Death is the ultimate in equalizers, eventually anything and everything fades away into decay or entropy, but for those who ingest fragments of the Life-Gem this eventuality becomes rather skewed. These strange fighters eat the fragments and let their bodies digest them to gain a form of pseudo-immortality. As part of the conditions to becoming a goremaster once the Life-Gem has been infused to their body on a large scale they are put into a trance like sleep before having their limbs severed in several methods, including the Head, upper arm, forearm, hand, thigh, calf, and foot. Each section is infused further with life-gem shards attuned to the first, allowing untold precision over every part of the Goremasters body through manipulations, even allowing them to extend, or separate and control any of their limbs, and this as well as the copious amounts of blood they produce faster than they often lose it mixed with their regenerative powers are what give the Goremaster it’s name. At first one might think these beings twisted and dark, but strangely enough the ‘order’ that creates them selects people with potent personalities and light hearts, for no matter how bloody their craft a lifeless heart can’t take in the power of endless life.
HD: d10
Requirements.
Class Skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge(local), Perception, Sense Motive, Sleight of hand, Stealth.
Skill-points per level: 4+Int modifier
Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Fast Healing 1, Life Infused, Copious Splatter, Dismember, Pressurized Strikes
2nd +2 +3 +3 +0 Manipulation, Enduring Flesh
3rd +3 +3 +3 +1 Wandering Organs, Bonus Feat
4th +4 +4 +4 +1 Manipulation
5th +5 +4 +4 +1 Fast Healing 2, 5th of Dismember!
6th +6 +5 +5 +2 Manipulation
7th +7 +5 +5 +2 Dead Walking, Bonus Feat
8th +8 +6 +6 +2 Manipulation, 5th Reunion
9th +9 +6 +6 +3 Fast Healing 3, Improved Wandering Organs
10th +10 +7 +7 +3 Manipulation, Limbs aplenty
11th +11 +7 +7 +3 Undying, Bonus feat
12th +12 +8 +8 +4 Manipulation, 5th inning
13th +13 +8 +8 +4 Fast Healing 4
14th +14 +9 +9 +4 Manipulation
15th +15 +9 +9 +5 Greatly Wandering Organs, Bonus Feat
16th +16 +10 +10 +5 Manipulation, Revenge of the 5th!
17th +17 +10 +10 +5 Fast Healing 5
18th +18 +11 +11 +6 Manipulation
19th +19 +11 +11 +6 Regeneration, Bonus Feat
20th +20 +12 +12 +6 Manipulation, For the 5th and final time!
Weapon and armor proficiencies: Life-Gem Goremaster’s gain proficiency with Simple Weapons, Light armor, and with shields (but not tower shields)
Fast Healing(Ex): Beginning at first level the the Life-gem Goremaster’s power from the infused Life-gem helps them heal from wounds much more rapidly than others while in combat. As long as they adhere to the restrictions of Life Infused and Dismembered, they heal at a rate of 1 hp a round and an equal amount of nonlethal damage while in combat. This healing increases by one point every 4 levels after 1st, to a maximum of 5 at 17th level.
Life Infused(Ex): The abilities of the Life-Gem are great but difficult to maintain, and require a strict regimen of special herbs and flecks of other life-gems to maintain. Those who remain loyal to order that created them (be they good or evil) will supply them with more, usually a weeks worth, in any city they operate in (nearly all). This regimen has a downfall however in that it’s extremely important to let the body finish it to the end, meaning that once a level in Goremaster is taken you must continue to take levels in Goremaster unless a class specifically mentions otherwise.
Copious Splatter(Ex): At 1st level the Goremaster is never subject to bleed damage, and gains a +2 bonus on intimidate rolls after suffering from a Critical hit or attack that deals 10 or more damage from how their blood spurts in a horrific fashion.
Dismembered(Ex): As part of the conditions to becoming a goremaster once the Life-Gem has been infused to their body on a large scale they are put into a trance like sleep before having their limbs severed in several methods, including the Head, upper arm, forearm, hand, thigh, calf, and foot. Each section is infused further with life-gem shards attuned to the first, allowing untold precision over every part of the goremasters body through manipulations, even allowing them to extend, or separate and control any of their limbs. Normally to begin a Goremaster can separate their Hands and Head to begin with, the hands moving at a rate of 5ft per round and able to hold an object as per a Mage Hand spells weight limit with a caster level equal to your Goremaster level, before using small spurts of pressured blood to return to the body in 1 standard action if it’s within 10ft. Seperated limbs move independently of the goremaster and don't use up move actions, however they still must use standard actions to attack.
Hands have Ac equal to 10+ the goremasters dex + ¼ her natural armor + 4 size mod and have ¼ the goremaster’s hp.
Removing the head allows the Goremaster to roll/place/toss their head, seeing and hearing anything they can normally do so through their head as well as talk and perform bite attacks if they have it. Similar to the hands their head can move at a rate of 5ft per round by using pressurized blood. A goremaster's head has Ac equal to 10+ ½ her dex mod + her natural armor + 4 size mod and has ¼ the goremaster's hp.
When a limb is damaged the damage doesn't transfer to the goremaster, but if it's destroyed that limb turns to a puddle of blood and reforms on the goremaster, who then takes 1 damage per HD she possesses.
Dismembered limbs can make unarmed strikes but don't add bonuses from strength. Furthermore this means that a Life-Gem Goremaster is immune to the Sever Limb maneuver, and the Vorpal quality.
Pressurized Strike(Ex): The pressured blood in their limbs improves the unarmed strikes or natural weapons of a Goremaster to 1d6 damage base (Increasing as Improved natural attack if their size is above medium).
Enduring Flesh: At 2nd level the Goremaster’s body quickly reacts to danger and builds natural defenses against harm to it’s exposed areas. As long as the Goremaster wears armor they are proficient with, has a Max Dex of at least 5, and has no Check Penalty, they get a Natural Armor bonus equal to half their Con mod. In addition the Goremaster gains the Toughness feat.
Manipulation: The Goremaster further attunes their abilities by learning more advanced control over their bodies, growing more and more adept with time. At every even numbered level the Life-Gem Goremaster gains one of the below Manipulations.
Wandering Organs(Su): At 3rd level the goremasters body becomes even more resilient and able to possibly even shrug off targeted strikes by making organs move out of the attacks way, making their AC considered 2 higher than normal when attempting to confirm a critical hit. This improves at 9th level to 4 higher, and again at 15th level to 8 higher.
5th of Dismember!(Ex): Reaching 5th level the Goremaster gains access to one of it’s most signature abilities, a maneuver catapulting their limbs outward through pressurized blood to assault every nearby being. As a full round action a number of times per day equal their con mod the gote master roll a single attack roll at her highest bonus, dealing one case of Unarmed strike or natural attack damage per major limb (2 Arms, 2 legs, Head) to all enemies within 10ft, or weapon damage to one enemy per held weapon + her con mod, followed by a bullrush attempt in which she gets a +4 bonus to and doesn't need to move with the enemy. Afterward the limbs fall into a random spot within that 10ft area, though your head always remains in the same place you started.
Dead Walking(Su): At 7th level it’s incredibly hard to actually tell if you're alive or not when dismembered, and most people merely are disturbed by the grisly sight and move on or otherwise react accordingly. You gain a +10 bonus on disguise and stealth checks to appear as a dead body or similar, even able to temporarily stop your heart for up to a minute in order to fool people. While your heart is stopped you can make a Disguise or Stealth against a caster’s level check + their casting modifier if they are using magical means to detect your status of life, success means you register as Dead for those magical effects, but true seeing shows you to be living. Additionally, you can use this ability to attempt to fool undead, as long as they don’t possess the lifesense ability you can make a Disguise check opposed by the undeads Level Check + their charisma. If you beat the check, mindless undead believe you to be one of them until attacked.
5th Reunion(Ex): 8th level brings another dimension to the goremaster signature move, allowing them to reform as part of the same full round action as the initial attack, their limbs flying back together in another strike in itself. Choosing to reform instead of scatter deals half the damage of original attack again, but you don’t get to make a bullrush attempt if you choose to do so.
Limbs Aplenty (Ex): Reaching 10th level the goremaster loses no hp when a limb is destroyed.
Undying(Ex): By 11th level the boundaries of life itself are in question when a goremaster in concerned. Their bizarre quasi-immortality now makes them act similar to undead and living creatures at the same time, still being healed by positive energy, but healing 1 point per 2 points of damage they would otherwise receive from negative energy. Additionally, they now gain their full con mod in natural armor.
5th inning(Ex): At 12th level their 5th of Dismember! ability is much more versatile in application. It’s still a full round action to perform, but they can first throw a smaller body part before initiating it. Treat the limb as a thrown weapon with a 15ft range targeting a creature or square, if it hits a creature it deals 1d4 +strength mod in damage. After tossing the limb, you initiate the normal 5th of Dismember!, but then you may pull yourself back together instead at the point of your thrown limb. Doing so allows you to choose the bullrush bonus and attempt, or the extra damage of 5th Reunion. Additionally while dismembered, you can use your 5th of Dismember!, to instead pull all limbs back to your head, dealing the same damage as normal to any creature adjacent to it, but not giving either the bullrush attempt or 5th Reunions extra damage.
Revenge of the 5th!(Ex): 16th level opens up even more applications for their trademark ability, giving the goremaster the option to halve the damage of the 5th of Dismember! to use it as a move action, or to initiate the ability immediately in response to a critical hit (even if the critical damage is negated by their Fortification), or any single attack that deals 1/4th of their health total or more in damage.
Regeneration(Ex): From 19th level onward all Fast Healing the goremaster has becomes an equal amount of Regeneration/-. This means nothing deals normal damage to a goremaster, and that the only way to properly kill them is to reduce them to -10 hp, and use a Limited Wish, Wish, or Miracle spell to strike them down for good.
For the 5th and Final Time!(Ex): A 20th level goremaster is a true artist when it comes to exploding in a fountain of blood and body parts. Their 5th of Dismember! abilities range is tripled to a 30ft burst, and is now always able to be used as a move action with no reduction in damage. Additionally the eruption created is so violent that it creates the effects of the Red Carpet and Putting your Foot Down manipulations.