THE STITCHER
Table of Contents
Whether you seek to push the boundaries of medical knowledge, escape the limitations of the natural form, or simply got too busy proving that you could to ask if you should, the end result is the same. You combined cutting edge surgical techniques, experimental alchemical theories, and Magical Necromantic secrets to do the impossible. Now you take your creation into the world, to further improve and refine it.
Key Ability: INTELLIGENCE
At first level, your class gives you an ability boost to Int.
Hit Points
8 plus your Constitution Modifier You increase your maximum number of HP by this number at 1st level and every level thereafter.
Roleplaying A Stitcher
During combat encounters…
You coordinate with The Experiment and use your knowledge of anatomy to deadly effect, and take note of useful features or interesting traits of your foes for future inspiration.
While exploring…
You keep a keen eye on your surroundings and look for new ways to test The Experiment, as well as looking for traps or hidden secrets that may hold more useful resources.
In Downtime…
You perform upkeep on The Experiment, and possibly your companions, and brainstorm new ways to improve your creation against future hardships. You may seek out butchers or hunters for spare parts, and seek out new knowledge to further expand your skills.
You might…
- Enjoy studying the natural form, for new inspiration on how to improve it
- Be particularly excited to come across unusual mutations or rare creatures
- Become easily distracted explaining the theories behind aspects of your studies, or be confused as to why everyone else seems less comfortable with the inner workings of a living being than you.
Others might…
- Believe you're truly just an unhinged 'mad scientist'
- Rely on your Surgical experience, especially when an adventure takes you far from civilization.
- Be particularly uncomfortable with the idea of you being around a graveyard
Initial Proficiencies
Perception
- Expert in Perception
Saving Throws
- Expert in Fortitude
- Trained in Will
- Trained in Reflex
Skills
- Trained in Crafting
- Trained in Arcana
- Trained in a number of additional skills equal to 4 plus your Int mod
Attacks
- Trained in Simple Weapons
- Trained in Scythe, Rapier, Machete, Shortbow, Pick, Adze, Tactical Shovel, Lion Scythe
- Trained in Unarmed Attacks
Defenses
- Trained in Light Armor
- Trained in Medium Armor
- Trained in Unarmed Defense
Class DC
- Trained in Stitcher Class DC
Class Features
Level | Class Features |
---|---|
1 | Ancestry and Background, Initial Proficiencies, Surgical Precision, The Experiment, Anatomical Expert, Stitcher Feat |
2 | Stitcher Feat, Skill Feat |
3 | General Feat, Skill Increase, Expert Surgeon, Plastic Surgery |
4 | Stitcher Feat, Skill Feat, Experiment 1.5 |
5 | Ability Boost, Ancestry Feat, Stitcher Weapon Expertise, Skill Increase |
6 | Stitcher Feat, Skill Feat |
7 | Quick Reflexes, Breakthrough Augmentation, Master Surgeon, General Feat, Skill Increase, Weapon Specialization |
8 | Stitcher Feat, Skill Feat, Experiment 2.0 |
9 | Ancestry Feat, Skill Increase, Necrogalvanic Charge, Stitcher's Expertise |
10 | Ability Boost, Stitcher Feat, Skill Feat |
11 | General Feat, Medium Armor Expertise, Vigilant Senses, Skill Increase |
12 | Stitcher Feat, Skill Feat |
13 | Ancestry Feat, Skill Increase, Plastic Surgery, Stitcher Weapon Mastery |
14 | Experiment 3.0, Stitcher Feat, Skill Feat |
15 | Ability Boosts, General Feat, Greater Weapon Specialization, Revolutionary Augmentation, Legendary Surgeon, Skill Increase |
16 | Stitcher Feat, Skill Feat |
17 | Ancestry Feat, Stitcher's Mastery, Juggernaut, Skill Increase |
18 | Stitcher Feat, Skill Feat |
19 | General Feat, The Modern Prometheus, Medium Armor Mastery, Skill Increase |
20 | Ability Boosts, Stitcher Feat, Skill Feat |
You gain these features as a Stitcher. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Level 1
Ancestry and Background
In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background
Surgical Precision
Utilizing special self augments, you heighten your senses for maximum deadly effect. You gain the Surgical Precision Stance action
By triggering a series of subtle self modifications, you enter a stance that allows you to utilize your anatomical knowledge to maximize the lethality of your attacks. As long as you're in this stance, you deal bonus Precision damage equal to half your Int mod on all strikes you make. If the target is off guard, you instead deal your full int mod as bonus damage. However, due to your heightened senses, you become more vulnerable to certain stimuli, and take a -2 circumstance penalty to saves against Visual or Auditory effects. Additionally, when you take this action, you may also Command The Experiment, and The Experiment gains access to the Support Action so long as you're in this Stance
Anatomical Expert
Your extensive studies of the body and its workings allow you a unique insight on how to repair it. You gain the Battle Medicine feat, and you can use your proficiency rank in Crafting for anything that requires a proficiency rank inMedicine (such as prerequisites), and use your Crafting modifier in place of your Medicine modifier for all Medicine checks.. You gain a +1 circumstance bonus to these rolls if your target is yourself or The Experiment, increased to +3 if you are legendary in Crafting.
The Experiment
The culmination of your studies, and the proof of your theories, you have created a unique, customizable companion, The Experiment. Choose one of the Experimental Templates, giving your creation the listed stats and actions. Then, choose one Initial Augment from that Template to apply to The Experiment. The Experiment's level is equal to your own. If The Experiment dies or is destroyed, you can spend 1 day of downtime and attempt a crafting check with a high difficulty for your level; on a success, you rebuild it. Alternatively, you may spend a week of downtime to rebuild it without a check. The Experimental Templates can be found here
Stitcher Feat
At 1st level and every even-numbered level, you gain a Stitcher class feat.
Level 2
Skill Feat
At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
Level 3
Expert Surgeon
You've increased your medical and technical skills. You become an Expert in crafting, and you increase the precision damage of your Surgical Precision stance by 1.
General Feat
At 3rd level and every 4 levels thereafter, you gain a general feat.
Skill Increase
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.
At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.
Plastic Surgery
You can spend a day of downtime to attempt to change the Augments on The Experiment. Make a Crafting check with a High DC for your level. On a success, you may replace an Augment on The Experiment with another from the same category (Initial, Breakthrough, Revolutionary).
Level 4
Experiment 1.5
You've enhanced and refined The Experiment, using the knowledge you've gained over your adventure. increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1. Increase all of its unarmed attacks damage, or the Swarm Assault actions damage if you have the Swarm Experimental Template, from one die to two dice (for instance 1d8 to 2d8), and its proficiency rank for Perception and all saving throws to expert. Increase its proficiency ranks in Intimidation, Stealth, and Survival to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. If The Experiment is Medium or smaller, you may choose to increase its size by one stage. Additionally, During an encounter, even if you don't Command it, The Experiment can still use 1 action on your turn that round to Stride or Strike.
Level 5
Ability Boost
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
Ancestry Feat
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
Stitcher Weapon Expertise
You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons, Unarmed Attacks, and the Scythe, Rapier, Machete, Shortbow, Pick, Adze, and Tactical Shovel. Additionally, while in your Surgical Precision stance, you gain access to the critical specialization of the listed weapons.
Level 7
Breakthrough Augmentation
You've made a breakthrough in the design and upgrades of The Experiment. Choose a Breakthrough Augmentation from the list for your Experimental Template to apply to The Experiment. You may choose an Initial Augment if you prefer.
Lightning Reflexes
Some subtle self-experiments have heightened your reaction times. Your proficiency rank for Reflex saves increases to expert.
Master Surgeon
Your mastery of Surgical techniques has made you even more deadly than before. Increase your Crafting proficiency to Master, and increase the precision damage of your Surgical Precision stance by a total of 2, replacing the increase from Expert Surgeon.
Weapon Specialization
You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.
Level 8
Experiment 2.0
You've further refined The Experiments abilities and form. Choose one of the following, with any benefits to Unarmed Attacks applying to the Swarm Assault action of the Swarm Experimental Template: -Increase its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If The Experiment is Medium or smaller, you may have it grow in size by one category. Its attacks count as magical for the purpose of ignoring resistances.
Level 9
Necrogalvanic Charge
As you've refined your Surgical Precision Stance's self augments, and The Experiment, you've discovered how to amplify the bio-electrical impulses of living and Undead creatures to frankly irresponsible levels. While you are in Surgical Precision Stance, Strikes made by you and The Experiment deal a bonus 1d6 Electric damage. Additionally, if that target was off guard to the attack, they make a Fort Save against your Class DC, becoming Clumsy 1 and Enfeebled 1 on a failure for 1 round, or Clumsy 2 and Enfeebled 2 for 2 rounds on a critical failure, as the residual electricity interferes with their nervous signals.
Stitcher's Expertise
You've enhanced your creations and techniques and made them harder to resist. Your proficiency in your Stitcher Class dc increases to Expert. If you have Experimental spells, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your Experimental spells increases to expert.
Level 11
Medium Armor Expertise
You've learned to better defend yourself against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.
Vigilant Sense
Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.
Level 13
Quick Surgery
Your master of surgical techniques has twofold benefits. When you spend downtime to change The Experiments augments and succeed on the crafting check, you may replace any number of augments, rather than just one. You still must still swap them for one of the same category. Additionally, when you use Treat Wounds or Battle Medicine, you may target one additional creature with the same action.
Stitcher Weapon Mastery
You fully understand your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to master.
Level 14
Experiment 3.0
You refine The Experiment's form and capabilities even further. It gains the following benefits:
- Increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1.
- Increase its proficiency rank for unarmed attacks, Barding, and unarmored defense to expert. If its proficiency in unarmed defense or barding is already expert, increase it to Master.
- Increase its proficiency ranks for Athletics, Acrobatics, saving throws, and Perception to master.
- Increase its unarmed attack damage from two dice to three dice, and its additional damage with unarmed attacks from 2 to 4. If The Experiment is the Swarm template, this applies instead to its Swarm Assault action
- The Experiment gains access to the Critical Specialization of Unarmed Attacks. For the Swarm Template, if a creature critically fails its save against Swarm Assault, it also becomes Slowed 1 until the end of its next turn.
Level 15
Greater Weapon Specialization
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
Revolutionary Augmentation
You are an unparalleled genius and have discovered a technique that will revolutionize the surgical field—or at least for the time being, The Experiment! Choose a revolutionary augment to apply to The Experiment. You can also choose an initial or breakthrough augment instead, if you prefer.
Legendary Surgeon
Your surgical skills are unrivaled. Increase your proficiency in Crafting to Legendary, and increase the additional precision damage of your Surgical Precision Stance by a total of 3, replacing the increase from master
Level 17
Stitcher's Mastery
Your experiences have made your techniques even more effective. Increase your proficiency in your Stitcher Class DC to master. If you have (Focus) spells, your proficiency rank for spell attacks and spell DCs with the tradition of magic you use for your Experimental spells increases to Master.
Juggernaut
You've enhanced your body and physiology against physical hardship and made it resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Level 19
Modern Prometheus
You've reached the pinnacle of your achievements, and devised the Final Iteration of The Experiment. No longer is it a mindless creation, but rather an artificial intelligence. The Experiment gains three actions when it's commanded, instead of two. If you don't command it, it gains two actions instead of 1 from the Experiment 1.5 feature, and no longer has any limits on what it can use those actions on. Additionally, it's Int Modifier is increased to +1
Medium Armor Mastery
Your skill with armor improves, helping you avoid more blows. Your proficiency ranks for light and medium armor, as well as for unarmored defense, increase to master.
Stitcher Feats
Feat 1
PREREQUISITE: Surgical Precision Stance
You've expanded upon the augments of your Surgical Precision stance. As long as you're in that stance, you gain darkvision. Additionally, once per day, you may activate your darkvision for an amount of minutes equal to 10 times your level even when you can't be in a stance. However, as long as you have darkvision in this way, you gain the penalties of your Surgical Precision Stance
PREREQUISITE: Non-Swarm Experimental Template
You've not felt the need to limit The Experiment to one form. Choose a second, different Experimental template that is not the Swarm. The Experiment gains any traits associated with that template, and the Mount feature if you choose the Steed. The Experiment counts as both templates for the purpose of meeting prerequisites for feats, and whenever you may apply an Augment to The Experiment, you may instead choose to apply one from the second templates list, of one tier lower than the source would allow, to a minimum tier of Initial Augments. (Ex: When you would gain the Breakthrough Augment feature, you may choose to take an initial Augment from the other list instead)
FREQUENCY: Once per round
The Experiment would become Confused or Controlled
You appeal to The Experiment's bond with its creator to have it break free of a controlling effect. Attempt to counteract the effect that confused or controlled The Experiment, using your Crafting modifier for the counteract check and half your level rounded up for the counteract level.
Your skills in crafting aren't just limited to The Experiment. You gain either the Alchemical Crafting, or Snare Crafting skill feat. Additionally, you gain one extra formula, for a common item of 1st level or lower
Your studies in the arcane have borne more fruit than other Stitchers. You gain your choice of one Vocational Experimental Spell.
You may take this feat more than once, choosing a new spell each time.
You have an intuitive sense that alerts you to the presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
Feat 2
PREREQUISITE: Amalgam Experimental Template
You've further enhanced the Experiments defensive features, whether by adding thick carapace, new armored limbs, or arcane generators. The Experiment gains the Fortify action
The Experiment hunkers into a defensive position. Until the start of its next turn it gains a +2 circumstance bonus to ac, and it counts as Cover to allies so long as it has this bonus.
PREREQUISITE: Steed Experimental Template
You've made The Experiment's frame extra suited for quick and easy mounting and dismounting. When you Mount or Dismount The Experiment, you may Command it as a free action.
PREREQUISITE: Predator Experimental Template
You command The Experiment to focus its efforts on a single creature that both you and The Experiment can see, designating that creature as The Experiment's Prey. As long as it's targeting Prey, The Experiment gains a +1 Circumstance bonus to attack and damage rolls, and does not take a penalty to ranged attacks on the second range increment. You may have only one creature designated as Prey at a time, and it lasts until your next daily preparation. if you use this action to designate another creature, the prior creature loses its designation. If you have the Hunt Prey action, The Experiment gains these benefits against your Prey instead.
PREREQUISITE: Swarm Experimental Template
Your Swarm isn't just a bane on your foes, but a boon to your allies. As long as The Experiment is using its Support Action, when an ally of The Experiment starts a move action in its space, that creature takes a 5 foot circumstance bonus to its movement speed for that action.
PREREQUISITE: Humanoid Experimental Template
You've taken it upon yourself to further The Experiment's skillset. Choose a weapon type. The Experiment is trained in all one-handed melee weapons of that type. Whenever it's proficiency in unarmed would increase this increases its proficiency in the chosen weapon type with it. However, if the weapon has a ranged increment The Experiment loses that ranged increment while wielding it, and weapons its wields do not benefit from Runes.
You activate a series of bioelectric amplifiers as you attack. Make a weapon or Unarmed Strike. On a hit, it deals an additional amount of Electric Splash damage equal to your Int Mod, though you and The Experiment are immune to this splash damage. This action may be taken by either You or The Experiment, but not both in a single turn, with the Splash Damage using your Int mod either way.
You've improved your magical ability even further. You gain your choice of one Apprentice Experimental Spell.
You may take this feat more than once, choosing a new spell each time.
When you're in Surgical Precision Stance, you and the Experiment move as one, and are considered to be flanking a creature as long as you and the Experiment are both adjacent to it, even if you're not on opposite sides.
Feat 4
With The Experiment as proof of concept, you've set your sights on a new project. When you take this feat, whenever you would make a crafting check to change The Experiment's Augments and succeed, you may instead apply an Initial Augment from the Humanoid template to yourself. You can have only a single Augment, and may change it in the same way you would change one on The Experiment.
Your Experiment is more complex than most Stitchers would dare to attempt. Choose another Initial Augment from your Experimental Template and apply it to The Experiment. If you have the Cross Experimentation feat, you may choose from the secondary templates list instead.
You've honed your skill with a scalpel to help you serve as a medic even in less than ideal circumstances. When you use Battle Medicine or Treat Wounds, you restore an extra 1d6 hp. If you're attempting a dc 20 check, increase this by 5. If you're attempting a dc 30, increase this by 10, and if you're attempting a dc 40 check increase this by 15.
You make a vicious attack, aiming to bleed your victim. Make a weapon or Unarmed Strike. If you hit and deal damage, your target takes 1d4 persistent bleed damage per weapon damage dice.
You are wielding a Weapon, or The Experiment is Adjacent to you
You apply a contact poison or injury poison to the required weapon or one of The Experiment's Strikes; if you have a free hand, you can Interact to draw a poison as part of this action. This poison can be one of the simple injury poisons you can create due to this feat (see Special), or another contact or injury poison you've acquired, and the Experiment is immune to the effects of a poison applied this way.
During your daily preparations, you can prepare a number of simple injury poisons equal to your Stitcher level. These follow the rules for injury poisons, except that they deal 1d4 poison damage with no saving throw. Only you can apply these poisons properly, and they expire the next time you prepare.
Feat 6
PREREQUISITE: Predator Experimental Template
You've honed The Experiment's reflexes, and trained it so that no prey escapes unscathed. Despite being a Minion, The Experiment Gains and can take the Reactive Strike reaction.
PREREQUISITE: Experimental Arms
You've further improved The Experiment's weapon skills. The Experiment gains proficiency in 2-handed weapons of the same type as chosen in Experimental Arms. Additionally, if you have the Experiment 1.5, 2.0, or 3.0 features, any of the listed benefits to its Unarmed Strikes also affects its Strikes with weapons of the chosen type.
PREREQUISITE: Alacritous Swarm
You've trained The Experiment to gather about you in a defensive arrangement. When you Command The Experiment, and it is within its Movement speed of you, you may have it enter the Swarm Cloak mode. While in this mode, The Experiment shares your space, cannot be targeted, and cannot take actions. Additionally, you gain Resistance equal to half your level to all damage types except Splash and Area effects, Your space and all adjacent spaces are treated as if under the effects of The Experiment's support action, and you deal 1d4 bonus damage of Swarm Assaults damage type with each strike. The Experiment takes damage equal to the amount blocked by the Resistances gained this way. The Experiment remains in this mode until you Command it to leave this mode, or it falls below half its health.
PREREQUISITE: Steed Experimental Template
You and the Experiment work more effectively than ever while you're mounted. As long as you're mounted on The Experiment, creatures The Experiment attacks become off guard to you, and creatures you attack become off guard to the Experiment.
PREREQUISITE: Fortify
You've trained the Experiment how to better turn aside blows and punish strikes against it. Despite being a Minion, The Experiment gains and can take the Rebuff reaction
The Experiment is struck by a Melee Attack The Experiment rebuffs incoming attacks. If it is not benefitting from the Fortify action, it Fortifies as a free action. Otherwise, the Attacker takes 1d6 bludgeoning damage and becomes off guard until the end of its next turn. The circumstance bonus from Fortify applies to its AC when determining the outcome of the triggering attack.
You gain your choice of one Journeyman Experimental Spell.
You may take this feat more than once, choosing a new spell each time.
A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your Strike with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn.
PREREQUISITE: Surgical Precision Stance
You've improved further upon the enhancements you use for your Surgical Precision stance. While in this stance, you now also gain a +2 circumstance bonus to Reflex saves and Acrobatics checks. If you have the Ocular Enhancement feat, you also gain these bonuses while you have Darkvision from that feature
Feat 8
PREREQUISITE: Self-Experimentation
You've further improved upon your techniques for self-augments. Whenever you would apply an Augment to yourself, you can now choose a Breakthrough Augment from the Humanoid template as well, and you may have up to 2 augments applied to yourself, though one must be an Initial Augment.
You are in Surgical Precision Stance
You aim a blow at a tendon, looking to weaken or even cripple the target. Make a Strike. If you hit and deal precision damage, the target makes a Fort Save against your Class DC. On a failure, choose one: -The Target drops their held weapon -The Target's movement speed becomes 0 until the end of their next turn.
You somehow manage to have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can draw the item from your backpack (or a similar container) as a 2-action activity, instead of taking 1 minute to do so.
Feat 10
Your grasp of the magic of Stitching is unparalleled. Choose a Master Experimental Spell.
You may take this feat more than once, choosing a new spell each time.
PREREQUISITE: Experimental Variablees
Your Experiment continues to grow in complexity. Choose another Initial or Breakthrough Augment from your Experimental Template and apply it to The Experiment. If you have the Cross Experimentation feat, you may choose an Initial Augment from an secondary templates list instead
PREREQUISITE: Lacerating Blow
Your blows cut deeper than before, bleeding more and leaving your foes susceptible to future strikes. When you successfully Strike with Lacerating Blow, increase the Persistent Bleed Damage to 1d6 per weapon damage dice. Additionally, the target is off guard as long as they are taking this Persistent Bleed damage.
You wind up and gather bio-electric energy before unleashing an absolutely crushing blow. Make a Melee Weapon or Unarmed Strike, dealing a bonus 1d12 Electric Damage per weapon damage Die. If the Target took Electric Damage, they then make a Fort Save against your Class DC. On a failure, they become Stunned 1, and on a Critical Failure they become Stunned 2. This action may be taken by either You or The Experiment, but not both in a single turn.
Feat 12
Your focus recovers faster. Whenever you Refocus, completely refill your Focus Pool.
You are in Surgical Precision Stance, and your last action dealt precision damage to a creature
You call out the weak points on your victim for all to see. Until your next turn, the first time one of your Allies deals damage to that creature, that ally deals additional damage equal to half your Intelligence modifier, or your full Intelligence modifier if the creature was off guard to them.
One of the Required Allies is about to attempt an attack roll or Skill Check
You spent 10 minutes during your daily preparations planning for the day's adventures with up to six allies.
You quickly advise your ally, using your earlier planning to make sure luck can't throw a wrench in the cogs of your schemes. The ally rolls the triggering check twice and takes the better of the two results. That ally then becomes temporarily immune to this feat until your next daily preparations.
PREREQUISITE: Master in Perception
Your enhanced senses make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target concealed creatures. You're not off guard to creatures that are hidden from you (unless you're off guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.
PREREQUISITE: Master in Crafting
Your Surgical prowess allows you to work even better under pressure. You may use the Battle Medicine on any one creature twice before they become temporarily immune to it. Additionally, when you use Battle Medicine the target may immediately make a save against a persistent Bleed or Acid damage effect.
Feat 14
PREREQUISITE: Surgical Precision Stance
You've further augmented your sense while in your Surgical Precision Stance. While in the stance, you gain imprecise Lifesense out 60 feet as you pick up on the minute pulses of energy of the soul and body. If you have the Ocular Enhancement feat, you gain this Lifesense as long as you're benefiting from the darkvision granted by that feature.
PREREQUISITE: Master in Crafting
You are holding Healers tools, or are wearing them and have a hand free
You turn your significant medical knowledge into a bane on your foes. Choose a creature in your reach, then make a Crafting check against their Fortitude DC. Regardless of the roll, the target then becomes immune to this action for 24 hours.
If you have the Battle Surgeon Feat, you may target a creature twice with this action before they become temporarily immune.
The Target takes 1d8 persistent Bleed damage, and is Enfeebled 2 and Clumsy 2 as long as they're taking this damage.
The target takes 1d4 persistent Bleed damage, and is enfeebled 1 and Clumsy 1 as long as they're taking this damage.
You fail to do anything meaningful, and nothing happens.
You take slashing damage equal to your level as your hands slip and you instead injure yourself.
PREREQUISITE: Improved Armaments
Humanoid Experimental Template
You've further improved The Experiment's ability to use weapons. Weapons The Experiment wields no longer lose range increments if they have them, and may benefit from a single Property Rune. Additionally, you may choose a second weapon type for The Experiment to gain these benefits towards.
PREREQUISITE: Rebuff
Amalgam Experimental Template
You've enhanced The Experiment's defensive abilities to their peak. Increase the AC bonus granted by the Fortify action by 1. Additionally, while Fortified, The Experiment and any creature using it as Cover can also apply this bonus to Reflex saves against area effects, such as the Fireball spell.
PREREQUISITE: Swarm Cloak
Swarm Experimental Template
You Command The Experiment to enter Swarm Cloak mode
Your Swarm partitions off some of its members to aid a nearby ally. Choose one ally within 15 feet of you, and some of the Swarm moves to aid them. While they are being Aided by the Swarm, the target gains the benefits of Alacritous Swarm, and deals 2 additional damage with their strikes, of the same type as The Experiments Swarm Assault action. These benefits last until The Experiment leaves Swarm Cloak mode, until the Target falls unconscious, or for 1 minute, whichever comes first.
PREREQUISITE: Predatory Instinct
FREQUENCY: Once per 10 minutes
Predator Experimental Template
You've increased the Experiments aggressive instincts, and can use a special command to trigger this heightened aggression at will. You Command the Experiment, granting it 3 actions instead of two, or 4 instead of 3 if you have the 'Modern Prometheus' feature. It can use this extra action only to Strike, or Rip and Tear. It also gains a +2 circumstance bonus to damage rolls against creatures under half health until the end of your turn.
Steed Experimental Template
A creature within the Experiment's reach is Pushed or Becomes Prone.
You Command the Experiment to take advantage of its bulk and size against creatures that are already off balance or vulnerable. The Experiment makes a Strike against the triggering creature. On a success, If the creature had been subject to forced movement, they are knocked prone at the end of the movement, or if the creature was prone, they take an additional 1d6 bludgeoning damage.
Feat 16
PREREQUISITE: Necrogalvanic Charge
You are in Surgical Precision Stance, and benefiting from the Necrogalvanic Charge Feature
You generate an overwhelming, reckless amount of bio-electricity that surpasses your normal bounds into a deadly blast. Each creature in a 30 foot cone, or a 60 foot line, chosen when you take this action, takes 1d6 electric damage for every 2 levels you have (basic Fort Save). On a failure, they also become Clumsy 1 and Enfeebled 1 for 1 round, or Clumsy 2 and Enfeebled 2 for 2 rounds on a critical failure, as the residual electricity interferes with their nervous signals. Once you use this feature, you cease to benefit from Necrogalvanic Charge for 1d4 rounds.
PREREQUISITE: Necrogalvanic Charge
Your bio-electric attacks induce surges of electricity in your targets as well. When you or The Experiment deal damage with Necrogalvanic charge, the target takes 1d8 Persistent electric damage as their own body amplifies the energy.
You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This gives you clues and details of the past, including the overall events and their time frame, but it's not a perfect record. This also isn't enough to identify who was involved in these events if you weren't already aware the person was there. As determined by the GM, you also pick out various seemingly small details that could serve as important clues, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.
Your turn ends
You are currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw.
You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once.
You can use this reaction even if the mental effect is preventing you from using reactions.
Feat 18
PREREQUISITE: Predictive Purchase (Stitcher)
Even when impossible, you always have exactly what you need. You can use Prescient Planner even if you have already used it after purchasing goods, and you can Interact to draw the item as a single action instead of a 2-action activity. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level.
You aren't fatigued
You call upon your vast pool of knowledge to devise the perfect strategy for any situation. Make 10 recall knowledge checks, though no more than 3 can be made on any single target. If you target a creature with one of these checks and succeed, that creature becomes off guard to You until the end of your next turn. If you target a creature with three recall knowledge checks and succeed on all of them, or if you critically succeed on any of this action's recall knowledge check's against a creature, they are instead off guard to you for the next minute.
Feat 20
You've mastered the perfect balance between life and undeath, with none of the downsides… Probably. If you are a living creature, you gain Resistance to Void Damage equal to your level, and heal from Void Effects that would heal a creature with Void Healing. This healing is reduced by your Resistance. You also can be affected by things that only affect Undead. Despite this, you are still a living creature, and are still healed by Vitality effects. If you have Void Healing, you instead gain Resistance equal to your level to Vitality effects, and can be healed by Vitality effects as if you did not have Void Healing. This healing is reduced by your resistance. Additionally, if you were Undead, you can be affected by things that only affect the Living. Despite this, you are still Undead and heal normally with Void Healing.
A Living or Undead creature without the Construct trait is hit and takes damage from a Melee Strike from The Experiment
You've supplemented The Experiment with uniquely vicious tools that can be activated at a moment's notice. The target of the triggering Strike makes a Fort Save against your Class DC. Once you use this Feature, it cannot be used again until you spend at least one hour resetting the devices.
The target is unaffected.
The Target becomes Enfeebled 1 and Clumsy 1 for 2 rounds as hunks of flesh are shorn away
Same as a success, except the duration is 1 day, and The Experiment gains a +1 to all Attack Rolls, Damage Rolls, Saves, and DC's for 1 minute as it grafts the stolen material into its own form.
Same as a failure, except the target becomes Enfeebled and Clumsy 2, The Experiment's bonus is +2, and it lasts for an hour.
Experimental Spells
Your studies expand past the scientific and Into the magical. Some feats give you Experimental Spells, which are a type of focus spell. It costs 1 Focus Point (FP) to cast a focus spell. When you gain your first Experimental spell, you also gain a focus pool of 1 FP. You refill your focus pool during your daily preparations, and you regain 1 FP by spending 10 minutes using the refocus activity to study your notes and anatomical knowledge.
When you first gain an Experimental spell, decide whether your spells are Arcane or Occult. You become trained in spell attacks and spell DCs of that tradition and Your spellcasting ability is Intelligence.Focus spells are automatically heightened to half your level rounded up. Taking feats can give you more focus spells and increase the size of your focus pool.
Stitcher Focus Spells
Vocational Experimental Spells (Focus 1)
CAST: 1
RANGE: 60 feet
TARGET: 2 creatures
SAVING_THROW: Fortitude
You channel life energy between two creatures in range, taking from one to bolster another. If the first target is willing, it takes 1d6 Void damage, or is healed for 1d6 if it is an Undead. An unwilling target may make a basic fort save against the damage. If the first target takes damage, the second target is healed equal to that amount.
Heightened (+1): The damage, and healing for Undead, increases by 1d6
CAST: 1
RANGE: 30 feet
TARGET: The Experiment
DURATION: 1 minute
You send a surge of energy into The Experiment, overcharging its magical components to increase its power. On it's first Strike each round, The Experiment deals bonus Electric damage equal to twice the number of the Strikes's damage Dice. If The Experiment is the Swarm Template, this bonus instead applies to its first Swarm Assault action of the round.
CAST: 1
TARGET: 1 Creature
RANGE: 60 feet
You conjure a necromantic syringe that infuses the target with sedating magic. Make a ranged spell attack. On a hit, the target takes 1d4 Spirit damage and becomes enfeebled 1 and Clumsy 1. At the end of each of their turns, they may make a DC7 flat check, ending the Enfeebled and Clumsy conditions caused by this spell on a success.
Heightened (+1): The Damage Increases by 1d4
Apprentice Experimental Spells (Focus 2)
CAST: 1
TARGET: Self
DURATION: 10 minutes
You temporarily bind your senses to The Experiments. For the duration, as long as The Experiment is within 1000 feet of you, you may command The Experiment telepathically, and you may spend an action with the concentrate trait to use The Experiments senses instead of yours. While doing so, you When you do, you lose all sensory information from your own body. You may return to your own senses at any time with a single action with the concentrate trait without ending this effect.
Placeholder (Focus 2)
CAST: 2
RANGE: 60 feet
AREA: 10 foot burst
Will You plague your foes' thoughts with insidious magics, reminding them of their inevitable demise. Each enemy creature in the area must make a Will save.
The Creature is unaffected
The Creature becomes frightened 1
The Creature becomes frightened 2
The Creature becomes frightened 3, and cannot reduce their frightened condition below one as long as they're below half health.
Heightened (3rd Level): Creatures who are below half health take a -2 circumstance penalty to this save Heightened (5th level): Creatures below half health treat the results of their roll as one degree of success lower, instead of taking a -2 circumstance penalty
CAST: 1
RANGE: Touch
TARGET: 1 Creature
You call forth a massive claw of bones about your hand, which you clamp down around your foe. Make a melee spell attack on your target. On a hit, the target takes 1d12 slashing damage, and takes a 10 foot penalty to its speed until the end of its next turn. On a critical hit, you deal double damage and the target is instead restrained until the end of its next turn.
Heightened (+1): Increase the damage by 1d12
Journeyman Experimental Spells (Focus 3)
CAST: 2
RANGE: Touch
TARGET: 1 Creature
Fortitude You manifest sutures of Magical energy to seal the eyes or mouth of a creature, with the effect determined by the results of their Fortitude save. Regardless of the results, they become temporarily Immune to Spontaneous Suture for 1 minute.
The target is Unaffected
You choose whether the target becomes Blinded until the end of its next turn, or they become unable to take actions with Auditory trait until the end of their next turn.
Same as a success, except the effects last for 1 minute
They suffer both effects of a Success, for 1 minute.
CAST: 2
RANGE: 30 feet
AREA: 5 foot Emanation
Basic Reflex
You transform into a bolt of lightning before teleporting to an empty space you can see within range. Upon arrival, Each creature in a 10 foot emanation around the targeted space, as well as in a line between the targeted space and your starting point takes 3d12 Electric damage.
CAST: 2
RANGE: Touch
TARGET: 1 Creature
DURATION: 1 minute
You conjure deathly armor around yourself or an ally. For the duration, Target creature gains a +2 status bonus to AC, and gains resistance 4 to Physical and Void damage. Heightened (6th): The Resistances are increased by 4, and the AC bonus becomes +3
Master Experimental Spells (Focus 5)
CAST: 2
RANGE: 30 feet
TARGET: The Experiment
DURATION: 1 minute
The Experiment becomes Huge, gaining the effects of a 4th rank Enlarge Spell. Additionally, it gains temp HP equal to your level + your Int mod
CAST: 2
AREA: 60 foot Line
Basic Fortitude
You reach out and draw forth the latent Bio-electricity of creatures in the area, amplifying them with your Magic. Each creature in the Area takes 4d12 Electric damage. If the creature is living, it takes a bonus 2d12 Void damage. If the creature is Dead or Undead, it becomes Stunned 1 if it failed the save, Stunned 3 if it critically failed.
Heightened (+1): The Electric Damage increases by 1d12
CAST: 3
RANGE: Touch
TARGET: 1 dead creature of 11th level or lower
You are holding or wearing a set of Healers Tools Frequency: Once Per Day You augment your considerable medical skill with your magic, attempting to reject Death's claim on a creature, requiring the creature's body to be present and relatively intact. The creature must not have been dead for more than 1 minute.
The target returns to life with the effects of Raise Dead, except it still has the wounded condition it had before dying, increased by 1 (or wounded 1 if it wasn't wounded before dying). Additionally, the target becomes immune to Defy Death for 2 weeks.
Heightened (+1): The maximum level of the creature increases by 2.
Experimental Templates
The Experiment is a unique kind of Companion to the Stitcher. The Experiment is created through the surgical, alchemical, and magical fusion of once living flesh, but that flesh may come from any source. Contrary to popular belief, most Stitchers do not rob graves or desecrate dead humanoids, rather using spare material sourced from butchers or hunters, though some less scrupulous Stitchers are not above such things. The Experiment follows the same rules as an Animal Companion with the following notes:
- The Experiment is automatically enhanced at 4th, 8th, and 14th level, with further details in the Stitcher class Features.
- The Experiment is an Undead instead of an Animal, in addition to the type listed in its Template, and has the Void Healing trait.
- While The Experiment registers as Magical (Necromancy) to effects such as Detect Magic, and has the Necromancy trait, it is not affected by Anti-Magic zones due to the alchemical and scientific aspects of its creation in combination with the magical.
- Despite being Undead, The Experiment can benefit from the Treat Wounds action
- The Experiment may wear Barding, unless it is a Swarm template, just like an animal Companion.
Humanoid Experiment Humanoid
SIZE: Small or Medium
HIT_POINTS: 8
SKILLS: One Skill of your choice
SPEED: 25 feet
Str | Dex | Con | Wis | Int | Cha |
---|---|---|---|---|---|
+3 | +2 | +1 | +0 | -4 | +1 |
While The Humanoid form is a remarkable thing, you've always been struck with its glaring flaws. So, you have taken it upon yourself to craft The Experiment into an example of just how much better it could be.
Unarmed Fist (1 Action): 1d8 (B, P, or S, chosen when you select this template)
Support Benefit: Until the start of your next turn, whenever you hit a creature in reach of The Experiment with a Strike, the target must make a Fort save (dc equal to your class dc) . On a failure, it is knocked prone. On a critical failure, it's also stunned 1.
Advanced Maneuver: Takedown (2 actions) The Experiment Strides up to half its speed, then makes a melee strike.
If The Experiment hits and deals damage, it may attempt an Athletics check to Grapple the target hit. Both attacks count toward it's multiple attack penalty, but the penalty doesn't increase until after it's made both of them.
Initial Augments Humanoid
You've crafted the Experiment with enhanced mental capacities to aid you in menial tasks. While The Experiment isn't cognizant enough to use tools itself, it can pass them to you when you need them. If The Experiment is wearing a set of tools and is within 5 feet of you, you may use those tools as if you're wearing them. If you have the Modern Prometheus Feature, the Experiment may use these tools normally.
You've augmented the Experiments defensive traits. The Experiment gains +1 AC.
You've given The Experiment a new appendage better suited to grasping and clinging. The Experiment gains a Grasping Limb Unarmed Melee attack that deals 1d6 (B, P, or S, chosen when you take this augment), and has the Reach and Grapple traits. If you also have the Ogre's Fist Augment, when you successfully Strike with the Grasping Limb, the target becomes Grabbed.
You've made The Experiment particularly bulky and strong. It's Unarmed strikes gain the Shove trait, and The Experiment gains a +1 circumstance bonus to athletics checks to Shove, Trip or Grapple. If you have the Titanic Frame Augment, increase this bonus to +2
You've crafted The Experiment to be slightly more nimble and swift than normal. The Experiment's Speed increases by 5 feet.
Breakthrough Augments Humanoid
Whenever the Experiment successfully Grapples or Grabs a creature, it deals bludgeoning damage equal to its Str Mod to them
Whenever The Experiment successfully Shoves or knocks a creature Prone, that creature takes 5 foot penalty to its movement until the end of its next turn
The Experiment strikes with such force it leaves it's targets reeling. Whenever it successfully hits and deals damage to a creature with a Melee Strike, that creature must succeed on a Fort Save against your Stitcher class DC, or take a -1 circumstance penalty to its AC until the start of its next turn. On a critical failure, it is instead off guard until the start of its next turn.
By further enhancing the musculature of The Experiment, you make it far stronger than it would appear. The Experiment counts as one size larger when making checks to Grapple, Shove, or Trip.
You've improved the limbs of the experiment, allowing it to find purchase even in trying situations. The Experiment ignores non-magical difficult terrain.
Revolutionary Augments Humanoid
You empower The Experiment's hands to make them weightier and more impactful. Whenever The Experiment makes a successful strike with a Fist or Brawling weapon, it may use a Free Action to immediately Trip or Shove the target. This free action uses the same multi-attack penalty as the triggering Strike.
When The Experiment has a creature Grabbed or Restrained, it can attempt to move while dragging the creature with it. If The Experiment takes the Stride action, the grabbed or restrained creature makes a Fort Save against The Experiment's Athletics DC. On a critical success, the creature is no longer grabbed or restrained by The Experiment. On a success, The Experiment's move speed is reduced by 5 feet, and treats all spaces as difficult terrain for this Stride, and the required creature is forced to move with it. On a failure, the Experiment treats all spaces as difficult terrain and the required creature is forced to move with it. On a critical failure, The Experiment can move freely, and the required creature is forced to move with it.
Whenever an effect would impose the Grabbed, Restrained, or Prone conditions, or subject Forced Movement on a creature within The Experiment's reach, the affected creature gets a +2 circumstance bonus to its save or to its DC against the triggering effect.
You've further enhanced The Experiment's raw power with Adamantine alloy implantations. The Experiment's Weapon and Unarmed Strikes treat any object they hit as if it had half as much Hardness as usual, and count as Adamantine for the purpose of weaknesses and resistances.
Predator Experiment Monstrosity
SIZE: Medium
HIT_POINTS: 6
SENSES: Imprecise Scent (30 feet), Darkvision
SKILLS: Stealth
SPEED: 30 feet
Str | Dex | Con | Wis | Int | Cha |
---|---|---|---|---|---|
+2 | +3 | +1 | +1 | -4 | +0 |
Many creatures are called 'the ultimate predator', but that seems a bit disingenuous given the glaring limitations each one has. The Experiment, you have decided, will be the first thing to truly earn that descriptor.
1d6 P, Deadly D6, finesse, Unarmed
1d4 S, agile, finesse, Unarmed
Until the start of your next turn, whenever you hit an enemy within The Experiments reach with a Strike, the Experiment deals 1d6 slashing damage. If the Strike was a critical hit, The Experiment also deals 1d4 persistent bleed damage. If you have the Experiment 2.0 feature, this damage increases by 1d6, and the persistent damage on a crit increases by 1, increasing by the same amount again if you have the Experiment 3.0 feature
Requirement: The Experiments last action was an Unarmed Strike that dealt damage The Experiment launches a cruel follow up attack before the target can recover.
The target of the strike takes 1d4 damage of the same type as the previous attack, and must make a Fort save against your class DC or take an additional 1d4 persistent bleed damage. If you have the Experiment 2.0 feature, these damages increase to 2d4, and 3d4 if you have the Experiment 3.0 feature
Initial Augments Monstrosity
You've attached a specialized limb or organ for ranged combat. The Experiment gains a ranged unarmed attack that deals 1d4 bludgeoning, piercing, Electric, Poison, or acid damage (you choose when you pick this Augment). The attack has the propulsive trait and a range increment of 30 feet. If you use the Savage Striker augment to boost the Damage Die of this strike, the Range Increment additionally becomes 40 feet.
You've further augmented The Experiment's predatory instincts and hunting ability. The Experiment automatically succeeds when Aiding survival checks to Track. If you have the Enhanced Senses Augment, The Experiment instead automatically Critically Succeeds when Aiding survival checks to Track.
You've upgraded The Experiment to take better advantage of your foes' distractions. Its Unarmed attacks gain the Backstabber trait.
The Experiment is especially savage in its follow-up of your attacks. The DC to recover from the Persistent Bleed Damage inflicted by its Support Action or Rip and Tear is increased by 2.
You've trained The Experiment to use its enhanced senses to aid you on the battlefield. When The Experiment successfully finds an opponent with the Seek action, it may Point Out that creature as a free action, and The Experiment's allies always understand as long as they can hear it.
Breakthrough Augments Monstrosity
You've further enhanced the Experiments lethality against unaware targets. The Experiment deals 1d4 bonus precision damage against off guard targets. This increases to 2d4 when you gain the Experiment 3.0 feature.
The Experiment gains a +2 bonus checks to Sneak or Hide, and can move 5 more feet when it Sneaks.
The Experiments olfactory organs are further improved, giving it Precise Scent within 30 feet, and imprecise scent out to 60 feet.
You've made adjustments to The Experiments' already impressive offensive features. Increase the Damage dice of one The Experiments Unarmed Strikes by one step.
You've crafted The Experiment to be slightly more nimble and swift than normal. The Experiment's Speed increases by 5 feet.
Revolutionary Augments Monstrosity
You've hit upon a unique improvement to the Experiment's stealth capabilities. Once per day, when The Experiment would successfully Hide, it can choose to become Invisible for 1d4 rounds. This Invisibility ends immediately after The Experiment takes any hostile action.
You've invented, obtained, or otherwise devised a new, specialized organ for the Experiment, emulating the mighty Dragon's breath. Choose a 30 foot cone or a 60 foot Line, and one of Cold, Fire, Electric, Poison, Void, or Acid. The Experiment gains the following activity, using the chosen Area and Damage type, and gaining the trait matching the damage type.
Evocation Each creature in the area takes 1d8 damage per level The Experiment has (Basic Reflex Save against your Stitcher DC). Necrodragon Breath cannot be used again for 10 minutes.
You've improved The Experiment's biting and gripping force. Whenever it successfully makes a Jaw Strike and deals damage, choose one: The Experiment deals 2 bonus Damage, or the target becomes Grabbed.
You increase The Experiment's lethality and aggression. The Experiment's Unarmed Strikes deal 2 bonus damage to creatures that are below half health.
Amalgam Experiment Aberration
SIZE: Small or Medium
Str | Dex | Con | Wis | Int | Cha |
---|---|---|---|---|---|
+1 | +3 | +3 | +0 | -4 | +0 |
Unsatisfied with natural forms, you've sought to mix and match your favorite bits and bobs into a new, charming little horror. The Experiment is all the best parts of all the most interesting things, in a new and exciting configuration.
HIT_POINTS: 10
SKILLS: Survival
SPEED: 25 feet
1d6 (B or S, chosen when you choose the template), Agile, Finesse
Until the start of your next turn, when an enemy within The Experiments reach makes an Attack against one of The Experiment's allies, they take a -2 circumstance penalty to the roll.
DURATION: 1 minute
The Experiment unleashes an aggressive roar, laced with subtle enchantment magic. Each Enemy in a 15 foot emanation that can hear it must make a Will Save against your Class DC. On a failure,for the duration, whenever they would Strike a target that isn't The Experiment, they must make a DC 5 flat check, and on a failure the action is wasted. On a critical failure, they cannot Strike any target except The Experiment for the duration, and take a -2 circumstance penalty on all strikes until your next turn.
Initial Augments Aberration
By adding extra plating or carapace, with extra sharp protrusions, you enhance both the offensive and defensive abilities of The Experiment. The Experiment gains +1 AC, and whenever an enemy hits The experiment with a Non-reach melee attack, the attacker takes 1d4 piercing damage. If you have the Vengeful Armor Augment, increase this damage to 1d6.
The Experiment is particularly suited to defend those around it. While using the Support Action, if an enemy suffering the circumstance penalty succeeds with its attack, the target gains Resistance to the attack's damage equal to half The Experiment's level (minimum of 1).
You've created the Experiment to be violently defensive of its wards. When The Experiment attacks a creature that damaged one of The Experiments allies on its last turn, The Experiment gains a +1 circumstance bonus to damage
You've inundated The Experiment against elemental energies. Choose one from Cold, Fire, Electricity, Void, or Vitality. The Experiment gains Resistance equal to Half its level against the chosen type. You may take this augment multiple times, choosing a different damage type each time.
You've made your Experiment even stouter and harder to kill than normal. It's HP becomes 12 per level, and it gains a +1 to Fort Saves.
Breakthrough Augments Aberration
You give The Experiment uniquely shaped plating to help avert area effects. The Experiment gains resistance equal to it's Con Mod to Splash and Area Damage.
The Experiment is modified to better diffuse element energies. Choose one from Cold, Fire, Electricity, Vitality, or Void. When The Experiment takes damage of that type, all creatures adjacent to it take 2 splash damage of that type. If you have the Elemental Shielding augment for the same type, the splash damage is instead the same as the Resistance. You may take this augment multiple times, choosing a different damage type each time.
You improve The Experiments swiping limbs. Its Swipe strike gains Reach, as well as your choice of Sweep or Forceful.
You've enhanced The Experiment against magical threats in particular. The Experiment gains a +2 circumstance bonus to saves against spells or magical effects.
You've crafted The Experiment in such a way as to evoke soothing memories and comfort. As long as you are within 15 feet of The Experiment, you gain a +2 bonus to saves against Emotion and Fear effects. Additionally, The Experiment gains a +1 to those same saves.
Revolutionary Augments Aberration
As long as The Experiment is below half health, it has Fast Healing equal to its level + your Int mod. This Fast Healing cannot bring it above half its max health.
When The Experiment uses Bellowing Challenge, it gains temp Hp equal to its Level + your Int mod as long as at least one enemy fails their save.
You've made The Experiments defensive features more imposing and dangerous. The Experiment gains Resistance 5 to all damage types except Adamantine, and whenever a creature would Strike it, The Experiment gains a +2 status bonus to damage on its next Swipe before the end of its next turn.
You've honed The Experiment's wild instincts, making it more dangerous the more danger its in. When the Experiment is below half health, it gains +1 bonus to damage on all unarmed strikes.
Steed Experiment Beast
SIZE: Medium or Large
HIT_POINTS: 8
SENSES: Low light vision, Scent (imprecise, 30 feet)
SKILLS: Survival
SPEED: 40 feet
Str | Dex | Con | Wis | Int | Cha |
---|---|---|---|---|---|
+3 | +1 | +2 | +1 | -4 | +0 |
The horse is a nightmare of anatomical design. It's appalling, really, how the gods could just leave something like that. Fortunately for horses, you're a surgical genius, and The Experiment is all of your best ideas on how to make a horse better.
Traits: Beast
Size: Medium or Large
1d6 B, Agile
Mount
Until the start of your next turn, if you are mounted on The Experiment and moved at least 10 feet on the action before your Strike, You may add a circumstance bonus to damage to that attack equal to twice the number of damage dice. If your weapon already has the jousting trait, increase the trait's damage bonus by 2 per die instead. Alternatively, you may push the target up to 5 feet in any direction on a successful Strike
The Experiment Strides twice, with a 10 foot bonus to its movement speed. The Experiment can use Charge! While Climbing, Flying, or Swimming instead of Striding if it has the corresponding movement type. Until your next turn, allied creatures gain a 5 foot bonus to their Speed as long as they're moving towards The Experiment.
Initial Augments Beast
By tweaking the limbs and feet of The Experiment, You've given it a more hydrodynamic form. The Experiment gains a swim speed of 30 feet.
You've tweaked the musculature and frame of the Experiment to better support weight. Increase its bulk limit by 2. Additionally, The Experiment gains a +2 circumstance bonus to athletics checks to Shove or pull.
Inspired by the particularly magnificent appearance of creatures such as Stags and Unicorns, you've given The Experiment grandiose horns or antlers. The Experiment gains a Gore Unarmed Melee attack that deals 1d8 P, and gains a +1 status bonus to damage if The Experiment moved at least 10 feet on the action before the attack
You've added carefully positioned plating or arcane generators to The Experiment, that engage while mounted. While Mounted on the Experiment, you and The Experiment gain +1 ac. If The Experiment has the Shielded Step Augment, this bonus is increased to +2 while taking any Move Action.
You've improved the limbs of the experiment, allowing it to find purchase even in trying situations. The Experiment ignores non-magical difficult terrain. If The Experiment has the Shielded Step Augment, it also is immune to Hazardous Terrain for the first 5 feet of any move action.
Breakthrough Augments Beast
Tinkering with the feet and limbs of the Experiment have given it purchase even on vertical surfaces. The Experiment gains a Climb speed of 30 feet.
Whether you add new limbs, modified feet, or even mechanical augmentation, The Experiment can now Dig like the best of them. The Experiment gains a Burrow Speed of 30 feet.
The Experiment has been further improved for safety of movement. The first 5 feet of any Stride, Burrow, Climb, Fly or Swim action The Experiment takes will not provoke reactions.
When you use The Experiment's Support action, and push a creature, that creature must make a Fort Save against your Class DC or be knocked prone
You've built The Experiment to better take advantage of its momentum while on the move. Whenever the Experiment Strides, Climbs, Swims, or Flies, it gains a 5 foot bonus to its speeds if it only moves in a straight line.
Revolutionary Augments Beast
You affix wings, boosters, or runes to repel gravity to The Experiment, giving it a new level of freedom and Mobility. It gains a Fly speed of 30 feet.
You've made The Experiment faster, as well as increased its maneuverability. Increase all its speeds by 5 feet, and if The Experiment would provoke a Reaction during a Move action, the reacting creature must make a DC 5 flat check. On a failure, The Experiment does not provoke the reaction. If The Experiment has the Shielded Step augment, the reacting creature instead makes a DC 7 flat check.
You make changes to The Experiment's feet, or add attachments to it that can be used to tear up the earth or drop caltrop-like impediments. When The Experiment Strides, Burrows, Climbs, or Flies, you may choose to leave a trail of Difficult Terrain in the path of its movement. This Difficult terrain lasts for one minute or until a creature spends at least 2 interact actions to clear it. Once you use this augment, you cannot use it again for 10 minutes.
You've turned The Experiment into the ultimate warhorse, a wall against which all foes break. The Experiment gains Resistance 10 to all physical damage.
Swarm Experiment Swarm
SIZE: Large
HIT_POINTS: 8
SENSES: Tremorsense (30 feet)
SKILLS: Intimidation
SPEED: 25 feet, 15 feet Climb
Str | Dex | Con | Wis | Int | Cha |
---|---|---|---|---|---|
+1 | +2 | +3 | +0 | -4 | +0 |
You've decided quantity may in fact surpass quality, and are fascinated with the way insects and certain monsters can act in unison. The Experiment is your way of paying homage to those curious little beasties, while also testing the limits of your skill
Each enemy sharing a space with The Experiment takes 1d6 P (Basic Reflex save against class DC).
Cannot wear Barding, but gains bonus +1 AC, increasing by 1 when you get the Experiment 1.5, 2.0, and 3.0 features. Can enter other creatures' spaces, other creatures can enter The Experiments space, can move through any space a Tiny creature could fit through, and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
Until the start of your next turn, The Experiment counts as difficult terrain to your enemies, and any enemy that moves into a space occupied by The Experiment, or starts its turn in one, takes 1d4 damage of the same type as the Swarm Assault action. If you have the Experiment 2.0 feature, this damage increases to 2d4, increasing again to 3d4 if you have the Experiment 3.0 feature
FREQUENCY: Once per hour
The Experiment surges into a frenzy. Each Enemy sharing its space or within a 10 foot emanation takes 1d8 damage of the same type as its Swarm Assault (Basic Reflex Save against your Class Dc) for every 2 levels The Experiment has.
Initial Augments Swarm
By adjusting the arcane essences of the Experiment, you attune it to new elements. Choose one from Cold, Fire, Electric, Acid, or Poison. Change the damage of Swarm Assault to the chosen type, and give The Experiment the corresponding trait. Additionally, The Experiment gains resistance to the chosen type equal to half its level.
You have made The Experiment even more aggressive than normal, and it has become loath to release things in its grasp. When a creature critically fails its save against Swarm Assault, they also take 1d4 persistent damage of the same type.
The Experiment is capable of focusing its aggression more towards a single target. When you command The Experiment to take the Swarm Assault action, you may choose one creature affected by it. That creature takes a -2 circumstance penalty to its save, but all other creatures affected gain a +2 circumstance bonus to the save as a result.
You've taught The Experiment to interfere with attempts to hide. When a creature takes damage from The Experiment, until the end of its next turn, it takes a -1 circumstance penalty to checks to Sneak or Hide. Additionally, they cannot benefit from Invisibility as long as they're taking this penalty.
You've taught The Experiment to emulate the Crawling hand, and focus its assaults on the mouth and throat. When a creature takes damage from the Swarm Assault Action, until the end of its next turn, it has difficulty speaking and must spend an extra action to perform any action with the verbal trait.
Breakthrough Augments Swarm
You've given each individual member of your swarm some way to defy gravity, turning it from a carpet into a proper cloud. Replace The Experiment's climb speed with a 20 foot Fly speed, and The Experiment now fills a cube as tall as it is wide, allowing it to fight hovering or flying creatures.
Whenever a creature that is in Difficult Terrain from The Experiment's Support Action takes damage from a Strike, The Experiment deals damage equal to twice the amount of the triggering attacks Damage Dice, of the same type as the Swarm Assault action.
The Experiment grows more aggressive the more enemies are in its grasp. The Swarm Assault action deals 1 bonus damage for each enemy in its area.
The Experiment's constant shifting and flowing interferes with its foe's footing. Any Enemy of The Experiment's that is sharing a space with it is off guard to The Experiment's allies.
You've honed The Experiments ability to interfere with its foes. When The Experiments Enemies that share a space with it take an action with the Concentrate tag, they must make a DC 10 Flat check or the action is wasted.
Revolutionary Augments Swarm
Whenever The Experiment uses the Devouring Swarm action, it gains temp hp equal to half the damage dealt to a single target.
You fine tune the swarm's capacity and communication, allowing it to become larger than before. Increase the Experiment's size to Huge.
You increase The Experiment's vigor and aggression. Once per day, when The Experiment takes the Devouring Storm action, you can choose to make the effects last until the start of your next turn. If you do, any Enemy entering the area or starting its turn in it must make the same save or take the damage again.
You increase The Experiments directly offensive traits. Increase the Damage Dice of Swarm Assault by one step. Additionally, when a creature critically fails its save against Swarm Assault, that creature takes an additional 1d8 damage, after the damage has been doubled.
PRICE: 1 gp, 5 sp
BULK: 1
DAMAGE: 1d10 S
HANDS: 2
CATEGORY: Martial
GROUP: Axe
A reinforced shovel with a sharpened spade, serrated on one side, the Tactical Shovel is easily passed off as a tool, gaining a +2 circumstance bonus to deception or stealth checks to do so. Additionally, it's fully functional as a shovel, granting an Item bonus to any athletics checks using it as such equal to its Potency Runes bonus.
Multiclass Archetype
PREREQUISITE: Int 14
You become trained in Crafting and the Stitcher Class DC. You gain the Battle Medicine Skill Feat even if you don't meet the Skill Feat's requirements, and can use your Crafting modifier in place of your Medicine modifier for the Treat Wounds and Battle Medicine actions. Choose an Experimental Template, and you gain an Experiment using that Template. This Experiment cant gain Augments through the Advanced Epiphany feature
You can't take another dedication feat until you've taken at least two feats from this archetype
PREREQUISITE: Stitcher Dedication
You gain a 1st- or 2nd-level stitcher feat of your choice.
PREREQUISITE: Stitcher Dedication
You gain the Experiment 1.5 feature. At 8th level, you automatically gain the Experiment 2.0 feature, and at 14th you gain the Experiment 3.0 feature
PREREQUISITE: Basic Epiphany
You gain one stitcher feat. For the purpose of meeting its prerequisites, your stitcher level is equal to half your character level.
You can select this feat more than once. Each time you select it, you gain another stitcher feat.
PREREQUISITE: Stitcher Dedication
You can heighten your Senses to lethal effect. You gain the Surgical Precision Stance action.
PREREQUISITE: Stitcher Dedication
You learn to enhance The Experiment. The Experiment gains a Basic Augment of your choice for The Experiment from its Template's list.
PREREQUISITE: Initial Augment
You can enhance The Experiment even further. The Experiment gains a Breakthrough Augment of your choice from its Template's list.