Drinking & Dragons

User:Arz/True Merger

From Drinking and Dragons

True Merger

Some Yakfolk lower themselves to more deviant practices than the rest of their race. These so called True Mergers try to take more from the bodies they inhabit and even overcharge them with their superior racial traits. Most Yakfolk disdain these sad deviants for acquiring an unnatural preference for staying merged with lower beings. Most True Mergers care little what the isolated society of Yakfolk think as they have moved into the cities to build webs of influence and networks of bodies to maintain their interests.


Prerequisites:Race: Yak Folk BAB: +6/8 Feats: Two of the following: Deceitful, Investigator, Magical Aptitude, Negotiator, Persuasive, Self-Sufficient, or Skill Focus Skills: 10/12 ranks in four of the class skills.

True Merger d4

Level BAB Fort Ref Wil Special
1 1 2 0 2 Merge overcharge 1/day
2 2 3 0 4 Improved body merge (+1/day, 10 min)
3 3 3 1 4 Merge overcharge 2/day
4 4 4 1 4 Improved body merge (+2/day, 2 min)
5 5 4 1 4 Merge overcharge 3/day

Class Skills (6+Int modifier per level): Autohypnosis, Bluff, Concentration, Craft, Decipher Script, Disguise, Gather Information, Heal, Knowledge, Profession, Sense Motive, Speak Language, Spellcraft, Use Magic Device

Merge Overcharge (ex): The True Merger gains the ability to draw on his Yakfolk traits to bolster the merged body. He can perform this overcharge once per day at 1st level and one additional use per day at 3rd and 5th level to a max of three uses per day at 5th level. Using Merge Overcharge causes a strain on both the host and the yakfolk. This ability deals subdual damage to both each round of use. A will save DC of 20+class level is required to stop the merge overcharge. Magical and natural healing removes the subdual damage from the host first. At first level the merge increases strength by +4, and natural armor by +2 while dealing 1 subdual per round. At third level the merge increases strength by +6, constitution by +2, and natural armor by +4 while dealing 2 subdual per round. At fifth level the merge increases strength by +8, constitution by +4, and natural armor by +7 while dealing 3 subdual per round.

Improved Body Merge (sp): At second and fourth level the True Merger gains another use per day of this ability for a total of three uses per day at fourth level. Additionally the time to perform a body merge is lowered from twenty minutes to ten minutes at second level. True Mergers gain a further hastening at fourth level so that a body merge takes only two minutes to perform.