Zakmhal Firebeard
Introduction
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Appearance
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Personality
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Mechanics
Heart of Flame
Description
At the start your turn, you call upon the flame within your heart as a free action, livening your step. All speeds you have increase by 30 feet until the end of your turn. You take 2 fire damage that cannot be resisted by any means for every 5 feet you move this turn, regardless of movement type. You can use this ability a number of times per day equal to your Constitution modifier.
Dominion Bonds
You have Forged a dominion bond with the Dominions of Necromancy, Blood, Wind, Storms, and Transcendence.
Dominion Power
Necromancy
Refusal to End
Something in you rejects finality, clinging hard to motion, to breath, to the fight itself.
You gain resistance equal to 5 + your level to void damage. In addition, you gain the Diehard feat as a bonus feat, except you die at Dying 6 instead of Dying 5.
Inured to Death
Description
When you are critically hit by an attack and the attacker is within your reach, you can use your reaction to make a single Strike. If the strike hits, all damage dealt by the attack is void damage.
Dominion Power
Blood
Living Surge
Your body refuses to slow, carrying you onward even when it has every reason to stop.
Furious Transfusion
Description
Once per hour you can slash open a wound on your arm, causing blood to coat your hand, and touch a willing creature within your reach. You take 5 persistent bleed damage, and the creature you touch regains hit points equal to 4 times your level. They also end one condition of your choice currently affecting them: drained, enfeebled, or fatigued.
Dominion Power
Wind
The Open Rush
There’s nothing holding you in place—not for long—everything feels like something to push through.
Step of the Wind
Description
You gain near total control over your movements. You ignore difficult terrain and treat greater difficult terrain as normal difficult terrain. Whenever you Stride, as long as you end on a solid surface, you can move across liquid surfaces as though they are solid. This does not prevent you from being harmed by hazardous liquids (i.e. walking on lava would still damage you, though likely less than being submerged).
Dominion Power
Storm
Sudden Violence
Energy builds fast in you, rising without warning and breaking just as quickly.
Ride the Lightning
Description
Whenever you use Sudden Charge, instead of Striding twice, you can teleport to an empty space adjacent to an enemy you can see within your walking speed in a flash of lightning. If you do, instead of making a Strike, you can attempt a Double Slice, with both attacks targeting the same creature. Treat all of the damage dealt by this Double Slice as lightning damage. You can use this ability a number of times per day equal to your Constitution modifier.
Dominion Power
Transcendence
Unbound Form
You exist slightly outside yourself now, as though what you are is still being decided.
Zakm has been reforged, transcending his limited physical form, though doing so comes at a cost. You must retrain out of the following feats and cannot gain them again: Giant's Stature, Titan's Stature. This dominion connection has also utterly consumed your Heart of the Titan's Rage and Ring of Rebellion in it's thirst for the power needed to enable your transformation.
Avatar of Transcendence
Description
When you rage, you must choose one of the following aspects of transcendence to empower your rage. All of the aspects below are polymorph effects. You may change your aspect once per rage as a 3-action activity.
- Aspect of the Hekatonkheires: While in this Aspect, you are Clumsy 3 instead of Clumsy 1. When you rage, you become huge and your limbs elongate, increasing your reach by 15 feet. You gain a +4 status bonus to all saves and DCs to avoid forced movement, being knocked prone, or having your speed reduced, and to Athletics checks to escape the grappled, immobilized, or restrained conditions. You gain all-around vision, and an extra reaction that can only be used for Reactive Strike.
- Aspect of the Angazhani: When you rage, you become large, increasing your reach by 5 feet. You also grow an additional set of arms underneath your first. You gain a Climb speed equal to your speed and can transition through movement types freely with each action. The arms have a mind of their own. When you rage with this aspect, or at the start of each turn while raging, you can guide the arms as a free action, to attack, harass, or hinder. If you end your turn while raging without making at least one strike, the arms turn on you, dealing 4d8 bludgeoning damage that bypasses your resistances instead of the benefits below.
- Attack: One creature you hit with a Strike this turn takes 4d8 bludgeoning damage.
- Harass: One creature you hit with a Strike this turn suffers a -2 circumstance penalty to attack anyone other than you.
- Hinder: You can attempt to Grapple or Shove one creature you hit with a Strike this turn as a free action, with a +2 status bonus to the Athletics check.
- Aspect of the Sturzstromer: When you rage, you become huge, and your reach is reduced to 0 feet. You can move through and enter hostile creatures' spaces, prompting reactions as normal. Enemy creatures treat your spaces as greater difficult terrain. You become immune to precision damage, but gain weakness 10 to area and splash damage. When you Ride the Lightning, you do not have to choose unoccupied spaces to teleport into. When you Double Strike, compare the results of your attack rolls to the AC of all creatures in your space, dealing damage to any creature you hit.
- Aspect of the Qurashith. When you rage, you become large, increasing your reach by 5 feet. Massive leathery wings erupt from your shoulders even as your legs shrivel and atrophy. You gain a Fly speed equal to your full normal speed. Your land speed is reduced to 15 feet, but you can use Fly in place of Stride for anything requiring a Stride. You gain a +2 status bonus to checks and DCs made to inflict the frightened condition, and increase the frightened effect by 1 unless you critically fail or the target critically succeeds. In addition, creatures within 60 feet of you cannot reduce their frightened condition below 1.
Items
Claw
Description
The grip sits naturally in the hand, balanced with an almost eager weight that seems to anticipate the next movement.
This large scimitar, Claw, is enchanted to work in harmony with the light pick, Fang.
When you interact to draw one of these weapons, you can draw the other as well. In addition, each weapon shares all of the traits of the other weapon except agile (the scimitar gains Fatal d8, and the light pick gains Forceful and Sweep).
Finally, the forceful and sweep traits apply no matter which weapon you use (for example, attacking with the scimitar and then pick will trigger forceful on the pick attack, and will trigger the sweep bonus on the pick attack if targeting two different creatures).
Crit Specialization Effects
Sword: The target is made off-balance by your attack, becoming off-guard until the start of your next turn.
Fang
Description
When held close to its counterpart, the balance shifts ever so slightly, as if the two are aware of each other’s presence.
This light pick, Fang, is enchanted to work in harmony with Claw.
When you interact to draw one of these weapons, you can draw the other as well. In addition, each weapon shares all of the traits of the other weapon except agile (the scimitar gains Fatal d8, and the light pick gains Forceful and Sweep).
Finally, the forceful and sweep traits apply no matter which weapon you use (for example, attacking with the scimitar and then pick will trigger forceful on the pick attack, and will trigger the sweep bonus on the pick attack if targeting two different creatures).
Crit Specialization Effects
Pick: The weapon viciously pierces the target, who takes 2 additional damage per weapon damage die.
Tonalan's Bloody Chain
Description
This magical chain mail ripples with the color of blood.
While wearing this chain shirt, the first time each day that you are reduced to half your maximum hit points or below, blood erupts from the shirt (no action or reaction required). This blood acts as the Web spell heightened to 4th level and the initial burst is centered on you. Use your Class DC as the spell save DC. Unlike the normal web spell, you and anyone you designate are immune to the effects, and creatures that fail their saving throw or Athletics check are also frightened 1, or frightened 2 on a critical failure. Creatures in the area cannot reduce their frightened condition below 1 until they leave the area.
Kraken's Grasp Gauntlets
Description
The gauntlets are ridged with layered plates that flex slightly under pressure, moving more like cartilage than steel.
While wearing these gauntlets, you can activate them as an action.
Activation
Choose one creature within 20 feet of you. If the creature is willing, you pull that creature to the closest unoccupied space adjacent to you (if multiple spaces are equidistant from the target, you choose the space). If the creature is not willing, they receive a Fortitude save against your class DC to resist being pulled. After targeting a creature with this ability, it becomes immune to this item for 10 minutes.
If you are in the Aspect of the Sturzstromer and target an unwilling creature, if the creature fails or critically fails its save, instead of pulling the creature 15 feet, you may choose to pull the creature into your space in a square of your choice.
Tempest Fangs
Description
Each fang is etched with fine, branching lines that spark to life when moved, like lightning caught and forced to linger.
These fangs are attached to a pair of weapons, granting a pair of benefits.
Activation
Lightning. Once per hour, when you use Double Strike and hit a creature with both attacks, you can activate this item as a free action. If you do, choose a creature within 30 feet other than the target of your Double Strike. That creature takes 4d12 electricity damage. For each Strike that was a critical hit, increase this damage by 2d12.
Thunder. Once per hour, when you use Whirlwind Strike, you can activate this item as a free action. If you do, you can Step twice before the Whirlwind Strike, and your Strikes deal 3d6 additional sonic damage on a hit, or 4d6 and deafened for 1 round on a critical hit.
Steelskin Tincture (Consumable)
Description
Its surface reflects light oddly, dull one moment and mirror-bright the next, depending on the angle.
You affix this talisman under your clothing, touching your skin. You can activate this talisman with an action.
Activation
You gain the benefits of a stoneskin spell, automatically heightened to the highest spell level that a spellcaster of your level could cast. If you have resistances to bludgeoning, piercing, or slashing damage already, the resistance from stoneskin stacks with your existing resistance.
Nonmagical Items of Note
Spore Mask
Description
The filter housing is packed with pale, fibrous material that seems almost alive, soft to the touch and faintly cool against the skin.
Wearing this mask gives you a +2 bonus to Fortitude saves against breathable poisons and toxins. If the source of the toxin is airborne spores, you are instead immune.
