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Dominators are people who get enjoyment out of hurting people. Strangely, the people they hurt usually enjoy it, too, if it's done right. They are the attractive women in leather bodysuits with a cat o' nine tails and a sadistic gleam in their eyes. Using a varied arsenal of nonlethal weapons and the tools of their trade, they are experts in capture and interrogation.
Alignment is a gray area for Dominators, since hurting people is often viewed as cruel, but it's a difficult topic if the other person wants to feel pain. Good Dominators are an odd bunch, hurting people only when they really want it, or if their actions deserve it. Evil dominators get their kicks by practicing the most hostile of S&M, presenting a dangerous risk to those who pay them. Neutral dominators simply tie you up and stimulate with you without a second thought, provided you can pay them.
Making a Dominator
Dominators make good capture characters, using their flexible weapons to slow their opponents before managing to hogtie them. They are also good information gatherers, using a combination of charm and chains.
Abilities: Strength is a vital part of a Dominator's arsenal, since she has many abilities relying on grapples. Dexterity is another key ability of a Dominator, since she relies on timed skill with her tools to inflict the maximum amount of pain and least amount of harm, entangle their opponents, and to tie the toughest knots. Constitution provides them with more hitpoints, while charisma controls the intensity of her aura of dominance and several class skills.
Races: Dominators typically come from humans, with a multitude of elves and half-elves. Half-orcs and Dwarves usually lack the charisma to be Dominators, and gnomes and halflings are often too small for many of the required grapple abilities.
Alignment: Most Dominators are awful-aligned, keeping in with their "in-charge" attitude, but this is not required. In fact, a Chaotic Dominator can be even more exciting than a lawful one.
Starting Gold: 1d8×10 gp.
|1st||+0||+0||+2||+0||Aura of Dominance, Dominator Tool (Feather), Bondage Style (Leash and Collar), Clever Arrest|
|2nd||+1||+0||+3||+0||Stimulating Strike (1), Entangling Strike|
|3rd||+1||+1||+3||+1||Bondage Style (Handcuffs), Wax Therapy|
|4th||+2||+1||+4||+1||Stimulating Strike (1d2), Hogtie|
|5th||+2||+1||+4||+1||Dominator Tool (Cigarette), Submissive Companion|
|6th||+3||+2||+5||+2||Latex Underwear, Stimulating Strike (1d3), Bondage Style (Spreader Bars)|
|7th||+3||+2||+5||+2||Chain Bikini Chick (Female Only)|
|8th||+4||+2||+6||+2||Stimulating Strike (1d4)|
|9th||+4||+3||+6||+3||Bondage Style (Strait Jacket)|
|10th||+5||+3||+7||+3||Dominator Tool (Paddle), Improved Wax Therapy, Stimulating Strike (1d6)|
|11th||+5||+3||+7||+3||Distracting Cleavage (Female Only)|
|12th||+6||+4||+8||+4||Stimulating Strike (1d8), Bondage Style (Ponygirl), Improved Hogtie|
|13th||+6||+4||+8||+4||Rough Punishment +1d8|
|14th||+7||+4||+9||+4||Stimulating Strike (2d6)|
|15th||+7||+5||+9||+5||Dominator Tool (Riding Crop), Bondage Style (Shibari)|
|16th||+8||+5||+10||+5||Stimulating Strike (2d8), Rough Punishment +2d6|
|18th||+9||+6||+11||+6||Stimulating Strike (3d6), Bondage Style (Suspension), Greater Hogtie|
|19th||+9||+6||+11||+6||Rough Punishment +2d8, Aura of Command|
|20th||+10||+6||+12||+6|| Stimulating Strike (3d8), Dominator Tool (Cattle Prod)
A Dominator's Class Skills are (and the key abilities for them) are: Balance (Dex), Bluff (Cha), Intimidate (Cha), Climb (Str) Craft (Leather Working) (Int), Diplomacy (Cha), Escape Artist (Dex) Handle Animal (Cha), Knowledge (dungeoneering), Knowledge (local), and Use Rope (Dex).
All of the following are class features of the Dominator.
Weapon and Armor Proficiency: Dominators are proficient with all simple weapons and light armor (but not shields) as well as the Whip, Scourge, Spiked Chain, Whip-Dagger, Garrote, Wire, Net, Bolas, and Mancatcher. Dominators also gain proficiency with Dominator Tools (see below) as they gain levels.
Stimulating Strike: When a Dominator may make an attack of opportunity, she may choose to use a Stimulating Strike with one of her Dominator Tools in place of her usual attack. The attack deals the indicated damage of her Dominator Tool (see below), as well as the indicated strength damage listed above. All ability damage inflicted by a Dominator recovers at the rate of one point per round. An affected opponent may make a fortitude save (DC 10 + Damage Dealt + Dominator's Dexterity Modifier) to negate this damage.
Clever Arrest (Ex): A Dominator is trained in grappling opponents who appear stronger than she is. She is treated as one size category larger when determining grapple modifiers.
Hogtie (Ex): If a Dominator succeeds at pinning her opponent while grappling, she may atempt to Hogtie her oppoent (in addition to her other options; see If You're Pinning an Opponent on page 156 0f the players handbook). A Dominator must have a rope, chain, or manacles on hand to use this ability.
A Dominator may use this ability on an opponent of up to one size category larger than she is (for instance, a Drow dominator may hogtie a Large or smaller opponent). She may only use this against humanoid-shaped creatures (thus, most humanoids, monstrous humanoids, outsiders, and giants would qualify).
An attempt to Hogtie is resolved with an opposed check. A dominator may make a use Rope Check in place of a normal grapple check, while the opponent can attempt to escape by making either a grapple check or an escape artist check. If the Dominator succeeds, her opponent is hogtied. If her opponent succeeds, the hogtie attempt fails and the grapple continues.
If a Dominator successfully hogties her opponent, that opponent is considered bound and helpless. A bound opponent can attempt to escape by making an Escape Artist check opposed by the Dominator's Use Rope Check (including her +10 bonus; see Bind a Character on page 86 of the Player's Handbook), or a Strength Check (DC 23 for a Rope, DC 26 for a Chain or Manacles, or DC 28 for Masterwork Manacles) to break free.
Improved Hogtie (Ex): A Dominator of 12th level or higher can attempt to Hogtie her opponent without first pinning her opponent. Whenever a grapple is established, the Dominator may use an attack action to make a Hogtie Attempt. Also, if the Dominator has the Quick Draw feat, she does not need to be holding the rope, chain, or manacles in her hand before making the attempt.
Greater Hogtie (Ex): A Dominator of 18th level or higher may attempt to Hogtie her opponent when entering a grapple. With a successful Grapple Check, her opponent is hogtied.
Aura of Dominance (Su): All enemies within a 30ft radius of a Dominator must make a will save (DC 10 + 1/2 the Dominator's level + The Dominator's charisma modifier)
or become shaken for as long as they remain in the area of the Aura.
Aura of Command (Su): Starting at 19th level, all enemies who have been affected by the Dominator's Aura of Dominance must make another will save (DC 10 +1/2 the Dominator's level) or fall under her control, as though affected by a greater command spell for a number of rounds equal to the Dominator's class level.
Bondage Style (Ex): At second level, and every two levels thereafter, a Dominator becomes more adept at the practice of Bondage. As she gains levels, she gains proficiency with a new style of restraint. The effects of each are as follows:
Handcuffs: With a successful Grapple Check, a Dominator's opponent is handcuffed. He takes a -2 penalty on all dexterity-related checks related to his arms (with an additional -2 penalty to all balance checks) and swim checks, and he cannot continue grappling, climb, or use a two-handed weapon. With another successful handcuffing, he Dominator's opponent is reduced to half-speed, and cannot charge or run. A double-handcuffed opponent must make a DC 10 reflex save every two rounds he remains handcuffed or fall prone in his square. A handcuffed opponent may escape with a DC 10 strength check for all four appendages. Simple handcuffs cost 5 gp per set.
Leash and Collar: A Leash and Collar may be applied to the neck of an opponent with a successful touch attack and control the opponent by succeeding at an opposed strength check. While so Leashed, the opponent cannot charge or run, and may only move as far as the leash permits (typically around 30 feet or less). As an attack action, a Dominator may jerk the leash, requiring her opponent to make a reflex save (DC 10) or drop whatever he is holding and have to retry any escape attempts. A leash has the hardness and hitpoints of hempen rope. It takes a DC 10 escape artist attempt to escape the collar, or one standard action (provoking an attack of opportunity from the Dominator) to remove it. A leash and collar set costs 8 gp. A collar by itself costs 3 gp. A leash costs 5 gp.
Spreader Bars: As Handcuffs, but now the opponent loses his dexterity bonus to AC when all four appendages are bound. Simple Spreader Bars cost 8 gp per bar.
Strait Jacket: A Strait Jacket can be applied only while pinning the opponent. It takes a successful grapple check to force the jacket onto an opponent and another check to immobilize his arms. Once immobilized, it takes two successful escape artist checks to get free. A bound opponent cannot break the Strait Jacket by means of a strength check. For the purpose of determining what skills are affected, treat the character as if his arms were handcuffed, but he cannot hold any weapons at all. A strait Jacket costs 15 gp.
Ponygirl: Treat as Strait Jacket and Leash and Collar, requiring the touch attack for the collar, as well as the two checks needed for the harness. It also takes a second touch attack to silence the Dominator's opponent with a bit gag (optional). Unlike with a Strait Jacket, this can be burst with a DC 15 strength check. Ponygirl harnesses cost 17 gp, or 20 gp for the Harness and Gag combination.
Shibari: Essentially an improvised harness made from one or two long ropes, Shibari is a technique designed to stimulate all sensitive areas of the body while at the same time restraining the submissive. It takes a full-round action to bind an opponent, who must be either willing or helpless. A Dominator may exchange this for a Coup de Grace attempt. After this time, they are bound and helpless, with a rope coming off of the harness that allows the Dominator to deal her usual Stimulating Strike damage without using her other tools. It takes a DC 18 escape artist check to escape from a Shibari harness, or a DC 20 strength check.
Suspension: This is the single most difficult technique for a Dominator to use. Treat this as a Shibari technique (in fact, Shibari is the first step), but after this, the Dominator needs to make a Use Rope check (DC 15) to secure it on a raised area, and DC 17 strength check to hoist her opponent off the ground. If the Use Rope attempt fails, the knot holding the person in the air comes undone and they fall to the ground, possibly dealing falling damage. If the Strength Check does not succeed, the opponent remains on the ground.
Both Shibari and suspension require twenty feet of Rope or some other sort of pliable material, such as a chain.
Latex Underwear (Su): Latex Underwear is the symbol of Dominators. When wearing nothing other than Latex Underwear, a Dominator gets a +4 bonus to charisma as long as it remains visible. Latex Underwear also gives the wearer the ability to use charm person twice per day per Dominator class level (Will DC 10 + Dominator's new charisma modifier + 1/4 class level).
Chain Bikini Chick: A Female Dominator gains Chain Bikini Chick as a Bonus Feat at 7th level.
Distracting Cleavage: A Female Dominator gains Distracting Cleavage as a Bonus Feat at 11th level.
Submissive Companion: At fifth level, a Dominator gains a Submissive Companion. A Submissive companion usually has some sort of tie to a Dominator, be it holy matrimony or just really kinky dating. A submissive companion should be treated as a cohort, but it does not detract from the number of cohorts or followers a Dominator may have, nor does his death influence his Dominator's leadership score. A submissive is usually a humanoid with class levels. A submissive is just exactly what his title implies: the Dominator's personal slave. He will do any task given to him to the best of his ability.
Rough Punishment (Ex): Starting at 13th level, when a Dominator uses one of her tools on a bound opponent, she deals an extra 1d8 points of nonlethal damage. This increases to 2d6 at 16th level, and increases to 2d8 at 19th level. It continues increasing every three levels thereafter.
Wax Therapy (Su): Wax Therapy is a more relaxing part of the Dominator's job. Starting at third level, a Dominator may relieve the following conditions: Sickened, Exhausted, Fatigued, 1d4 points of ability damage or 1 negative level caused by energy drain. Doing this is a full-round action available twice per day per Dominator class levels.
Improved Wax Therapy (Su): At 10th level, a Dominator's wax therapy may relieve a character of Blindness, Deafness, Petrified (with the usual risks), Nauseated, 1d4 points of ability drain, or paralyzed. In addition, she now relieves 1d6 points of ability damage instead of 1d4, and 2 negative levels caused by energy drain.
Dominator Tools (Ex): A Dominator has certain special tools she uses during both her job and during combat. These tools are treated as real weapons, and thus the Dominator does not take the standard-4 penalty when attacking with them, so long as she is proficient with said tool (A dominator using a tool with which she is not proficient still takes the -4 penalty). The five tools are as follows:
Feather: This is a simple bird's feather, usually from a gull. It deals no damage, instead dazing the target for 1 round with a successful touch attack (Will DC 10). A feather is useless against armored opponents. Most feathers have no cost, but feathers from exotic birds may have a certain value (DM's discretion).
Cigarette: A lit cigarette placed against any exposed skin causes severe discomfort, dealing 1d3 points of non-lethal fire damage. This does not affect opponents wearing armor above light size, or chain shirts. It does not deal damage on its own to those in flammable armor, but does have a 50% chance to set opponents on fire (Reflex DC 15 negates). Cigarettes are sold in packs of 20 and cost 10 gp.
Paddle: A simple wooden paddle held in one hand, usually used to stir paint. It deals 1d4 points of nonlethal bludgeoning damage. Paddles cost 6gp.
Riding Crop: A pliable piece of leather on a supple wooden stick, commonly used to goad horses on in a race. It deals 1d8 points of nonlethal slashing damage. Riding crops cost 7 gp.
Cattle Prod: An electric metal pole powered by alchemical power cells, invented by gnomes to make herding obstinate animals more easy. It deals 1d10 points of nonlethal electricity damage. In addition, those in metal armor take an extra four points of damage as the electricity circulates through their body. Cattle Prods cost 15gp, with 7gp per battery. A cattle prod can be used twenty times before it needs new batteries.
Entangling Strike (Ex): At 2nd level and higher, When a Dominator successfully hits with a flexible weapon (such as a whip, scource, or spiked chain) she can attempt to entangle her opponent in the weapon. Treat this as a grapple attempt, but the Dominator need not be in the same square as her opponent. The opponent must make a reflex save (DC 10 + 1/2 the Dominator's class level + The Dominator's dexterity modifier) to avoid the grapple. During the grapple, the Dominator uses her Dexterity modifier in place of her strength modifier during grapple checks.
A perfect combination of massive amounts of armor, and attack, that is the shield fighter's specialty. There are 2 paths to take, throwing and bash.
Making a Shield Fighter
|This section is not complete, and needs to be finished. Edit this Page|
They are great at defense, and can use thier shields to attack. generally they serve as either a front line attack person, or defending someone.
Abilities: Strength is the most needed attribute, Constitution if you want alot of health, and Dexterity for throwing style, or tumble checks.
Races: any race.
Starting Gold: same as fighter .
Starting Age: as fighter.
|5th||+5||+4||+4||+1||Weapon focus shield|
|8th||+8/3||+6||+6||+2||2nd path ability|
|10th||+10/5||+7||+7||+3||shield other (2/day)|
|12th||+12/7/2||+8||+8||+4||3rd path ability|
|15th||+15/10/5||+9||+9||+5||great shield knowledge|
|16th||+16/11/6/1||+10||+10||+5||4th path ability|
|17th||+17/12/7/2||+10||+10||+5||great block ||
|20th||+20/15/10/5||+12||+12||+6||final path ability|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Shield Fighter.
Weapon and Armor Proficiency: Proficiency with Shields (except tower shields), light medium and heavy armors amd simple weapons.
Shield bash: Gains improved shield bash as a bonus feat
Arrow Block: A Shield fighter may block 1 arrow a round as long as he has a shield equipped
Multi-shield (Ex): A Shield Fighter is so great with shields that blocking is much better with multiple shields, a shield fighter may stack the AC bonus granted from shields
Shield Focus: + 1 ac with a chosen type of shield. A Shield fighter may retrain for 8 hours to change the type of shield he is focused to.
Choose Path: There are several paths a Shield fighter can take, Shield Sling and Great bash, Phalanx, and Multi-shield
Shield sling: It grants the shield fighter the shield sling feat as a bonus feat
Great bash: A shield fighter does more damage with a shield bash, treating his shield as one size catagory larger for determining damage
Phalanx: A Shield Fighter may transfer any amount of his shield bonus to an adjacent ally. Shield Expert: all shields get a +2 bonus to AC
Multi-shield (Ex): A Shield Fighter is so great with shields that blocking is much better with multiple shields, a shield fighter may stack the AC bonus granted from shields
Shield other (Sp): 2 times a day a shield fighter can cast shield other on someone, functions exactly like the spell, treat the shield fighter's level as caster level
path 2nd ability: The path you have chosen gets better
Far sling: (for Shield sling path) You are treated as having the far shot feat when using shields as ranged weapons
Greater bash: (for Bash path)A shield fighter does even more damage with a shield bash, treating his shield as two size catagories larger for determining damage
Shield Ram: (for Phalanx path) if you make a bull rush you are treated as having improved bull rush, and you can knock opponents prone (reflex save DC 1/2 HD+damage dealt) you deal damage as if you made a charge attack.
Two weapon defense (for multishield) The shield fighter may ad an additional point of ac to his total shield bonus
path 3rd ability: The path you have chosen gets even better
Shield bounce (for Shield sling path) you may make a full round attack against a group of enemy's. Make an attack roll against an opponent, if successful you make make another attack at your next highest bonus on another enemy within the shields range. If that one hits you can continue up to the maximum number of attacks you can make in a round. total distance can not exceed the shields maximum throwable distance
Great shield knowledge: Based on your path you gain knowledge of a great shield
Moon Shield: (for Shield sling path) this small disk which is roughly 1 1/2 feet across shines like the moon, it shines in any darkness, the shield is treated as having returning on it AC: +4 (not including the +2 from class) damage: 1d8 20/x2 range: 60ft weight: 2 lb
Armadillo: (for great bash path) more of a set of interlocking shields and armor, you can curl into an airtight ball. There is enough air for the creature to survive for an hour. If you subject to a size modifier or special size modifier for an opposed check (such as Hide), you are treated as one size smaller if doing so is advantageous to the character. You can roll around by making an appropriate tumble check (DC 10 flat ground (add or subtract 5 every 10 degree increment)) your movement speed is reduced by 10. You can not make normal attacks while in the ball, though you can still make bull rush and Overrun attempts. The armor takes up all but Amulet, Necklace, and Belt slots.
|Fine||stuff gp||stuff gp||+2||? lb.||1|
|Diminutive||stuff gp||stuff gp||+2||? lb.||3|
|Tiny||stuff gp||stuff gp||+2||? lb.||6|
|Small||stuff gp||stuff gp||+6||? lb.||12|
|Medium||stuff gp||stuff gp||+6||?? lb.||25|
|Large||stuff gp||stuff gp||+6||??? lb.||50|
|Huge||stuff gp||stuff gp||+6||??? lb.||100|
|Gargantuan||stuff gp||stuff gp||+6||??? lb.||200|
|Colossal||stuff gp||stuff gp||+6||360 lb.||400|
Construction: (for a shield fighter)
Moon Shield: 1 pound adamantine, 1 pound mythril, Craft DC 16, 1,000 gp (used for determining how long it takes)
Armadillo: 100 pounds of metal, Craft DC 25, 10,000 gp (used for determining how long it takes)
(for everyone else without the Great Shield Knowledge)
Moon Shield: 1 pound adamantine, 1 pound mythril, Craft DC 16, 10,000 gp
Armadillo: 100 pounds of metal, Craft DC 25, 100,000 gp
Great Block (Su): Once per day a Shield Fighter can negate a single attack, the SHield fighter must know the attack was coming. (This even negates a natural 20
Final path ability:
Soaring Shield: (shield sling path) as a standard action using the moon shield you may throw it and make a single attack against all opponents within one range increment, the shield can only travel it's range increment in this attack before it returns to you.
Shield Juggernaught: (great bash path) while using the Armadillo ball you can trample over opponents and break through inanimate objects (long as you deal enough damage), You need to be moving at a speed of at least 40 ft to use this attack. Trample is based off the character's weight (include the wieght of the armadillo in calculation) 2d6 per 100 pounds
Phalanx: you gain the Pounce special ability
Epic Shield Fighters
4 + Int modifier skill points per level.
Bonus Feats: The epic Shield Fighter gains a bonus feat (selected from the list of epic Fighter bonus feats) every even numbered levels after 20th.
Playing a Shield Fighter
|This section is not complete, and needs to be finished. Edit this Page|
Religion: The shield fighter is like any normal person in regards to religion, no special gods or such.
Other Classes: Generally they get along well with Fighters because they both do alot of fighting, and they get along well with spell casters because they tend to protect them. They don't get along too well with Monks, because they just don't understand why they go un armored all the time.
Combat: Tank or defense.
Advancement: Generally go for AC over attack. Also shields with the returning special ability work great
first try at editing a creature/learning the system
|Size/Type:||Colossal Construct (Living Construct, Augmented Outsider, Abomination)|
|Hit Dice:||60d12+1200 (1920 hp)|
|Armor Class:||58 (size -8, natural 32, deflection 10, ), touch 16, flat-footed 58|
|Attack:||Unarmed Strike melee +64 (8d6+24, 20/x2)|
|Full Attack:||2 +5 slams melee +70(8d6+29,20/x2), Bite +68 (5d6+17+d6 acid)|
|Space/Reach:||30 ft./30 ft.|
|Special Attacks:||Spacial Frightful Presence, Impact Crater, Destructive blows|
|Special Qualities:||Living Construct Traits, Spacial Field, Regeneration 20, SR 35, DR 20/-, Immune to Cold and Fire, Electrical healing, Limited Lifespan, Berserker, Fortification|
|Saves:||Fort +63 plus Pilot's Fort, Ref +38 plus Pilot's Dex, Will +38 plus Pilot's Wis|
|Abilities:||Str 58, Dex 10, Con 48, Int 3 or As Pilot, Wis 11 or As Pilot +11, Cha 20 or As Pilot +11|
|Feats:||As Pilot, and Improved Toughness, Improved natural attack (slam),Improved natural attack (bite) Run, Great Fortitude, Lightning Reflexes, Iron Will, weapon focus slam, weapon focus bite, Power attack, awesome blow, improved bull rush|
|Alignment:||True Neutral, or As Pilot|
|Advancement:||61+ HD (Colossal)|
Clad in armor is a giant, massive, and strangely humanoid. It's body is artificial, but its gait is terribly organic. With a primal roar, it leaps at you, and the impact on the ground shatters the ground like an earthquake.
At the peek of the Age of War, even the gods became involved. As the war spread across the planes, ambitious humans took advantage. Discovering a wounded god stuck in the mortal realm, they tried to manipulate it. For that hubris, the nation involved vanished off the map in a huge explosion. But those with ambition would not be set back by something as simple as the loss of millions. It is said they discovered pieces of the diefic flesh from the wounded god, and using the most powerful magic spells they imbued the power of the gods into artificial flesh and blood, a warforged so massive and powerful that a single one could conquer the world.
Controlled by its pilot, a Warforged Colossus fights as well as its pilot. Living, but not aware, it requires a being who can successfully synchronize with it before activating. In case of a berserker, the warforged colossus fights like a wild beast possessed in insufferable rage, never letting up until the source of its rage is destroyed. It even denies death to obtain its desire.
Frightful Presence (Su): A warforged colossus projects a frightful presence to all that can see it, in 120 ft. The saving throw varies by the pilot, as it is Charisma based. It is 40 + Cha. When without a pilot, the frightful presence functions to a lesser extent, causing targets to be shaken instead of frightened, at DC 45.
Destructive Blows (Ex): If warforged colossus hits with both slam attacks as a free action it can make the creature or object make a fort save of 30 or be effected by a disintegrate spell. Caster level 20. It can only use this ability every d4 rounds DC is Strength
Impact Crater (Ex): A warforged colossus is heavy, its footsteps rattle the earth. As such, when it jumps at least 80 ft. and lands, it lands with tremendous force, duplicating the effects of an Earthquake spell, DC 42. The DC is Strength based.
Absorb Pilot: A warforged colossus possesses a special cockpit hidden within the folds of its upper back and spine. Here, encased in liquid and mentally linked to the colossus, the pilot controls
Living Construct Traits: The Warforged Colossus is a construct, but due to the materials used it has some outsider and abomination traits. A warforged colossus has a constitution score, unlike other constructs. It does not have low-light or darkvision, and is not immune to mind affecting effects.
A warforged colossus is immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, energy drain, polymorphing, petrification, ability drain, ability damage, and immune to cold. It is under a continuous nondetection effect with a caster level of 20.
A warforged colossus cannot heal lethal damage naturally, nonlethal damage, stunning, death effects, and necromancy effects. It is fully healed by the Repair series of spells. It does not eat, sleep, or breath, but can benefit from consumed items such as potions. As a living creature, a warforged colossus dies at -10 hp. It has 100% fortification, is not subject to death from massive damage,
Syncronization: When a pilot enters a warforged colossus, they gain total cover and concealment, and the cockpit floods with a breathable liquid which enables communication between pilot and colossus. The pilot much make a special opposed Charisma check against the colossus, and if they win, they roll d20 + the pilot's charisma bonus. If the colossus wins you take 4d6 con damage as the colossus begins to absorb you. if you beat the colossus you take no damage. A result that beats the colossus by 5 or more allows you to control a move action. A result 10 over the colossus gives you a standard action and 15 over a full round action. result 20 over the Collosus' causes activation, and the pilot is now linked to the machine, substituting mental scores, and adjusting save DCs, saving throws, and other modifiers accordingly.
The synchronization comes with a downside. The pilot feels the pain taken by the warforged colossus when synchronized, and while the colossus does not die from massive damage, the pilot may die for any damage over 250 points in one blow. In addition any mind affecting spells are funnels direct to the pilot, although they gain a +20 circumstance bonus to their saving throw due to the shielding effects of the fluid.
Regeneration (Ex): A warforged colossus regenerates at an alarming rate. Only weapons of deific origin, artifacts, or epic weapons of +6 or above deal lethal damage to a warforged colossus.
Limited Lifespan: Piloting the colossus is a physically draining task. Each minute spent operating it causes 1 point of constitution damage to the pilot, as long as he has a constitution score. Creatures without a constitution score can not pilot the colossus
Berserker: The warforged colossus is a mentally unstable beast. Each round of combat the pilot must make a Will save 30+1 per round or if the pilot is unconcious, the warforged colossus becomes a berserker! Its eyes glow, its mouth agape in primal roar, and it enters a state of frenzy, gaining +16 to Strength and Constitution, it ignores any lack of power, and continues to fight deep into the negatives. As long as its frenzy continues it is not treated as disabled at 0 hp, nor dying at -1 to -9. Even if reduced to -10 or less, it keeps fighting normally until the frenzy ends. At that point any wounds which have not been healed by this time apply normally. This ability does not prevent death from spell effects such as disintegrate and other effects which destroy the body.
Its regeneration doubles to 40 during berserker, and it behaves in a very primitive manner, though it sometimes shows the traits of any being it has previously absorbed. It may frenzy in this berserk state equal to 3 + Con modifier in rounds, resulting in several minutes of massive destruction before it finally cools down. Its pilot rarely seems to remember clearly what occurs during these fits of madness.
A berserker only occurs 5% of the time. Roll a d20 when the warforged colossus encounters one of these situations to see if the colossus goes berserk.