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Pack Member

Followers of Fenrir do not see themselves as devout disciples but as members of his pack. As such, they emulate him and strive for his power, but all must be done in service to the pack, whether that be Fenrir’s or whatever ‘pack’ the pack member finds themselves in. They are natural leaders, loyal to a fault, and devastating to deal with.

The pack member is a deific order of the cleric class.

Limit Breaks (Su)

At 1st level, the pack member receives the Limit Breaks (Bad Company and Tokyo Drift).

Bad Company (Su): This Limit Break lets the pack member emit a violent howl surrounding his opponents and allies, causing a change in attitude in the area. Enemies within a 20-ft.-radius take 1d6 points of non-elemental damage + an additional 1d6 points of non-elemental damage per four cleric levels after 1st, a Fortitude save (DC 10 + half of the cleric’s level + his Charisma modifier) or be shaken for 1 round + 1 round per four cleric levels after 1st. Additionally, allies within the same range heal for 1d6 points of damage + an additional 1d6 points of damage per four cleric levels after the 1st.

Tokyo Drift (Su): This Limit Break allows the pack member to activate nitrous mode. In nitrous mode, the deific mount gains a +4 Strength and a hardness of 2 (which stacks with its current hardness) plus an additional +4 Strength and +2 hardness for every four cleric levels after 1st for a duration of 1 round + 1 round per four cleric levels after 1st. This limit break requires only a swift action.

Spells

A pack member casts red magic spells which are drawn from the red mage spell list. A pack member begins play with 3 1st level red mage spells of his choice. The pack member also selects a number of additional 1st-level spells equal to his Wisdom modifier to add to his list of spells. Each time a character attains a new cleric level, he gains two spells of his choice to add to his list of spells. The two free spells must be of spell levels he can cast. Like most mages, a pack member can find or purchase scrolls with spells to add to his repertoire.

To learn or cast a red magic spell, the pack member must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a pack member’s spell is 10 + the spell level + his Wisdom modifier. In addition, a pack member gains additional MP for having a high attribute (Wisdom). All red mage spells learned by the pack member uses his Wisdom modifier instead of Charisma for all spells’ effects.

Class Skills

A pack member adds Repair to his list of class skills. In addition, he gains a bonus on Knowledge (Engineering) skill checks equal to half his cleric level.

Favored Weapon

A pack member can add the Buster Sword or Feral Claw Gauntlets to his list of weapon proficiencies.

Domains

A pack member gains access to two of the following domains: Animal, Artifice, Lightning, and Travel.

Deity Abilities

A pack member gains the following abilities from his deity as he increases in level.

Deific Mount (Ex)

At 1st level, a pack member obtains his most trusted companion – his motorcycle. All damage dealt to the pack member is evenly split with his vehicle (any excess damage from an odd number applies to the vehicle); if the companion vehicle is reduced to half its total hit points, it gains the broken condition and the bonus it grants to AC is halved, rounding down and any attacks made with the vehicle suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal x2 damage on a confirmed critical hit; if the vehicle is reduced to 0 hit points, it enters a state of critical failure and the companion pack member must exit the vehicle. Vehicles can be repaired at a rate of 5 hp per day using a DC 10 Repair check. For each 5 points by which the pack member exceeds this DC, the vehicle recovers an additional 5 hit points. Only the pack member knows how to operate his companion vehicle, if anyone besides the pack member attempts to drive it, it will stop working.

The motorcycle uses either magical or technological means of propulsion and are self-sustaining, though a GM may decide that their campaign’s primary source of conflict stems from a world where technology is fueled by a highly limited resource, such as gasoline. These companion vehicles are intended to serve as a simple and accessible option for introducing character-oriented vehicles to your campaign and should not be used in conjunction with the standard vehicle combat rules, instead using only the rules presented here.

A companion vehicle can be mounted or dismounted as a move action, though a pack member may attempt a Drive check to attempt a fast mount or dismount just as with a normal mount. Companion vehicles do not have any actions of their own, and the pack member must expend his own actions to control the vehicle. Unless otherwise noted, a pack member may use any weapon equipped to a companion vehicle, using their own feats, base attack bonus, and other bonuses but using the companion vehicle’s physical ability scores in place of their own. The pack member of a companion vehicle is treated as mounted for all feats and effects unless otherwise noted. A pack member’s weight is not counted against a companion vehicle’s total carrying capacity, though any gear he carries beyond a set of clothing does.

A companion vehicle that is lost or destroyed can be replaced with 24 hours of uninterrupted work in a garage or similar environment where basic machining tools can be accessed, costing 200 gil per cleric level.

Motorcycle (Companion Vehicle)

STARTING STATISTICS

Size: Large; Speed: 60 ft.; AC: 16 (+4 armor, +3 Dexterity, -1 size); Ability Scores: Str 14, Dex 16, Con -; Bonus HP: 30 hp; Weapon Affinity: melee; Weapon Slots: 1; Special Qualities: Throttle

Throttle: A pack member can spend a swift action to increase the motorcycle’s base speed to 90 ft., but while its speed is increased in this manner, attempting any turn of 45 degrees or greater requires it to sacrifice an additional 5 feet of movement. The pack member can end this effect as a swift action.

Special: At 4th level and every 4 levels thereafter, the motorcycle’s base speed increases by 10 feet.

5TH-LEVEL ADVANCEMENT

Thundering Crash: While a motorcycle’s throttle ability is active, the pack member deals double damage with melee weapons on the first attack made as part of a charge but must succeed on a DC 25 Drive check after the attack is resolved or both the driver and motorcycle fall prone. This ability does not stack with the Spirited Charge feat or class feature.

Weapon Affinity and Weapon Slots: Various vehicle body types are designed for certain types of weapons; this is called Weapon Affinity and affects the types of weapons a vehicle can wield. Any standard weapon (such as a longsword, crossbow, or even firearms such as pistols, revolvers, or shotguns) can be converted for use by a vehicle, though the weapon must be crafted in a size that the vehicle can use with its weapon slots. There are three types of affinities a vehicle can have: ranged, melee, and artillery. Ranged weapons include things like bows and one or two-handed firearms, while melee weapons include swords, hammers, axes, and similar weapons.

Artillery weapons include grenade launchers, flame throwers, rocket launchers and similar weapons; the driver of a vehicle with Weapon Affinity for artillery weapons is treated as having Exotic Weapon Proficiency (artillery firearms) as long as they are driving their vehicle.

A vehicle’s weapon slots are specially designed to seat a broad array of weaponry; one weapon slot can accommodate a single Medium or smaller sized weapon. A vehicle must have sufficient slots available and a weapon must be slotted for a vehicle and its driver to wield it, unless otherwise noted. Multiple slots can be combined to fit larger weapons; two weapon slots fit a Large weapon, three slots fit a Huge weapon, 4 slots fit a Gargantuan weapon, and 5 slots can fit a Colossal weapon. Vehicles never take inappropriately sized weapon penalties with slotted weapons. Attacks with slotted weapons are made using the driver’s full base attack bonus, though they do not receive additional attacks for a high base attack bonus. If a vehicle attacks with a natural attack or unslotted melee weapon, the vehicle takes a -5 to all attacks with slotted weapons. The maximum number of slotted weapons that can be used in a round is equal to the pack member’s Dexterity modifier.

Table: Companion Vehicle Base Statistics

Class LevelHDArmor BonusHardnessStr/Dex BonusSpecial
1st1+01+0
2nd2+12+0
3rd3+12+0
4th3+23+0
5th4+23+2
6th5+35+2
7th6+35+2
8th6+47+2
9th7+47+4
10th8+59+4
11th9+59+4
12th9+611+4
13th10+611+6
14th11+713+6
15th12+713+6
16th12+815+6
17th13+815+8
18th14+917+8
19th15+917+8
20th15+1019+8
  • Class Level: The character’s cleric level. The pack member’s class levels stack with levels of any other classes that are entitled to an automaton, magitek, or vehicle for the purpose of determining the vehicle’s statistics.
  • HD: This is the total number of 10 sided die (d10) Hit Dice the vehicle companion possesses. No Constitution modifier is applied to the vehicle‘s hit points. The vehicle gets bonus hit points depending on its size: Medium 20 HP, Large 30 HP, Huge 40 HP. Which are indicated in the starting statistics.
  • Armor Bonus: The number noted here is the vehicle‘s base total armor bonus. This number is modified by the vehicle‘s base form. A vehicle cannot wear armor of any kind, as the armor interferes with the pack member‘s operation of the vehicle. A pack member can enchant his vehicle‘s body as if it were armor.
  • Strength and Dexterity Bonus: Starting at 5th level, the vehicle gains a +2 enhancement bonus to its Strength and Dexterity scores. At 9th level and every four levels thereafter, this bonus increases by an additional +2.

Fear Tactics (Ex)

At 3rd level, a pack member learns to master the art of fighting on a motorcycle, charging through his opponents to clear the path on a battlefield. He gains Improved Overrun as a bonus feat, ignoring its prerequisites.

Alpha’s Howl (Su)

At 6th level, a pack member can let out a mighty howl, allowing an ally within a 20-foot radius of him to take additional actions. As an immediate action, a pack member can spend 2 MP to grant an ally within this range an additional move action on that ally’s turn. A creature can only benefit from this ability once per day even if a different pack member uses it on them. A creature must be able to hear the pack member to gain any benefit from this ability.

Chop-Shop (Ex)

A pack member of 9th level has learned to harness his motorcycle, customizing it as he sees fit. He selects three enhancements plus an additional enhancement for every three cleric levels after 9th from the list below to add to his motorcycle.

Additional Weapon Affinity: The vehicle gains Weapon Affinity with an additional weapon type of the pack member’s choice (ranged or artillery). This enhancement can be taken an additional time, selecting the last weapon type.

Additional Weapon Slot: The vehicle gains an additional weapon slot. This enhancement can be taken multiple times.

Advanced Armor Plating: The vehicle increases its armor bonus to AC by +2.

Arcforged Armor: The vehicle increases its hardness by 5.

Intelligent Vessel: The vehicle is able to be controlled by AIs in a manner similar to a robot, gaining the aggregate template when it is so controlled (even though it is not a robot). The vehicle does not, however, gain the benefits of any feats that the AI possesses. The vehicle starts out controlled by a base AI with 10 in all of its mental ability scores and the ability to speak one language the pack member is capable of speaking. If the pack member is not controlling the vehicle, the AI can cause the vehicle to act on its own, taking a full round’s worth of actions each round.

Manual Loader: An allied character in an adjacent or shared square can reload your artillery firearms for the pack member as a standard action, or firearm weapons for the pack member as a move action.

Munitions Upgrade: The vehicle is treated as though the pack member has Weapon Specialization with one weapon from a category it has Weapon Affinity with. This Enhancement can be taken multiple times but must apply to a different weapon each time.

Nautical Superiority: The vehicle gains a swim speed equal to base land chosen when this upgrade is selected. The vehicle can remain submerged for 1 hour per Hit Die before its air filters start to fail and the pack member has to make Constitution checks to hold their breath or begin drowning.

Side-Car: The vehicle gains a side-car that can fit a medium-sized creature who can operate the slotted weapons (if any).

Sticky Treads: The vehicle gains a climb speed equal to half its movement speed.

Superior Armor Plating: The vehicle increases its armor bonus to AC by +3. This stacks with the increase granted by the Advanced Armor Plating enhancement.

Targeting Upgrade: The vehicle is treated as though its pilot has Weapon Focus with one weapon from a category it has Weapon Affinity with. This enhancement can be taken multiple times but must apply to a different weapon each time.

Thrusters: The vehicle increases their current fly speed by 10 feet and increases their maneuverability by one step. If the vehicle did not have a fly speed before taking this upgrade, it now has a maneuverability of clumsy and a fly speed of 10 feet. Each time the pack member takes this enhancement, improve his vehicle’s fly speed by an additional 10 feet and its maneuverability by one step. This enhancement can be taken up to three times.

Weapons Upgrade: The vehicle can treat the damage dice of weapons from a category with which it has Weapon Affinity as though they were one size category larger. The vehicle can take this upgrade multiple times, but it cannot apply to a given weapon category more than once.

Vessel of the Storm (Su)

A pack member of 12th level can add a number of spells from the geomancer spell list to his spell list equal to one per spell level he is able to cast.

Form of the Pack (Su)

A pack member of 15th level has learned to, for a short time, take on a form approximating his deity. By spending 6 MP, he can become a werewolf, gaining the effects of the lycanthrope template for a duration of one minute per cleric level. He acts in all respects as a natural lycanthrope for the duration of the spell, including the ability to inflict the curse of lycanthropy with a Fortitude save (DC 10 + half of the cleric’s level + his Wisdom modifier) to resist the effects.

Thunderstruck (Su)

At 18th level, a pack member can call forth a great storm. Once per day, he can cast the spell Storm of Vengeance as a spell-like ability, with the Reflex DC equal to 10 + half of the cleric’s level + his Wisdom modifier.

Alpha of the Eclipse (Su)

At 20th level, a pack member becomes a true alpha, now a master of the thunder of his engine. As such, he has customized his deific mount in such a way to call back to the original form of Fenrir. At 20th level, a pack member may select one from this list of Legendary Enhancements to add onto his deific mount. Unlike traditional enhancements, Legendary Enhancements cannot be swapped out.

I’ve Got A Need: The pack member’s motorcycle has reached ludicrous speeds. The ground speed, including any increases to the ground speed, of the pack member’s deific mount is doubled. Additionally, if the pack member attempts an Overrun combat maneuver and succeeds, he may move the speed of his motorcycle and attempt another overrun maneuver on another target. This can be done an amount of times per round equal to the pack member’s Charisma modifier. Additionally, if a pack member successfully attempts an overrun combat maneuver, he may trip his target as a free attempt.

Lord of the Skies: The pack member’s motorcycle gains a fly speed equal to its ground speed. Additionally, once per day, as long the motorcycle is off the ground, it can replace the attack at the end of the charge with a touch attack that deals 10d6 lightning damage plus an additional 1d6 lightning damage equal to the pack member’s Charisma modifier. If this attack misses, the target still takes 1d6 lightning damage equal to the pack member’s Charisma modifier.

Maw of the King: In addition to his deific mount’s slotted weapons, the pack member attaches a set of gnashing teeth to the face of his motorcycle, giving it an additional weapon that deals 1d8 piercing damage and has the trip property. Additionally, the maw is equipped with a set of massive speakers, allowing it to unleash devastating howl. A number of times per day equal to the pack member’s Charisma modifier, as a standard action, the deific mount can release this devastating howl, dealing 4d6 points of lightning damage to all enemies within 20 feet of the motorcycle and giving them the shaken condition, a Fortitude save (DC 20 + the pack member’s Charisma modifier) halving the damage and negating the shaken condition.

Rally Vehicle: The pack member knows he is no stronger than his pack – so the best way to better himself is to better the pack. Decked out in speakers and killer gear, this vehicle can support its allies. For a number of rounds per day equal to 3 plus the pack member’s Charisma modifier, each ally within 20 feet of the pack member gains a +2 morale bonus to their Constitution, a +2 bonus to saving throws, a +2 bonus to AC, and are granted fast healing 3.

Size Matters: The pack member has increased the size of his hog to a ridiculous size. The pack member’s deific mount increases it’s size category, becoming huge-sized. The motorcycle gains a +2 bonus to Strength, a -2 penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to 1its increased size. It now has a space of 15 feet and a natural reach of 10 feet. Melee weapons slotted into the motorcycle’s melee weapon slot(s) also enlarge in size, its damage also increasing into a size category. If the pack member is within 20 feet of his deific mount, he can use his motorcycle’s size bonus to Intimidate checks in place of his own.