Son of Sparda
"Jackpot!"
Requirements
BAB: +5
Skills: Balance 8, Jump 8
Special: Must have the blood of an outsider in your veins, either by birth or literally
Hit Die: d10
Class Skills: The Son of Sparda's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge: The Planes (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills/Level: 4 + Intelligence Bonus
BAB: Good (1/1), Saves: Fort: Good; Reflex: Good; Will: Poor
Level, Benefit
1 Implausible Weaponry, Array of Arms, Untouchable, Devil Trigger
2 Pinpoint Jump, High Time, Delayed Fall
3 Guard, Improvised Jump, Wall Running
4 Style Attack, Demonic Force, Sky Star, Bat out of Hell
5 Juggling Projectiles, Quicksilver
6 Power of Death, Devil's Own Luck
7 Style Attack, Air Hike, Doppleganger
8 Royal Guard, Power of Pain
9 Style Attack, Demonic Speed, Light Step
10 Stylin', Giant Walker
Weapon and Armor Proficiency: A Son of Sparda is considered proficient with any weapon he happens to be holding, including improvised weapons. He gains no armor or shield proficiencies.
Implausible Weaponry (Ex): A Son of Sparda may count as one size category larger for purposes of determining what weapons he can wield, and how he can wield them.
Array of Arms (Ex): A Son of Sparda may draw or sheath any weapon he carries as a free action that does not provoke attacks of opportunity. He may even do this in the middle of a full attack, making his remaining attacks with his new weapon(s).
Untouchable (Ex): Any time a Son of Sparda would be permitted to add his dexterity bonus to his AC, if not using any armor or shields with which he is not proficient, he may use 10 + his reflex save in place of his armor class. This is fully effective against touch attacks.
Devil Trigger (Su): A Son of Sparda gains a Devil Trigger, which can be active for no more than 2 rounds + 1 round per class level each day (though this duration need not be continuous). The Devil Trigger can be activated as an immediate action and deactivated as a free action, but no less than 1 round of duration is expended for any use. While Devil Trigger is active, the Son of Sparda gains the following benefits:
- inflicts an additional 1d6 damage per class level on all attacks
- +8 bonus to STR
- +20' bonus to land speed
- +4 bonus to Fortitude save, and may use Fortitude in place of other saves (if higher)
- Damage Reduction X/-, where X equals his class level
- Fast Healing equal to his class level
- cannot be dazed, except that if stunned, he is considered dazed instead
- whenever he stuns an opponent, that opponent is also knocked prone
- whenever he dazes an opponent, that opponent is stunned instead (but not knocked prone by the preceding ability)
- appears as an outsider of the type whose blood he bears, and emits light as a fire of his size
High Time (Ex): At 2nd level, a Son of Sparda learns to hurl his opponents into the air. Whenever he hits with a melee attack while standing on solid ground, at his option, the target must make a Fortitude save (DC 10 + STR + 1/2 character level) or be thrown into the air and dazed for one round. The height the target is thrown is equal to the result of a Jump check rolled by the Son of Sparda, divided by two, and if the Son of Sparda wishes, he follows the target into the air and may make his remaining attacks against that target while airborne. A target that succeeds at this save cannot be affected by this ability for one round.
Delayed Fall (Ex): At 2nd level, when a Son of Sparda is in freefall, he remains stationary (instead of falling) on any round that he makes an attack. The Son of Sparda suffers no penalties for attacking while in freefall. Additionally, any opponent that is dazed or stunned by the Son of Sparda hovers in place until the effect expires, rather than falling (if appropriate). A fall cannot be delayed for longer than one round per class level of the Son of Sparda.
Guard (Ex): When a Son of Sparda of 3rd level is attacked, he may forfeit one attack of opportunity to reduce the damage he receives from that attack by half (rounded down). He must choose to use this ability before the attack roll is made.
Improvised Jump (Ex): At 3rd level, a Son of Sparda may jump off of any solid surface (including another creature) without penalty. The surface need not be horizontal, but the angle of his jump must be within 60 degrees of the surface normal.
Wall Running (Ex): At 3rd level, a Son of Sparda may move along any solid surface as if it were horizontal. If this is the last movement he takes during a round, then he falls 10 feet at the end of the round, unless he is stable without this ability. This ability may not be used on two consecutive rounds.
Style Attacks (Ex): At levels 4, 7, and 9, the Son of Sparda receives one of the following style attacks:
- Stinger: When you succeed at a charge attack, the target is affected by the violent thrust version of Telekinesis, with a caster level equal to your character level. There is no saving throw against this effect.
- Million Stab: As a full round action, you may make a melee attack against all eligible targets in a 90-degree cone (make one attack roll and compare it to each target's AC). Any target damaged by this attack is dazed for one round (no save). Until your next turn, you cannot move, and you lose your dexterity bonus to AC.
- Helm Breaker: If you are currently in mid-air, as an attack action, you may plummet 300 feet and make a melee attack with a +4 circumstance bonus against one foe you can reach at some point during this fall. If the attack succeeds, the target ends up at the same height as you; if you've reached the ground, the target is knocked prone and takes falling damage as if it fell 150 feet farther than it actually did, while you take damage as if you fell 150 feet less than you did.
- Dance Macabre: After every melee attack you attempt, you may opt to take a 5-foot step as a free action. If your attack did not succeed, this provokes an attack of opportunity from the target of your attack, which they may take even if they do not threaten you.
- Air Trick: As a full round action, you may charge at any enemy you can see that is no farther than twice your current land speed. You end up in any square adjacent to the target (your choice) without actually passing through the intervening space, and make your attack from that space. You may not make a bull rush as part of this charge, and you do not gain the benefits of Stinger.
- Rain Storm: With a Full Attack action, you may fire a ranged weapon once at every single opponent within 30 feet. You gain no additional attacks for having a high BAB. Make a single attack roll for the entire round, and compare to the armor class of each opponent within range.
- Charge Shot: If you make no ranged attacks for an entire round, then on the next round that you make a ranged attack, all of your ranged attacks receive a +2 bonus to hit and damage. If you have Juggling Projectiles, the DC of the save increases by 2.
Sky Star (Ex): A 4th level, a Son of Sparda may take a horizontal 5' step while in mid-air, as if he were on the ground.
Bat out of Hell (Su): At 4th level, while his Devil Trigger is active, a Son of Sparda has a flying speed of twice his land speed with good maneuverability.
Juggling Projectiles (Ex): At 5th level, any creature struck by one of the Son of Sparda's ranged attacks must make a Fortitude save (DC 10 + DEX + 1/2 character level) or be dazed for one round. If it fails the save by 5 or more, it is stunned instead. A creature that makes its save cannot be affected by this ability for one round.
Quicksilver (Su): At 5th level, a Son of Sparda gains the ability to slow time, allowing him to act twice in each round. This ability can be activated and deactivated as his Devil Trigger, and consumes 1 round of Devil Trigger use for each round that it is active. Regular Devil Trigger may be used at the same time, but this consumes its remaining duration even faster.
Power of Death (Su): At 6th level, a Son of Sparda has learned to recover his Devil Trigger by drawing power from slain enemies. Every time he kills foes with a combined CR equal to half his character level, he recovers 1 round of Devil Trigger use that he has already expended today. These foes need not be killed in rapid succession.
Devil's Own Luck (Su): At 6th level, while his Devil Trigger is active, a Son of Sparda has spell resistance equal to 15 + his character level.
Air Hike (Ex): At 7th level, a Son of Sparda may jump as if from a stable surface regardless of his actual surroundings (even if he is in freefall). Once used, this ability may not be used again until he stands on an actual stable surface for 1 round.
Doppleganger (Su): At 7th level, a Son of Sparda can create a shadow image of himself that moves and acts as he does. The doppleganger remains in his square, moves as he moves, attacks whomever he attacks, etc. Essentially, this doubles each of the Son of Sparda's actions: if he attacks, treat it as two attacks; if he uses a spell, treat it as if it were cast twice; etc. The doppleganger also causes all attacks targeting the Son of Sparda to have a 50% chance to miss (hitting the doppleganger instead). This ability can be activated and deactivated as his Devil Trigger, and consumes 1 round of Devil Trigger use for each round that it is active. Regular Devil Trigger may be used at the same time, but this consumes its remaining duration even faster.
Royal Guard (Ex): When a Son of Sparda of 8th level is attacked, he may forfeit one attack of opportunity and make an attack roll. If his attack roll exceeds that of the attacker, the attack misses. If his roll exceeds the attacker's by 5 or more, he may make an attack of opportunity against the attacker (but this counts separately against his per-round limit). He must choose to use this ability before the attack is made, and he may not use the Guard and Royal Guard abilities against the same attack.
Power of Pain (Su): At 8th level, a Son of Sparda has learned to recover his Devil Trigger by feeding on his own pain. When the damage taken since his last rest reaches quarter of his maximum HP, he recovers 1 round of Devil Trigger use that he has already expended today. This effect takes place even if some of the damage has since been healed. He recovers another round of Devil Trigger use each time his accumulated damage reaches another multiple of one quater his maximum HP.
Demonic Speed (Su): Once he reaches 9th level, a Son of Sparda always benefits from a +30' competence bonus to his land speed, and does not provoke attacks of opportunity for moving through the threatened area of another creature.
Light Step (Ex): Upon reaching 9th level, a Son of Sparda never pays extra movement to enter a space; any ground he can cross at all, he can traverse at his full speed. Additionally, he may take 10 on Jump and Balance tests.
Stylin' (Ex): At 10th level, a Son of Sparda has the Edge on any attack he makes. Ever. Yes, really.
Giant Walker (Ex): At 10th level, a Son of Sparda can move through the space of any creature 2 or more size categories larger than himself without penalty and without provoking an attack of opportunity. If he does so, once per round, he can make a free "grab on" attempt, and may make a Jump roll in place of an attack roll, if he wishes.