture with the attributes of a roc for 1 hour.

6th level: Empathic senses: You have an empathic link with any raptor in the immediate vicinity and can communicate basic intentions and desires within 1 mile. As a swift action, you can shift your senses to any raptor within 1 mile and see and hear through its senses.

7th level: The vulture can move through a threatened square at half speed without provoking an attack of opportunity, without making an Acrobatics check. You may move through an opponent's own square, or move through a threatened square at full speed, by making an Acrobatics check versus the opponent's CMD. When you do so, your next attack on that opponent receives a +2 bonus.

9th level: Sprout wings: Instead of using the ordinary wild shape power, the vulture can choose to grow a glorious pair of giant wings, allowing them to fly (50 ft. / average) in humanoid form. The arms do not disappear and, when not flying, can be used as normal, but while flying the wings must be flapped. The vulture cannot carry other people or equipment beyond their ordinary gear while flying.

12th level: Great Wake: Once per week, the vulture can summon an enormous group of 20-50 ikhanos to their vicinity. Within reason, the summoned wake will fight, defend, or perform other tasks for up to 1 hour / level.

15th level: Lofty Incarnation: Once per day, the vulture can use their wild shape power to transform into a large, powerful vulture-humanoid for 1 hour, becoming the powerful servant of Ushukuna herself. In this form they have the following attributes:

Size: Large; Init +7; Senses darkvision 60 ft.; Perception +23; AC 31 (+11 natural, +3 Dex, –1 size, +8 BDB)

HP: As normal, except modified for new Constitution score
Saves: As normal, modified for new attributes
DR 5/-; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 20
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +21 (1d10+5), bite +21 (2d6+5 + energy drain (1 level, DC 21))
Space 10 ft.; Reach 10 ft.
Special Attacks stunning screech, dark demise
Spell-Like Abilities (CL 12th): At will: greater teleport (self plus 50 lbs. of objects), telekinesis (DC 18); telepathy 100 ft.; 1/day—heroism, mirror image
Str 21, Dex 16, Con 25, Int 14, Wis 16, Cha 16
Base Atk +16; CMB +22; CMD 34
Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
Skills Fly +12, Intimidate +15, Perception +23, Sense Motive +15, Stealth +10, Survival +15
Stunning Screech: Once per hour, you can emit a shrill screech. All creatures within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
Dark Demise: If you kill an enemy, they become a haunt.