The Way of the Sheen. After learning all the skills of the Sheenhunter, the hunter does not necessarily become the Sheenslayer. Sure, it is true that in exterminating all the sheen you terminate their threat. But the Sheen Lord has a more open mind. He sees opportunities were others see a problem, he sees allies were others see enemies. At least, that is what they claim. The Sheen Lord becomes more and more like the sheen, using their technology to enhance his own body and recruiting them as his minions. Most Sheenlord choose to show off their 'superiority'. Their otherworldly enhancements and pale skin make the Sheenlord a terrible sight to behold. Requirements: Feats: Great Fortitude and, either Track or Alertness Skills(Ranks): knowledge (engineering): 5 ranks knowledge (sheen): 5 ranks Special: 5 levels of sheenhunter, must have sheen technology implanted on your body Hit Die: 1d8 Skill Points: 6 + Int modifier Class Skills: Climb (Str), Concentration (Con), Craft (Int), Disable Device (int), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Knowledge (sheen) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Repair Sheen (int), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Class Features: Weapon and Armor Proficiency:no extra proficiencies Cruel Device: With the digital persuasion ability the sheenlord creates a permanent follower that will attack other sheen and does not count towards the number of HD the sheenlord can control. This sheen is always a flitter or a standard walker. Any improve checks made on this sheen are made with a +5 bonus. Sheenlord: The sheenlord can add his sheenhunter and sheenlord levels together to determine how many sheen he can control with the digital persuasion skill. Blood of Ice: Your body temperature lowers. You are less susceptible to temperature effects (immune to subdual dmg). On the other hand, you become more susceptible to magic and take one extra damage per die. Implant: The sheenlord modifies his own body with sheen technologie. Any sane person would call it mutilation, they call it ascension. All sheen equipment can repair itself if it is not completely destroyed. These implants don't need energy cells. Grade 1 Defensive Field: As field generator (DR:1 for a total of 15 pts), can be upgraded (Mark II DR:2 & 30pts; Mark III DR:3 & 50 pts). Plasma Generator: Come of superheated particels, ten by 1 feet at origin, widening to 5 feet at terminus. 4D10 dmg, save for half. 1/day uses. can be upgraded 3x (Mark II 8D10, 20ftx10ft; Mark III 12D10, 30ftx15ft; Mark IV 16D10, 50ftx25ft Mark + extra use/day) Sampler arm: The Sheen Lord gets an extra arm, or can replace a limb with a Sheen appendage. Extra arms have an BAB aqual to your Sheen Lord and the strenght of the original sheen. Replacement arms have your BAB and sheen strenght. Legs can make kick attacks. Capacitator: This is a small device that stores excess electricity. You can discharge this once per sheenlord level per day for an additional 2D4 damage to a melee attack. Can be upgraded to deal 4D4 damage, and it can be used as a ranged attack to a target within 30'. (no range increments) Lifter: You can ascend or descend vertically at 20' per round. You can lift a max of 400 pounds (own weight incl.) Armour: natural AC+2 Construct: Your type changes to construct. Check the book. (DM's note: I probably need to tone down this ability quite a bit. Sheenlords may be affected by mind-influencing effects and may be raised or resurrected. all other traits apply.) |