Kokoro

==Legend==
==Abilities==
===Binding DC - Binding DC + 10===
On a failed Will save, any target within 30 feet of the vessel cannot attack the creature bound to Kokoro with any lethal spell or lethal attack. This DC is equal to 20 + the HD + cha modifier of the vessel. This will save is attempted once per combat with the vessel.
===Binding DC + 11 - Binding DC + 20===
The vessel gains a bonus to knowledge checks equal to their charisma modifier, in addition to their intelligence modifier. 
===Binding DC 21 - Binding DC + 30===
The vessel of Kokoro can add their intelligence modifier to their armor class and saves. This is a dodge modifier.
===Binding DC 31 - Binding DC + 40===
The vessel can focus their thoughts and Kokoro's will upon a single target with an intelligence score of more than 1. On a failed will save, the target becomes a slave to the vessel for as long as Kokoro is bound. The will save is equal to the binding check used to bind Kokoro.
===Binding DC 41 Binding DC 50+===
By pulling out the deepest fears of its opponents, Kokoro can make them manifest, and turn them to hunt their targets. This is a will save, upon failure the targets will die. This will save is equal to the vessel's binding check to bind Kokoro. If the enemies succeed any one of their mental stats will be turned to 1. In a target immune to death effects, this instead becomes insanity if they fail the save, and no ill effects if they pass it. This ability may be used at any time, but for each target affected, the user must wait an additional round before it can be used again. During this time, the vessel loses all benefit from the defensive aura in the third rank of bonding.