Starkin
Prerequisites: A living, corporeal creature transformed by a Starkin Emperor/Empress
HD:d6
Level Bab Fort Ref Will Feature1 +0 +2 +2 +2 Celestial Body, Alternative Energy, Constellation, Starkin Armament
2 +0 +3 +3 +3 Ability Score Increase, Board
3 +1 +3 +3 +3 Ability Score Increase, The Third Eye
Skills: 6+Int mod, quadruple at first level, Class Skills are Autohypnosis, Balance, Bluff, Climb, Concentration, Craft(any), Diplomacy, Escape Artist, Intimidate, Jump, Listen, Knowledge(any), Search Survival, Spot, Swim
Celestial Body: The celestial radiation flooding the bodies of Starkin make them something not entirely human. This makes them much more resistant to outside influence, giving them a +5 bonus again poisons and diseases. They also possess heightened senses, giving them lowlight vision and darkvision out to 60 feet. Last it give them a set of wing with a membranous and/or made of energy appearance. The appearance varies from creature to creature, but they most often look like the wings of an insects. They grant no ability for flight at first, but can be semi used in a way that give +5 to Jump checks. At 2nd level, this gives them the ability to glide at 2/3 their base speed. Finally at 3rd level they can fly at base speed. These wings don't necessarily have to be able to move, but they must be out and mostly undamaged. Much like the Starkin Armament, these wings can be pulled into the body.
Alternative Energy (Su): While the base energies that mutated one into a Starkin may be similar, there are actually two different sources of power which results in two different groups of Starkin. Pick one of these, the choice cannot be changed.
Starlight - Your magical and supernatural abilities have +1 caster level and DC.
Anytime one can choose maneuvers/stances they can be from Love Colored Magic or Divine Flame (not needing immunity to fire).
Dark Matter - Enemies failing saves against your magical and supernatural abilities take a - 2 to either saves, an ability score, skill checks, chosen when using said ability. If instantaneous or permanent lasts 1 round, otherwise last as long as original effect. On a successful save they still take a -1 penalty for 1 round.
Anytime one can choose maneuvers/stances can choose from Neo Grazon (Expend both maneuvers for combos) or Divine Flame (fire immunity not required, replace the fire damage with Force damage)
Constellation (Ex): All Starkin share a bond, and this bond is intense between those sharing the same type of energy. If you take a moment to feel it out, you can sense another Starkin sharing your Alternative Energy within 1,000 miles. You know the direction but no other details. Half this for those of the other energy type.
Starkin Armament (Su): Having tapped into the power of Creation, each Starkin has a personal item that is created from their new internal energies. Choose one of the following;
Simple / Martial Weapon - Weapon deals damage as if one size larger. This may or may not be evident by appearance, but either way this doesn't hinder the user.
Exotic Weapon (both if normally paired) - Gain proficiency, treated as having Two Weapon Fighting when using them if they are two weapons.
Two Weapons / Weapon and Shield (requires proficiency)- Treated as having Two Weapon Fighting when using them. You also gain Improved Two Weapon fighting with them at 6 HD, and Greater at 15 HD. You can use these to meet other feat requirements, but only when using the Armament itself.
Shield - Gain proficiency in all shields and Improved Shield Bash.
Tool - Works as masterwork tool
Clothing / Jewelry / Accessory - Works as masterwork item.
Natural Weapon (the set if paired)
Future Arms - With DMs permission, you can start with a Combat or Special Weapon from the
Arsenal of SRWd20. It starts at Tier I and climbs a Tier every 4 HD. This change must fit the theme of the initial weapon (I.e. Rifles, Handguns, Launchers, Wire). Gun Maniac may be used despite the bottomless ammo.
Cutting Edge - With DMs permission, you can start with an Accessory from the
Arsenal of SRWd20. It starts at Tier I and climbs a Tier every 4 HD. This change must fit the theme of the initial accessories (I.e. Armor, Shield, Scanners, Boosters). They can only choose something with energy recovery if they have energy.
Either way this item is considered masterwork, and can be drawn or put away into yourself as a move action (except natural weapons, which still may have an deactivated state).
Other abilities and feats that may influence the ability to pull out a weapon can be applied to this. This weapon can have any amount of mundane abilities for a weapon of its type, not including materials it may be built from. Ranged weapons automatically produce standard ammo.
At 1, 3 and every 3 HD after choose either a martial stance, boost, strike, spell or power equal to half your character level +1. Maneuvers are usable at will and your IL is your equal to your HD. If a spell/power it can be use once per 4 HD per day(no less than once), and your caster level is equal to your HD. If the maneuver/spell/power is one that would normally somehow buff one person or weapon (boosts in case of maneuvers, and only one may be active from this ability), it is permanently active. If the spell is 1/4 your character level it may be used at will. Stances can be used at will, but keep in mind you may only be in one stance at a time as normal. Alternatively you may choose a feat that fits the item or your theme. You must meet any requirements. The DM may reject something based off it being off theme or too strong.
The Armament must be out to use any of it's abilities. Armaments have double the hardness and HP of a normal item made out of standard materials. If disarmed or destroyed, it can be reformed as a move action. If you take a class which provides a weapon (such as a Soulknife) you can choose for the Armament to replace it (gaining abilities and being about to be use for features requiring it), but cannot change your mind once this is decided. If playing SRW this item can be replicated on mecha scale if piloting though only on mechas that have been prepared before hand. This becomes a magical weapon at Starkin level 3.
Ability Score Increase: At second level they gain +2 to two stats of their choice, at third they gain another +2 two stats of their choice.
Board: As a person you have most likely had some sort of occupation and even while going through these changes you can continue your progress. This may affect your place among other Starkin. Choose one below;
Warrior/Knight - Full BAB, levels count as fighter and IL/PL. Either gain a bonus fighter feat or continue Maneuver progression at levels 2 and 3. Add a Skill based off one of your Disciplines to this and future classes. If you already have that and another skill for Disciplines, add both to any class taken in future.
Mage/Rook - Level count towards caster levels. At 2nd and 3rd level begin/continue Arcane casting progression of a base class. In the case of a Warlock (or similar) this continues Eldritch Blast damage and Invocations known. In the
Pretty Soldier's case Starkin levels continue Beautiful Blast and levels 2 and 3 increase Sweet Shot progression. Add Spellcraft to Skill list for this and future classes.
Healer/Bisbop - Level count towards caster levels. At 2nd and 3rd level begin/continue Divine casting progression of a base class. Add Heal to Skill list for this and future classes.
Jester/Pawn - Can cast any wiz/sorc Illusion spells of a level up to 1/4 HD with a CL equal to HD a number of times per day equal to 1/3 HD (rounded down). Add Sleight of Hand to Skill list for this and future classes.
Tactician/King - As a swift action can create an aura that either gives Mental Score modifier as an insight bonus to attacks, damage, DCs or saves. You gain half this bonus and the aura has a radius 10 +5 per level. You can change option as a swift action. Add one mental base Skill of your choice to your list for this and future classes.
The Third Eye (Su): At third level your transformation completes, and you gain an unusual energy based organ in your forehead. When "open" you can use this to Detect Magic or Evil/Good/Chaos/Law.