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View Full Version : GiTP Pathfinder Grab Bag Competition I - Creepy Crawlers



Tanuki Tales
2012-03-01, 12:03 AM
Creepy Crawlers



http://i1089.photobucket.com/albums/i351/TrollBrau/PGBI-1.jpg


"The worms crawl in...The worms crawl out...The worms play peanuckle on your snout..."


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 31st of March.

A poll will be opened shortly after the closing of the contest and everyone on the Playground will have the chance to vote until the 7th of April. You will be casting two votes, one for your favorite entry and one for the entry you believe would most likely see play (either in a game you would DM/GM or in a game you yourself would play in)

First, Second and Third place, as well as the winner of Most Likely to See Play, will receive a pixelated trophy that I create myself with my limited skills in Paint. In the case of any ties I will cast the tie breaking vote.


[b]Rules

1. You will be creating an original Base Class or Monster or Prestige Class or Race that is themed around one of the following: Arthropods, Swarms or Hive Mind mentality. Your entry may take any shape or form as long as it related in some way to the theme itself (such as a race of Crab people, a Monster that forces a Hive Mind thrall condition onto other creatures or a Base class that controls and manipulates swarms).

2. Your entry must be entirely complete. Incomplete contest entries will be disqualified upon the closing deadline of the contest.

2a. Base and Prestige classes must have a name, completed class, and fluff for both combat and roleplaying purposes.
2b. Monsters must have a name, completed stat-block, physical description, and ecology if any. Templates may be submitted as entries but will be judged based upon the example creature (which must be a previously statted NPC creature from the PSRD). A pre-application and post-application version of the creature must be included for comparison (a link to the NPC on the PSRD will suffice for pre-application).
2c. Races must have a name, completed racial traits and fluff for both combat and roleplaying purposes.

3. Entries must be Pathfinder, using the formats provided below. Using the provided formats is not a strict requirement but it makes reading and judging easier and may impact your chances in the contest if you deviate from it. You may "gussy up" your entries as you see fit as long as they are still comprehensible.

4. Post all entries for the contest in this thread. Do not post any conversations regarding the entries here. Any and all discussions regarding this contest will take place on a separate thread: Here (http://www.giantitp.com/forums/showthread.php?t=234663)

5. Only one entry is allowed per participant.

6. Entries submitted must be original works that were created for this contest and this contest alone. Submitting plagiarized or previously posted work will result in said entry being automatically disqualified and may lead to inability to compete in this contest from then on.

6a. Entries submitted to this contest may not be posted in a separate thread or format until the contest has come to a close. Any entries that are discovered to have been posted elsewhere during the contest's duration (such as to garner further attention and critiques) will be automatically disqualified.

7. You may not reserve a post for an entry you plan to submit. You are more than allowed to tweak and edit your entry after it has been submitted (up until the deadline is reached) but the basic layout of your entry must be complete.

8. Please state whether or not you would like comments or critiques on your entry upon its submission. Otherwise other contestants and Playgrounders watching the contest will most likely give your submission a once over and point out any flaws or other comments they may have seen in the chat thread.

-*-*-*-

Tanuki Tales
2012-03-01, 12:04 AM
Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier)


CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
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2nd|
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19th|
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20th|
+x|
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+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier)


CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
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19th|
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20th|
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+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2012-03-01, 12:05 AM
Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.


Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.

Tanuki Tales
2012-03-01, 12:07 AM
Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier)


CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
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3rd|
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9th|
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10th|
+x|
+x|
+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):



Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Points at First Level: (x + Int modifier)


CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
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5th|
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9th|
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10th|
+x|
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+x|
+x|Class Ability[/table]

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2012-03-01, 12:08 AM
RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
X years|
+XdY|
+XdY|
+XdY[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
X years|
X years|
X years|
+XdY years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
X'Y"|
+XdY|
X lb.|
× (X) lb.
Female|
X'Y"|
+XdY|
X lb.|
× (X) lb.[/table]


[spoiler]RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
X years|
+XdY|
+XdY|
+XdY[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
X years|
X years|
X years|
+XdY years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
X'Y"|
+XdY|
X lb.|
× (X) lb.
Female|
X'Y"|
+XdY|
X lb.|
× (X) lb.[/table]

BelGareth
2012-03-02, 02:29 PM
Pack Master

"Come here my pretty! What did you see, ah, yes. She will do nicely, she will do nicely!" Ezrelda the Wood Witch, Pack Master speaking to an animal companion

Many of those who seek the woods and nature in solace find it more than just a comforting place, to those lucky people it provides shelter, food and friends. But to a rare few they share a connection to the natural world, caring for it's many denizens and protecting it from would be tree cutters. These are the many Druids, some stray from Nature's ethical stance and pursue personal goals but others pursue a more primal calling, others seek to be one with some of the denizens of the forest, to be one with the will of nature, these are known as Pack Masters, and they are many.

Role: A Pack Master fills much of the same roles as a Druid does, capable of scouting out large areas with little ease and transporting to where she is needed. Pack Masters retain their divine connection to Nature and so can still act as support or even as a secondary melee combatant.

Alignment: Any Neutral

Hit Die: d8

Requirements
To qualify to become a Pack Master, a character must fulfill all of the following criteria.
Feats: Augment Summoning
Class Archetype: Pack Lord with at least two Animal companion Dire Squirrels*
Class ability: Wildshape
Special: A Pack Master Cannot take an Animal Companion that is not a squirrel.

Class Skills
The Pack Master's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points at Each Level: (4 + Int modifier)


Pack Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per day

1st|
+0|
+1|
+0|
+1|Wild Shape, Spontaneous casting|+1 level of existing class

2nd|
+1|
+1|
+1|
+1|Horde Empathy|+1 level of existing class

3rd|
+2|
+2|
+1|
+2|Eyes of the Horde|+1 level of existing class

4th|
+3|
+2|
+1|
+2|Strength of the Horde|+1 level of existing class

5th|
+3|
+3|
+2|
+3|Summon the Horde 1/day|+1 level of existing class

6th|
+4|
+3|
+2|
+3|Power of the Pack|+1 level of existing class

7th|
+5|
+4|
+2|
+4|Summon the Horde 2/day|+1 level of existing class

8th|
+6|
+4|
+3|
+4|Many are One|+1 level of existing class

9th|
+6|
+5|
+3|
+5|Summon the Horde 3/day|+1 level of existing class

10th|
+7|
+5|
+3|
+5|One are Many|+1 level of existing class
[/table]

Class Features
All of the following are class features of the Pack Master.

Weapon and Armor Proficiencies: A Pack Master gains no new Weapon or Armor proficiencies.

Wild Shape: Levels in Pack Master stack with druid levels to determine the duration, times per day and how your wildshape ability works. In addition when wildshaping into a non squirrel your effective Druid level is -2, however when Wildshaping into a squirrel (or any of its derivatives) your effective Druid level is +2. This affects the duration and the specific spell your wildshape emulates (Beast Shape I for example).

Spontaneous Summon: A Pack Master strengthens her connection to her Pack, when spontaneously casting a Summon Natures Ally her effective caster level is -2 when summoning non Squirrels and +2 when summoning squirrels.

Horde Empathy (Su): The Pack Master generates an empathic link with her Animal companions at a distance of 1 mile per Pack Master level. The Pack Master can communicate empathically with the Animal companion, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The Pack Master has the same connection to an item or place that her Animal Companion does.

Eyes of the Horde (Su): The Pack Master gains the ability to key into her Animal companion's with perfect clarity, as a standard action the Pack Master can choose an Animal companion within 1 mile per Pack Master level and perceive(sight, sound etc) things the Animal Companion can. The Pack Master uses the Animal Companions Perception check and the creatures low-vision.

Strength of the Horde (Ex): Such is the power of the Pack that they grow strong as you do, at 4th Level the Pack Master's Animal companions all gain the benefit of the Augment Summoning Feat.

Summon the Horde: At 5th level the Pack Master learns to Summon the all mighty power of the Horde, the Pack Master gains the ability to wildshape into a swarm of Tiny Squirrels 1/day, while transformed into the swarm you take up a 10ft x 10ft square, become immune to critical hits and precision damage, you cannot be flanked, tripped, grappled, or bull rushed. You become immune to spells or affects that target an specific target but take %50 extra damage from area of affect spells and splash weapons. You lose all of your attacks and gain a primary natural Swarm Attack based off your level (see table), you lose any reach you had and must enter a square of a creature, provoking attacks of opportunity as normal. Creatures that occupy a square you do are automatically hit by your swarm attack each round and are distracted by the swarm, creatures that are distracted need to succeed on a DC 20 + spell level to cast a spell or maintain one. Once a creature no longer occupies the same space they are no longer distracted (but can be again).

This ability otherwise works exactly like Wildshape, you can stay in the swarm (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Swarm) form as long as you could wildshape and you gain the same benefits from wildshaping (Beast Shape).

For Example:
Ezrelda a 5th level Druid 5th level Pack Master, changes into a Swarm, taking a standard action, it last's 10 hours and she gains the benefits of the Beast Shape III spell. (A Pack Master cannot choose to gain the benefits of Elemental Body or Plant Shape while in Swarm from)

{table=head]Swarm Attack
{table=head]ECL|Damage
1-5|1d6
6-10|2d6
11-15|3d6
16-20|4d6
21+|5d6
[/table][/table]

You gain an extra use of this ability at 7th and 9th levels.

Power of the Pack (Ex): The Pack Masters Animal Companions grow as the Pack ever grows, each animal companion gains +3 effective levels. In addition the Squirrel Animal Companions gain a further Size Advancement:


7th-Level Advancement: Size Large; Attack 2 claws (1d6);bite (1d8); Ability Scores Str +4, Con +2. Natural Armor +4

Many are One (Su): A Pack Master gains the ability to blur the lines between her body and the bodies of her Animal Companions, all are one to nature. As a full round action the Pack Master can choose an Animal Companion for which she can use the Eyes of the Horde ability on and switch bodies. If the Pack Master is not in the Wildshape form of a Squirrel she automatically activates her wildshape as a squirrel of the same size as she switches body with, if she is already in squirrel form she retains her shape. If the Pack Master has no Wildshape uses left she cannot switch bodies.

One are Many (Su): So ingrained with the Pack becomes the Pack Master that if she is bought near death the Pack comes to save her from death, 1/week at 10th level the Pack Master can avoid death if she were to be dropped below her Constitution score by instantly turning into a swarm of Tiny squirrels like Summon the Horde ability, except the Horde scatters instantly. If there is no logical place for the Squirrels to go then the Pack Master Dies as normal (Like a ship at sea for instance). The squirrels meet up at any location within 1 mile and reform leaving the Pack Master with 0 Hp's but stable.


Additional Information

Animal companion

Dire Squirrel

Starting Statistics: Size Small; Speed 40 ft., climb 20 ft.; Attack bite (1d4); Ability Scores Str 10, Dex 17, Con 12, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, Scent

4th-Level Advancement: Size Medium; Attack 2 claws (1d4);bite (1d6); Ability Scores Str +2, Dex +2.

Squirrel Creatures
1st - Dire Squirrel

2nd - Dire Squirrel [3HD]
3rd - Dire Squirrel [Medium, 5HD]
4th - Savage Squirrel [7HD]
5th - Savage Squirrel [Large, 9HD]
6th - Prehistoric Squirrel [11HD]
7th - Prehistoric Squirrel [Huge, 13HD]
8th - Monstrous Squirrel [15HD]
9th - Monstrous Squirrel [Gargantuan, 17HD]

http://www.wizards.com/magic/images/cardart/UL/Might_of_Oaks_640.jpg

Adaptations
This Prestige class is very easy to adapt, you just need to find a tiny creature that is similar to a squirrel, some that are easy would be Rats, birds, fish etc...

Notes
Inspiration from WoTC:MTG Demented Hermit

Tarvon000
2012-03-03, 12:43 PM
SWARMLORD

"Sure it's kind of itchy, but being covered with spiders isn't so bad once you get used to it." Torgaz the Repulsive, a swarmlord

While others receive magical power from study, worship, or innate spellcasting ability, the swarmlord's magic originates from a powerful curse. Hundreds of small animals and vermin cluster around him, hiding in his hair and clothing. With training, however, he can learn to control these creatures, forming them into swarms and directing their actions.

Role: For the most part, swarmlords are essentially blasters, attacking with legions of swarms or using their wave of vermin attack against nearer foes. However, their wild shape ability allows for a limited scouting role as well.

Alignment: Any.

Hit Die: d8.

Starting Gold: 2d4×10 gp.

Class Skills
The swarmlord's class skills are Climb (Str), Concentration (Con), Craft (Int), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.


TABLE: SWARMLORD
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Swarm Points | Action Points
1st | +0 | +2 | +0 | +2 |
Create swarm, command swarm, nausea immunity, swarmlord's familiar, wave of vermin 1d6 | 1 (1) | 1
2nd | +1 | +3 | +0 | +3 |
Agile swarm +1, swarm resistance | 3 (1) | 2
3rd | +1 | +3 | +1 | +3 |
Poison resistance +2, wave of vermin 2d6 | 6 (3) | 2
4th | +2 | +4 | +1 | +4 |
Deadly swarm +2, evasive swarm | 10 (3) | 3
5th | +2 | +4 | +1 | +4 |
Poison resistance +4, wave of vermin 3d6 | 15 (6) | 3
6th | +3 | +5 | +2 | +5 |
Agile swarm +2, wild shape (1/day) | 21 (6) | 4
7th | +3 | +5 | +2 | +5 |
Poison resistance +6, wave of vermin 4d6 | 28 (10) | 4
8th | +4 | +6 | +2 | +6 |
Deadly swarm +4, penetrating swarm | 36 (10) | 5
9th | +4 | +6 | +3 | +6 |
Poison immunity, wave of vermin 5d6 | 45 (15) | 5
10th | +5 | +7 | +3 | +7 |
Agile swarm +3, wild shape (2/day) | 55 (15) | 6
11th | +5 | +7 | +3 | +7 |
Disease resistance +2, wave of vermin 6d6 | 66 (21) | 6
12th | +6/+1 | +8 | +4 | +8 |
Deadly swarm +6, warded swarm | 78 (21) | 7
13th | +6/+1 | +8 | +4 | +8 |
Disease resistance +4, wave of vermin 7d6 | 91 (28) | 7
14th | +7/+2 | +9 | +4 | +9 |
Agile swarm +4, wild shape (3/day) | 105 (28) | 8
15th | +7/+2 | +9 | +5 | +9 |
Disease resistance +6, wave of vermin 8d6 | 120 (36) | 8
16th | +8/+3 | +10 | +5 | +10 |
Deadly swarm +8, swift swarm | 136 (36) | 9
17th | +8/+3 | +10 | +5 | +10 |
Disease immunity, wave of vermin 9d6 | 153 (45) | 9
18th | +9/+4 | +11 | +6 | +11 |
Agile swarm +5, wild shape (4/day) | 171 (45) | 10
19th | +9/+4 | +11 | +6 | +11 |
Mindless, wave of vermin 10d6 | 190 (55) | 10
20th | +10/+5 | +12 | +6 | +12 |
Deadly swarm +10, greater swarm | 210 (55) | 10[/table]

Class Features
The following are class features of the swarmlord.

Weapon and Armor Proficiency: Swarmlords are proficient with all simple weapons. They are also proficient with light armor, but not with shields.

Create Swarm (Su): As a standard action, a swarmlord can impel some of the animals or vermin in his hair and clothing to emerge and form themselves into a swarm within 30 feet of the swarmlord. Doing so costs a number of "swarm points" depending on the type of swarm created, as shown below. Swarms created by a swarmlord are immobile once created, attacking any creatures in their area, and after 10 minutes disperse and attempt to return to him.

A swarmlord only has a certain number of swarm points each day. His daily swarm point allotment is given on Table: Swarmlord. A swarmlord's spent swarm points are regained after 8 hours of rest. A swarmlord cannot spend more swarm points to create a single swarm than the number in parentheses given after his daily swarm point allotment.

1 Swarm Point-- Spider swarm.

3 Swarm Points-- Bat swarm, cockroach swarm, monkey swarm, rat swarm, snake swarm.

6 Swarm Points-- Mosquito swarm, wasp swarm.

10 Swarm Points-- Centipede swarm, crab swarm, leech swarm, venomous snake swarm.

15 Swarm Points-- Army ant swarm.

21 Swarm Points-- Jellyfish swarm, 16 HD army ant swarm.

28 Swarm Points-- Rot grub swarm.

36 Swarm Points-- 15 HD rot grub swarm.

45 Swarm Points-- Tick swarm.

55 Swarm Points-- 21 HD tick swarm.

Command Swarm (Su): As long as a swarmlord is within 100 feet of a swarm he has created, he can telepathically direct it to move as a free action by spending a number of "action points" depending on the command, as shown below. A swarmlord gains a certain number of action points each round. This number is given on Table: Swarmlord. In addition, once per round he can use either a move action to gain 2 action points, a standard action to gain 3 action points, or a full-round action to gain 4 action points. Unused action points are lost at the end of the round. A swarmlord cannot move a swarm more than once in the same round.

1 Action Point-- The swarm moves up to its speed toward the nearest target it can attack.

2 Action Points-- The swarm moves up to its speed toward one target of your choice.

3 Action Points-- The swarm moves up to its speed in any path you designate.

4 Action Points-- The swarm moves up to its speed in any path you designate and can be shaped to occupy any four contiguous squares at the beginning of its move.

Whenever a swarmlord moves a swarm with this ability, he can spend 1 additional action point to move the swarm up to twice its speed instead.

Nausea Immunity (Ex): Living covered in vermin all his life has given a swarmlord immunity to being sickened or nauseated.

Swarmlord's Familiar: At 1st level, a swarmlord forms a close bond with a familiar. This functions like the wizard's arcane bond class feature, except that the familiar must be a bat, centipede, crab, rat, or snake.

Wave of Vermin (Su): In addition to forming vermin into swarms, a swarmlord can cause them to simply rush forward in the direction of his choice and attack everything in their path, dealing 1d6 points of damage as though from an attack made by a swarm to every creature in a 30-foot line originating from the swarmlord. A Reflex save (DC 10 + 1/2 the swarmlord's class level + the swarmlord's Charisma modifier) halves this damage. The damage of a swarmlord's wave of vermin increases by 1d6 points at every odd-numbered swarmlord level. A swarmlord can use his wave of vermin ability a number of times each day equal to his class level + his Charisma modifier.

Agile Swarm (Ex): All swarms created by a swarmlord of at least 2nd level gain a +1 dodge bonus to AC. Their dodge bonus increases by 1 at 6th level and every four levels thereafter.

Swarm Resistance (Ex): At 2nd level, a swarmlord gains damage reduction 10/-- against attacks made by swarms.

Poison Resistance (Ex): At 3rd level, a swarmlord gains a +2 bonus on all saving throws against all poisons, including supernatural and magical poisons. This bonus increases to +4 at 5th level, and then again to +6 at 7th level. At 9th level, a swarmlord becomes completely immune to poison.

Deadly Swarm (Ex): All swarms created by a swarmlord of at least 4th level deal 2 additional points of damage with their swarm attack. The damage of their swarm attacks increases by an additional 2 points at 8th level and every four levels thereafter.

Evasive Swarm (Ex): All swarms created by a swarmlord of at least 4th level take no damage instead of half damage whenever they succeed on a saving throw for half damage.

Wild Shape (Su): At 6th level, a swarmlord gains the ability to turn himself into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per swarmlord level, or until he changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the swarmlord is familiar.

A swarmlord loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A swarmlord can use this ability an additional time per day at 10th level and every four levels thereafter, for a total of four times at 18th level. As a swarmlord gains levels, this ability allows the swarmlord to take on the form of larger and smaller animals and vermin. Each form expends one daily use of this ability, regardless of the form taken.

At 10th level, a swarmlord can also use wild shape to change into a Large or Tiny animal or a Small or Medium vermin. When taking the form of an animal, a swarmlord's wild shape now functions as beast shape II. When taking the form of a vermin, the swarmlord's wild shape now functions as beast shape IV (treating the vermin as an animal to determine its ability and natural armor modifiers).

At 14th level, a swarmlord can also use wild shape to change into a Huge or Diminutive animal or a Large or Tiny vermin. When taking the form of animals, a swarmlord's wild shape now functions as beast shape III. When taking the form of a vermin, the swarmlord's wild shape still functions as beast shape IV.

At 18th level, a swarmlord can also use wild shape to change into a Huge or Diminutive vermin. When taking the form of a vermin, the swarmlord's wild shape still functions as beast shape IV.

Penetrating Swarm (Ex): All swarms created by a swarmlord of at least 8th level bypass the first 10 points of damage reduction of any type with their swarm attack.

Disease Resistance (Ex): At 11th level, a swarmlord gains a +2 bonus on all saving throws against all diseases, including supernatural and magical diseases. This bonus increases to +4 at 13th level, and then again to +6 at 15th level. At 17th level, a swarmlord becomes completely immune to disease.

Warded Swarm (Ex): All swarms created by a swarmlord of at least 12th level gain SR equal to 5 + the swarmlord's class level.

Swift Swarm (Ex): All swarms created by a swarmlord of at least 16th level gain a +10 bonus to each of their movement speeds.

Mindless (Ex): At 19th level, a swarmlord learns to use the mindless vermin crawling on his head as a buffer against intrusion into his own mind, making him immune to mind-affecting effects.

Greater Swarm (Ex): All swarms create by a swarmlord of at least 20th level have maximum hit points per Hit Die and bypass all damage reduction of any type with their swarm attack.

Golden Ladybug
2012-03-04, 05:20 AM
Worm-Eaten Collective

http://desmond.imageshack.us/Himg406/scaled.php?server=406&filename=rottinginsidebyalienoid.jpg&res=medium

"Soon, you will be join us in servitude..." Merilyn, Central Intelligence of a Worm-Eaten Collective

The Worm-Eaten Collective is a departure from individuality and autonomous action; the Collective is a combined mind connected by the Small Crown Worms that feast on the bodies of all afflicted. Almost all of the Collective's members are nothing more than Drones, controlled by a Central Intelligence.

However, an unusually strong-willed being is sometimes able to shake off the control of that Intelligence, and gain dominance over a portion of the Collective to control as an extension of their own self. Regardless of their previous disposition, after gaining control of their Hordes, they are compelled to increase the size of their Collective.

Worm-Eaten Collectives are incredibly hostile to each other, as a rival is a threat; taking control of the Drones that make up a Collective is not a difficult task if the Central Intelligence is defeated. It is unthinkable for multiple Collectives to co-operate, even for the greatest of rewards.

Role: The Worm-Eaten Collective fulfils many of the same roles as a Normal Arcane Spellcaster, be it utility casting or party buffing, and carves out its own niche with its powerful Defensive Abilities and the Hive Mind it creates.

Hit Die: d10

Requirements
To qualify to become a Worm-Eaten Collective, a character must fulfill all of the following criteria.
Alignment: Any Evil
Feats: Iron Will
Skills: Intimidate 10 Ranks
Special: Must have succeeded in saving against the Infection Effect of another Worm-Eaten Collective's Crown Worms.
Spells: Must be able to cast 4th level Arcane Spells or be able to cast Fleshworm Infestation.

Class Skills: The Class Skills of the Worm-Eaten Collective are Craft (Int), Intimidate (Cha), Knowledge (Any) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)

Skill Ranks per Level: 2 + Int Modifier

The Worm-Eaten Collective
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day

1st|
+0|
+0|
+0|
+2|Worm-Eaten, Horde Mind, Painless (DR 2/-)|-

2nd|
+1|
+0|
+0|
+3|Senses of the Horde|+1 Level of Existing Class

3rd|
+1|
+1|
+1|
+3|Disgusting Visage, Painless (DR 4/-)|+1 Level of Existing Class

4th|
+2|
+1|
+1|
+4|Master Collective|+1 Level of Existing Class

5th|
+2|
+1|
+1|
+4|Improved Senses of the Horde, Painless (DR 6/-)|+1 Level of Existing Class

6th|
+3|
+2|
+2|
+5|Pain of the Horde|+1 Level of Existing Class

7th|
+3|
+2|
+2|
+5|Indomitable Soul, Painless (DR 8/-)|+1 Level of Existing Class

8th|
+4|
+2|
+2|
+6|Improved Master Collective|+1 Level of Existing Class

9th|
+4|
+3|
+3|
+6|Greater Senses of the Horde, Painless (DR 10/-)|+1 Level of Existing Class

10th|
+5|
+3|
+3|
+7|Sacrificial Centrality|-[/table]

Class Features
All of the following are class features of the Worm-Eaten Collective

Weapon and Armor Proficiencies: The Worm-Eaten Collective gains no new Weapon or Armor Proficiencies

Spells per Day: At every level besides 1st and 10th, a Worm-Eaten Collective gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Worm-Eaten Collective, she must decide to which class she adds the new level for purposes of determining spells per day.

Worm-Eaten (Ex): A Worm-Eaten Collective's body is riddled with Crown Worms, slowly devouring the body of their hosts. These Crown Worms are the Catalyst for a Collective to be formed. A Member of this Prestige Class takes the role of Central Intelligence of the Collective, and can control any infested with those Worms not under the control of another Central Intelligence.

A Worm-Eaten Collective can control of a number of creatures whose combined Hit Die does not exceed a limit of (6 + Cha Modifier)/Class Level, by infecting them with Crown Worms. Crown Worms grow in a Worm-Eaten Collectives Body at a rate that allows them to infect 1/Class Level Creatures each Week. Only the Crown Worms grown in the Central Intelligence's Body can be used to infect other creatures. These Crown Worms are unable to infect a Creature who possesses more Hit Dice than the Worm-Eaten Collective.

To Infect a Creature, a Worm-Eaten Collective must take a full round action to touch an unconscious, asleep or otherwise helpless creature. The Collective's Crown Worms burrow into the creatures body, releasing a malign toxin that ceases higher brain function and causes them to become receptive to the commands of the Worm-Eaten Collective. To resist this effect, the Creature must make a Will Save (DC = 10 + Class Level + Cha). Creatures with Int 3 or less automatically fail this save.

Creature that succeed on this save resist the Infection and can no longer be affected by the Crown Worms of that Worm-Eaten Collective. When this occurs, the Worm-Eaten Collective loses control of 8 HD worth of creatures, as a result of the mental shock of her control being resisted. A Creature with HD greater than 1/2 of the Worm-Eaten Collective's HD makes an additional save each week, which would allow them to shake off the control of the Worm-Eaten Collective.

A Worm-Eaten Collective can direct any Creature that is part of her Collective within 100ft of her Position as a Standard Action. She can give the same command to multiple Creatures as long as they are within her range limit.

Any time a Creature that is part of her Horde is slain, a Worm-Eaten Collective must make a Fortitude Save (DC 10 + HD of Slain Horde Member) or become Nauseated for two Rounds, and take 1d4/HD of Slain Horde Member non-lethal damage. Even if the Worm-Eaten Collective is normally immune to non-lethal damage or being Nauseated, they suffer from these effect on a failed save.

If the Charisma Score of the Worm-Eaten Collective is decreased, she loses control of an appropriate number of Horde members based on the decrease to her Charisma Score. Uncontrolled Horde members become inert until the Worm-Eaten Collective's Charisma Score becomes sufficient to regain control of them, or until they are attacked (at which point, they will defend themselves to the best of their ability).

All Creatures Infected by Crown Worms gain the Worm-Eaten Template. Members of this Prestige Class are treated as if they had this Template, but do not gain its effects.

Horde Mind (Su): For every 10HD of Creatures in her Horde, A Worm-Eaten Collective gains a +1 Insight Bonus to her Skill Checks, Attack and Damage Rolls. The Worm-Eaten Collective cannot gain a bonus greater than her class level.

Painless (Ex): The body of the Worm-Eaten Collective is constantly fed upon by the Crown Worms that infest it, deadening Nerve Endings and devouring internal body tissue. Because of this, it becomes more difficult to injure a Worm-Eaten Collective. At 1st Level a Worm-Eaten Collective gains DR 2/-

Every two Levels after 1st, this DR increases by 2.

Senses of the Horde (Su): Starting from Level 2, a Worm-Eaten Collective can use any special detection methods possessed by any of the creatures in her Horde as a Standard Action, with a duration of Concentration (For example, a Worm-Eaten Collective could gain the Tremorsense of a Monstrous Spider, or the Darkvision of a Dwarf, as long as they are part of her Horde and she can spend a Standard Action to do so).

At 5th-Level, whenever a Worm-Eaten Collective has at least four members of her Horde within 30ft, she gains Blindsense with a range of 15ft. This Blindsight can be used from the location of any member of her Horde within 30ft, or from the location of the Worm-Eaten Collective.

At 9th-level, this improves to Blindsight with a Range of 30ft, whenever a Worm-Eaten Collective has at least three members of her Horde within 60ft.

Disgusting Visage (Ex): A Worm-Eaten Collective's features are constantly being eaten away by the Crown Worms that infest her body, and after a time, the damage becomes too much to hide. From 3rd level onwards, a Worm-Eaten Collectives takes a -10 Penalty to all Diplomacy and Disguise Checks, and gains a +5 Bonus to Intimidate Checks.

Master Collective (Ex): At 4th Level, the Hit Die limit of a Worm-Eaten Collective's Horde increases from (6 + Cha Modifier)/Character Level to (6 + [Cha Modifier x 2])/Character Level

At 8th Level, this limit increases to (6 + [Cha Modifier x 4])/Character Level.

Pain of the Horde (Su): Starting at 6th-Level, a Worm-Eaten Collective discovers how to use her Horde to defend herself from attack. A Worm-Eaten Collective can elect to take only half damage from any attack, with the remainder of that damage being shared between the other members of her Horde within 100ft (this damage can be split up in any way at the the Worm-Eaten Collective's discretion).

Indomitable Soul (Ex): That same Willpower that saved the Worm-Eaten Collective from servitude to another has been sharpened by long term control of her own Horde. At 7th level, a Worm-Eaten Collective gains the Improved Iron Will feat. If the Worm-Eaten Collective already possesses this feat, they can take any other Feat they qualify for.

Sacrificial Centrality (Su): Control of her Horde has granted the Worm-Eaten Collective ultimate control of those in her sway. At 10th level, a Worm-Eaten Collective can drain the energy of those she is connected to to bolster her own power.

3/day a Worm-Eaten Collective can decrease the hit point total of each member of her Horde as an Immediate action, and for every 20 Hit Points drained from each and every member of her Horde, a Worm Eaten Collective gains +2 Constitution, +2 Charisma and +1 Caster Level (if any members of the Worm-Eaten Collective's Horde are slain by this ability, the Worm-Eaten Collective doesn't take the normal penalties for the death of a Horde Member) for 10 Rounds.

While using this ability, the Worm-Eaten Collective cannot direct her Horde as a Standard Action, and loses the benefits of the Horde Mind, Senses of the Horde and Pain of the Horde abilities.


Crown worm

Miniscule Worms with a Crown like growth on their heads. They exude a potent and toxic energy which allows them to destroy the minds of other creatures.

Crown Worm CR 2
XP 600
True Neutral Fine Aberrations
Init +8; Senses; Perception +0, Tremorsense 10ft

Defenses

AC 22, Touch 22, flatfooted 18; (+8 Size, +4 Dex)
hp 14 (4d8-4)
Fort +0, Ref +5, Will +4

Offenses

Speed 5 ft, 5ft (Burrow)
Melee Bite +15 (1 Damage)
Space 1/2 ft.; Reach 0 ft.
Special Attacks Burrowing Bite, Magic Immune

Statistics

Str 1, Dex 18, Con 8, Int --, Wis 10, Cha 1
Base Atk +3; CMB -1; CMD +4
Feats Weapon Finesse, Improved Initiative
Skills Stealth +20 (+28 Underground) (Racial Modifiers +8 Stealth when Underground)
Languages None

Special Abilities

Burrowing Bite (Ex)A Crown Worm that succeeds on a Bite Attack and does at least 1 point of damage, immediately begins burrowing into the skin of its victim. The victim can make a DC 12 Fortitude Save to expel the Crown Worm from its body. If it fails this save the Victim makes a Will Save (DC 14), to stave off the toxic essence of the Crown Worm, after which the Crown Worm leaves the victim's body.

Otherwise, three turns after the initial bite, the Creature dies. During that time, if the Creature receives Healing Magic, the Crown Worm must make an appropriate save for the type of Healing used at the DC of the spell used. If it fails the save, it dies and the Creature affected by this attack survives.

A Heal spell, targeted at a creature that a Crown Worm has used its Burrowing Bite on, kills the Crown Worm with no save.

Magic Immune (Ex): Crown Worms are immune to all spells and spell-like abilities that allow spell resistance


Tamed Crown Worms

Crown Worms born from the body of a Worm-Eaten Collective are less aggressive than their wild counterparts; they lose the Burrowing Bite ability and gain Infectious Symbiosis

Infectious Symbiosis (Ex): a Crown Worm burrows into its host body and begins to feed on it. This confers the Worm-Eaten template to the creature. Creatures that are not eligible for the Worm-Eaten template are immune to this ability.

While the Crown Worm(s) remain in the Host, they cannot heal naturally over time. The Host's natural lifespan is decreased from its normal length to the end of their current age category. For example, a Human normally lives for 70+2d20 Years, but the lifespan of a Human infected with Crown Worms is decreased to 35 (for adults), 53 (for Middle-Age) or 70 (Old). A Venerable Creature dies instead of being infected by Crown Worms.

Crowns Worms breed and lay eggs in their host body. When the Host Body dies, 1d100 Crown Worms burrow out of their flesh, and attack any creatures that do not have the Worm-Eaten Template within 10ft.

Ecology

Environment Underground
Organization 1-50 (Swarm), 100-300 (Hive)
Treasure None

These Creatures are small and unobtrusive; they are nearly impossible to see until it is too late. Their heads are four pronged, and when seen from the front, look as if the worm is wearing a Crown (hence the name). These prongs are actually the teeth of the creature, and they are capable of digging through the thickest of skin to reach their prey. Once inside their Victims body, they release a powerful toxic secretion which swiftly causes Brain Death, and causes the unlucky creature to enter a vegetative state. Wild Crown Worms devour the body from the inside, laying eggs to hatch and feast upon the still living flesh of their prey.

For those who are unlucky enough to be bitten, a Swift Death would be the greatest of mercies.

Worm-Eaten Template

Becoming Worm-Eaten involves losing all identity, sense of self and sentience. It is to become little more than an extended arm of the collective, under the control of the Central Intelligence that created you. Once the Crown Worms take control, there is no going back; you will no longer be the same creature you are now.


Worm-Eaten

The Unlucky Victims of Crown Worms, the Worm-Eaten are unfeeling automatons under the control of

Creating a Worm-Eaten

"Worm-Eaten" is an aquired template that can be applied to any corporeal Aberration, Animal, Dragon, Humanoid, Magical Beast, Monstrous Humanoid, Undead or Vermin, hereafter referred to as the Base Creature.

CR: Same as the Base Creature +1

Alignment: True Neutral

Type: The Base Creature's type remains unchanged.

Senses: The Base Creature retains any special Senses they possessed before the aquisition of this template, but gains no new ones.

Armor Class: The Base Creature Loses any Natural Armor Bonus it possessed. Being infested with Crown Worms, the Base Creature's body is slowly devoured, weakening its natural defences.

Defensive Abilities


DR 4/Slashing for 1-5HD, DR 6/Slashing for 6-10HD, DR 8/Slashing and Magic for 11-15HD and DR 10/Slashing and Magic for 16-20HD
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Non-Lethal Damage (A Worm-Eaten loses this ability if it also possesses the Regeneration Ability).


Abilities: Con +6, Str +4

Kane0
2012-03-04, 11:18 PM
Just putting in my contribution for now, will update and work on this as it comes to me.

THEG

Overview:
The Theg are the product of Ancient Netherese wizards permanently transmuting and altering desert insects to perform manual labor and other 'unsavory' tasks in their empire. Over time the Wizards made changes to their servants, adding intelligence and sociability to free up time and resources away from the organization and supervision of the Theg. As the power of the Netherese Empire began to collapse the Theg turned inwards, seeking self reliance and their own survival. This surprised and worried their creators, but little chance was given to stop the Theg fleeing into the Anauroch as the empire crumbled around them.

Some historians blame the Theg for a major part of the downfall of the empire by undermining the working class, but no real record of what really happened exists except for, ironically, in the hands of the record keepers (among other things) of the time, the Theg.

Theg often use Ankhegs as mounts, beasts of burden, companions and guards to hives but never food.


Physical Description: At its most simple description, Theg resemble humans crossed with beetles. Their keratinous hides are often often colored red brown but can vary from dark green to grey to dull metallic colors. Theg lack the mandibles common to beetles, possessing instead a rather humanoid face despite obviously insectoid features, and have relatively humanoid eyes, even if they seem to glow yellow. Their sillhouette can be roughly equated to a stocky human, with no visible differentiation between males and females.


Society: Individual Theg have no sense of self, and as a race they have no idea of place. Theg communities are known as hives or colonies, and all are equal assets to it. Theg share their knowledge in the same way given to them by their creators to vote and reach unanimous agreement, and act accordingly. Unlike most insectoid races there is no queen and no central leader, only the agreement of the majority. There is no difference between males and females in Theg society, and one that has been less successful or lucky than another still posseses equal standing due to the unique nature of every Theg's experiences. Those unfortunates that become isolated from the hive for extended periods of time slowly weaken and wither until they simply cannot function and are killed off.


Relations: Most other races treat Theg carefully as they are often found in groups or near their colonies, or if encountered individually they are always competent combatants. Other than this instinctive wariness Theg are not commonly hostile, openly accepting trade and communication, especially the latter. If a guest behaves in a threatening manner close to or within a hive Theg have no compunctions against killing or otherwise subduing them, whichever is most efficient at the time. Because of this sometimes cold mannerism most races are cautious among Theg, yet are aware of the benefits of associating with them. Theg also have a propensity for attracting nearby historians.


Alignment and Religion: All Theg in a hive or colony share the same, or at least similar, viewpoint on life, although due to their sharing process the vast majority of Theg communities are somewhat neutral. Should one vary too far from the norm his shared experiences and views may well sway the rest of the community. It is difficult to tell where a Theg ends and the Theg begin. All Theg are prepared for a return of their masters at any time, despite the negligible chance of that occurring. Religion is not in their nature; Theg are more inquisitive about gods than reverent. Despite this all Theg share a respect for the established pantheon of both the current era/location and that of the ancient Netherese, a habit derived from their roots.


Adventurers: Theg are by nature very good at keeping records and constantly seek to expand their libraries, which they keep for their masters should they ever return. Because of this individual Theg often leave the community (by consensus, never is a Theg exiled) to gather experiences and report new occurrences. However all Theg must return at some point or wither and die, so Theg that leave their Hives must return frequently.


Names: Theg do not have individual names, though their rapid paced language does have many word that refer to individuals for identification. Theg outside of their Colonies often adopt (willingly or not) names given to them by those they meet, whether legitimate names or otherwise. They never refer to themselves as this name to other Theg, however.


Language: The Theg language is a combination of clicks, common sounding words, ancient Netherese and sounds beyond the normal hearing range. This language is very fast and very descriptive, yet lacks many concepts considered common by other races' standards, such as words regarding the concept of status. The Theg are well aware of this and could change it at a moment notice, but it is too deeply ingrained in their nature by the magic that made them, an ancient safeguard that stopped them from rebelling, and also because they have never deemed it necessary.


RACIAL TRAITS
Abilities: +2 Strength, +2 Intelligence , -2 Charisma. Theg share their insect patronage's strength, and very good faculties granted by their historical lineage, but often find it difficult to interact with other species.

Size: Medium. No bonuses or penalties associated with size.
Speed: 30ft
Sight: As human, as well as darkvision out to 60ft

Racial Abilities:
Hiveminded:
Theg receive a +2 bonus to all saving throws against mind affecting spells and effects. In addition, all allied Theg that are within a 30ft radius of each other gain a +2 bonus to initiative and must all be considered flatfooted or flanked for any to be considered flatfooted or flanked. This is a sonic, language based ability.

Colony Worker: At least once per year a Theg must commune with a hive or similar gathering of Theg to maintain contact and share experiences. Failing to do so imposes a -1 penalty to all attributes for every week beyond that year that the Theg does not reach a Hive. Communing with a hive takes one day per month absent and can be interrupted.

Netherese Mage Heritage:
All Theg may make all Knowledge skill checks untrained, and add half their intelligence modifier (minimum 1) as a bonus to all knowledge and spellcraft checks.

Insectoid Heritage: +2 to climb and survival checks

Ancient Laborer: treat carrying capacity as if one size category higher.

Automatic Languages: Theg, Common.
Bonus languages: Any automatic languages of the common races.

Aging:
Theg lifespans are slightly longer than the average human, and they Mature slightly faster. This is a trait derived more from their Magically added human aspects than their insect heritage.

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
13 years|
+1d3|
+1d4|
+1d6[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
30 years|
50 years|
70 years|
+4d20 years[/table]

Random Height and Weight
{table="head"]
Gender |
Base Height |
Height Modifier |
Base Weight |
Weight Modifier

Male & Female |
4'8" |
+2d12" (4'10" - 6'8") |
100 lbs. |
2d12 X5 lbs. (110 - 220 lbs.)
[/table]

Milo v3
2012-03-06, 03:51 AM
Here is a slightly updated version (http://www.giantitp.com/forums/showthread.php?240167-Spiderblood-Assassin-3-5e-Class-PEACH).


Spider Blood Assassin
http://www.dandwiki.com/w/images/9/96/Assassination.jpg
Do not struggle or it will only kill you faster - A Spider Blood Assassin to his latest victim.

Poison is commonly used by assassin’s whether a toxic gas, put into the food, or dripped upon his blade. But some are gifted with the ways of the spider and are masters with toxins of all kinds. But this is only one of their several gifts; they can climb walls and traverse webs. And with enough skill you can call those of the web to your aid.
The Spider Blood Assassins are granted these gifts by a pact with a spider goddess, whether knowingly or not. And they use these gifts with great finesse.

Strangely despite the classes name, one doesn't have to be an assassin nor ever kill anyone and several Spider Blood Assassin simply use their skills to be master thieves.

Role: A Spider Blood Assassin is like a rogue using stealth and guile to attack its foes from the shadows, also with their use of poison even if the foe survives it will be weaker for the rest of the group to kill. They are also very skilled individuals being able to use their wits to ruin traps, and pick locks.

Alignment: A Spider Blood Assassin can be of any alignment.

Hit Die: d8.

Starting Gold: As rogue.

Class Skills
The Spider Blood Assassin's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (Local), Knowledge (nature), Knowledge (nobility), Perception (Wis) , Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier)

Spider Blood Assassin




Level
BAB
Fort
Ref
Will
Special



1
+0
+2
+2
+0
Poison Use, Sneak Attack +1d6


2
+1
+3
+3
+0
Assassin Techniques, Trapfinding


3
+2
+3
+3
+1
Evasion, Spider Blood +1, Spider Tongue


4
+3
+4
+4
+1
Assassins Technique, Sneak Attack +2d6, Uncanny Dodge


5
+3
+4
+4
+1
Spider Blood +2, Trapsense +1, Weapon Finesse


6
+4
+5
+5
+2
Assassin Techniques, Spider Empathy


7
+5
+5
+5
+2
Hidden Weapons, Spider Blood +3


8
+6/+1
+6
+6
+2
Assassin Techniques, Improved Uncanny Dodge, Sneak Attack +3d6


9
+6/+1
+6
+6
+3
Spider Blood +4


10
+7/+2
+7
+7
+3
Advanced Techniques, Assassin Techniques, Trapsense +2, Weapon Subtly


11







12







13







14







15







16







17






18







19







20








{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|Sneak Attack +1d6, Poison Use

2nd|
+1|
+3|
+3|
+0|Assassin Techniques, Trapfinding

3rd|
+2|
+3|
+3|
+1|Evasion, Spider Blood +1

4th|
+3|
+4|
+4|
+1|Assassin Techniques, Sneak Attack +2d6, Uncanny Dodge

5th|
+3|
+4|
+4|
+1| Spider Blood +2, Trapsense +1, Weapon Finesse

6th|
+4|
+5|
+5|
+2|Assassin Techniques, Spider Empathy

7th|
+5|
+5|
+5|
+2| Spider Blood +3, Hidden Weapons

8th|
+6/+1|
+6|
+6|
+2|Assassin Techniques, Improved Uncanny Dodge, Sneak Attack +3d6

9th|
+6/+1|
+6|
+6|
+3| Spider Blood +4

10th|
+7/+2|
+7|
+7|
+3|Advanced Techniques, Assassin Techniques, Trapsense +2, Weapon Subtly

11th|
+8/+3|
+7|
+7|
+3| Spider Blood +5

12th|
+9/+4|
+8|
+8|
+4|Assassin Techniques, Sneak Attack +4d6, Whispers of the Web

13th|
+9/+4|
+8|
+8|
+4| Spider Blood +6

14th|
+10/+5|
+9|
+9|
+4|Assassin Techniques

15th|
+11/+6/+1|
+9|
+9|
+5| Nest of Fangs, Spider Blood +7, Trapsense +3

16th|
+12/+7/+2|
+10|
+10|
+5|Assassin Techniques, Sneak Attack +5d6

17th|
+12/+7/+2|
+10|
+10|
+5| Spider Blood +8

18th|
+13/+8/+3|
+11|
+11|
+6|Assassin Techniques

19th|
+14/+9/+4|
+11|
+11|
+6| Spider Blood +9

20th|
+15/+10/+5|
+12|
+12|
+6|Assassin Techniques, A Thousand Eyes, Sneak Attack +6d6, Spider Thrall, Trapsense +4[/table]

Class Features
All of the following are class features of the Spider Blood Assassin.

Weapon and Armor Proficiencies: Spider Blood Assassins are proficient with all simple weapons, in addition to hand crossbow, rapier, sap, shortbow (normal and composite), and short sword. Spider Blood Assassins are proficient with light armor but not with shields.

Sneak Attack (Ex): If a Spider Blood Assassin can catch an opponent when he is unable to defend himself effectively from his attack, his hunter instincts kick in and he can strike a vital spot for extra damage.
The Spider Blood Assassin’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Spider Blood Assassin flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every four Spider Blood Assassin levels thereafter. Should the Spider Blood Assassin score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Spider Blood Assassin can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The Spider Blood Assassin must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Spider Blood Assassin cannot sneak attack while striking a creature with concealment.

Poison Use: Spider Blood Assassins innately understand how to handle poison and cannot accidentally poison themselves when applying poison to a weapon.

Assassin Techniques: As a Spider Blood Assassin gains experience, his pacts grant him several gifts and boons. Starting at 2nd level, a Spider Blood Assassin gains one assassin technique. He gains an additional assassin techniques for every 2 levels of Spider Blood Assassin attained after 2nd level. A Spider Blood Assassin cannot select an individual technique more than once.
Techniques marked with an asterisk add effects to a Spider Blood Assassin’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

List of Techniques

Araneae Shell (Ex): A Spider Blood Assassin with this Technique's flesh warps into a hard exoskeleton, but strangely looks exactly like and is as flexible as his normal flesh. This grants natural armor equal to half Spider Blood Assassin Level. This doesn't stack with any other form of natural armor.

Bleeding Attack* (Ex): A Spider Blood Assassin with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the Spider Blood Assassin’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Camouflage (Su): A Spider Blood Assassin with this ability can change the color of their bodiesm allowing them to disappear in the wilderness. A Spider Blood Assassin with this ability can use the Stealth skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
To select this Assassin Technique you must have at least 12 Ranks in the Stealth skill.

Child of Araneae (Ex): A Spider Blood Assassin generally hunts alone, but by using their instincts they can form a close bond with a medium monstrous spider. This spider is a loyal companion that accompanies the Spider Blood Assassin on his adventures as appropriate for its kind.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the Spider Blood Assassin's effective druid level is equal to his Spider Blood Assassin level – 5. The animal companion possesses half its master's sneak attack dice as well
To select this Assassin Technique you must have at least 9 ranks in Knowledge (Nature).

Combat Trick: A Spider Blood Assassin that selects this Technique gains a bonus combat feat.

Drain the Fluids (Ex): A Spider Blood Assassin that selects this technique gains one of the macabre gifts of the spider. As a full round action, as Spider Blood Assassin with this ability can drink the fluids from a corpse that has died within the last 10 minutes (or 100 rounds). This heals 1d8 points of health per HD of the drained creature. This ability can only be used a number of times per day equal to your Spider Blood Assassin level + Constitution Modifier.

This ability can only be used on the corpse of a creature with the following types: Aberration, Animal, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Outsider without the Elemental Subtype, and Vermin. Once this ability is used on a corpse it cannot be used again on that specific corpse.
To select this Assassin Technique you must have a constitution score of 10 or higher.

Fast Stealth (Ex): This ability allows a Spider Blood Assassin to move at full speed using the Stealth skill without penalty.

Grip of the Spider (Ex): Using tiny invisible barbs on his flesh a Spider Blood Assassin who has selected this technique can can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does.
The affected creature doesn’t need his hands free to climb in this manner and can use his feet if he is barefoot. The subject gains a climb speed equal to his land speed; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A creature with this ability retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.

Ledge Walker (Ex): This ability allows a Spider Blood Assassin to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a Spider Blood Assassin with this technique is not flat-footed when using Acrobatics to move along narrow surfaces.

Major Mimicry (Sp): Some spiders can disguise themselves to appear as other arthropods, with this technique you can disguise yourself as similiar creatures. A Spider Blood Assassin with this technique cast Alter Self (as the spell) a number of times per day equal to Spider Blood Assassin level + Charisma Bonus (if you have one).
Your caster level for the purpose of this ability is equal to your Spider Blood Assassin Level.
This Technique does not replace Minor Mimicry.

Minor Mimicry (Sp): Spiders have mastered the art of using slight appearance differences to help survive, and now you can master it to. A Spider Blood Assassin with this technique cast Disguise Self (as the spell) a number of times per day equal to Spider Blood Assassin level + Charisma Bonus (if you have one).
Your caster level for the purpose of this ability is equal to your Spider Blood Assassin Level.

Sense of the Hunter (Ex): This ability causes the Spider Blood Assassin to sense his prey by feeling the vibrations in the air, he gains Blindsight with a radius of 40ft.
To select this Assassin Technique you must have at least 7 ranks in the Perception skill.

Silk Weaver (Su): Spider Blood Assassin’s sometimes wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the Spider Blood Assassin and one creature of the same size. Creating and lowering yourself via a silk strand is a full-round action and they can lower themselves down by 30ft every turn.
To select this technique you must have a Dexterity score of 15 or more.

Slow Reactions* (Ex): Opponents damaged by the Spider Blood Assassin’s sneak attack can't make attacks of opportunity for 1 round.

Spider’s Leap (Ex): You take no penalties for making an Acrobatics Skill Checks to jump without a running start, and you gain +15 racial bonus on all Acrobatics Skill Checks when jumping.

Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a Spider Blood Assassin with this ability, even if they have already acted.

Tarantula’s Tool (Su): A Spider Blood Assassin with this technique can warp his face and gain huge fangs similar to that of a Tarantula. As a standard action a Spider Blood Assassin with this technique can grow a bite attack. This is a primary attack that deals 1d6 damage plus 1-1/2 times the Spider Blood Assassin's Strength bonus. These fangs and bite attack be be dismissed as a free action.

Unrelenting Grip (Ex): The tiny barbs with allow you ascend walls empowered your grip with other things. A Spider Blood Assassin with this technique gains a bonus to grappling equal to a quarter of his Spider Blood Assassin level.
In addition you can never be disarmed.

To select this technique you must have the Grip of the Spider ability.

Weapon Training: A Spider Blood Assassin that selects this technique gains Weapon Focus and Greater Weapon Focus as bonus feats.

Widow’s Toxin: A Spider Blood Assassin with this ability have a venomous toxin in their saliva. As such whenever he uses a bite attack the target is affected by the venom. Also as a full-round action he can coat his weapon in this venom.
The poison can affect a target via injury or being ingested (this can be done with a kiss). The poison has the following statistics: save Fort DC Spider Blood Level + Constitution Bonus; frequency 1/round for 4 rounds; effect 1d4 Strength damage; cure 1 save.

Trapfinding: At level two a Spider Blood Assassin adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Spider Blood Assassin of second level or above can use Disable Device to disarm magic traps.

Spider Blood: At 3rd level, the Spider Blood Assassin has innate knowledge on poisons and his body his naturally resistant to them. A Spider Blood Assassin gains a +1 saving throw bonus against poisons of all kinds (Even those that are magical or supernatural in nature).
In addition any poison he creates via Craft (Alchemy) has its Fort DC increased by +1.
These bonuses increase by +1 every two levels.

Evasion (Ex): At 3rd level and higher, a Spider Blood Assassin can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Spider Blood Assassin is wearing light armor or no armor. A helpless Spider Blood Assassin does not gain the benefit of evasion.

Uncanny Dodge (Ex): Starting at 4th level, a Spider Blood Assassin can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A Spider Blood Assassin with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

Trap Sense (Ex): At 5th level, a Spider Blood Assassin gains an intuitive sense that alerts him to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Spider Blood Assassin reaches 10th level, to +3 when he reaches 15th level, and to +4 when he reaches 20th level.

Trap sense bonuses gained from multiple classes stack.

Weapon Finesse: Once a Spider Blood Assassin attains 5th level he gains Weapon Finesse as a bonus feat if he doesn't already have it. In addition it its normal effects it also affects the web attacks created by a Spider Blood Assassin with the Web Hunter Advanced Assassin Technique.

Spider Empathy (Ex): As of Sixth level a Spider Blood Assassin can improve the initial attitude of a spider or spider-like creature (Ask your DM).
This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The Spider Blood Assassin rolls 1d20 and adds half his Spider Blood Assassin level and his Knowledge (Nature) bonus to determine the wild empathy check result.
To use spider empathy, the Spider Blood Assassin and the Spider must be within 30 feet of one another under normal visibility conditions. Generally, influencing an Spider in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Hidden Weapons (Ex): At 7th level, a Spider Blood Assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.

Improved Uncanny Dodge (Ex): A Spider Blood Assassin of 8th level or higher can no longer be flanked.

This defense denies another Rogue or Spider Blood Assassin the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue or Spider Blood Assassin levels than the target does.

If a character already has improved uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue or Spider Blood Assassin level required to flank the character.

Advanced Techniques: At 10th level, and every two levels thereafter, a Spider Blood Assassin can choose one of the following advanced techniques in place of a assassin technique.

List of Advanced Techniques

A Touch of Venom (Ex): You can now transmit your venom through your hands via tiny invisible barbs. If the Spider Blood Assassin successfully delivers an unarmed strike or a melee touch attack, they may use their Widow's Toxin Assassin Technique in addition to the normal effects of the attack.

To select this technique you must have the Widow's Toxin technique.

Crippling Strike* (Ex): A Spider Blood Assassin with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.

Death Attack* (Ex): If an Spider Blood Assassin studies his victim for 3 rounds and then makes a sneak attack and successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (user's choice). Studying the victim is a standard action. The death attack fails if the target detects the Spider Blood Assassin or recognizes the Spider Blood Assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the Spider Blood Assassin's class level + the Spider Blood Assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Spider Blood Assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the Spider Blood Assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the Spider Blood Assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Defensive Roll (Ex): With this advanced technique, the Spider Blood Assassin can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the Spider Blood Assassin can attempt to roll with the damage. To use this ability, the Spider Blood Assassin must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the Spider Blood Assassin's evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This works like evasion, except that while the Spider Blood Assassin still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Spider Blood Assassin does not gain the benefit of improved evasion.

Mark of Kaine (Ex): Using the same way you walk on walls, you grasp onto your foe with amazing force and pull back, your grip ripping the flesh from their bodies. If the Spider Blood Assassin successfully delivers an unarmed strike or a melee touch attack, they may deal 1d4 constitution damage in addition to the normal effects of the attack.

To select this technique you must have the Grip of the Spider technique.

Opportunist (Ex): Once per round, the Spider Blood Assassin can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a Spider Blood Assassin with the Combat Reflexes feat can't use the opportunist ability more than once per round.

Pounce Upon the Prey (Ex): If this Advanced Technique is selected the Spider Blood Assassin gains the ability to make a pounce attack, with the following changes: instead of it being a charge the Spider Blood Assassin can jump from a distance.

To select this advanced technique you must have the Spider Leap ability.

Web Hunter (Ex):: If a Spider Blood Assassin selects this technique their ability in weaving webs increases allowing them to make traps to ensare prey. They can throw a web three times a day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the Spider Blood Assassin. An entangled creature can escape with a successful Escape Artist check (DC 16) or burst it with a Strength check (DC 20). This is a standard action. The check DCs are Constitution-based. If used one a target area without a creature in it creates sticky webbing.

Spider Blood Assassins often create sheets of sticky webbing from 5 to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 14 hit points, and sheet webs have damage reduction 5/—.

A Spider Blood Assassin can move across its own web at its land speed and can pinpoint the location of any creature touching its web.

Feat: A Spider Blood Assassin may gain any feat that he qualifies for in place of an Assassin technique.

Weapon Subtly (Ex): A Spider Blood Assassin of 10th level can add half of his dexterity bonus to damage rolls as long as the weapon used in the attack is an acceptable weapon for Weapon Finesse.

Whispers of the Web (Sp): As his connection the arachnids grows his can eventually learn to communicate with spiders and similar creatures.
A Spider Blood Assassin of twelfth level or higher can converse with Arachnids as if they shared a language.

Nest of Fangs (Sp): Slowly a Spider Blood Assassin amasses a number of spiders which can do his bidding.
As of 15th level a Spider Blood Assassin can cast Summon Swarm (as a spell-like ability) as a full round action. This functions as the spell except for the following:
The swarm is under the full control of the Spider Blood Assassin and can be commanded as a free action
The swarm must be a swarm of Spiders
The swarm's Hit Dice is increased to 15
The duration is changed to 24 hours.
The spell can be dismissed prematurely if the swarm is adjacent to the Spider Blood Assassin.

This ability can be used once per day per five levels of Spider Blood Assassin. You can only have one Swarm of Spiders summoned by this ability at any one time.

A Thousand Eyes (Sp): Once a Spider Blood Assassin has achieved his 20th level he can reach out and touch the minds of spiders at a distance. As a move-action he can scry (as the Greater Scrying Spell) on any of his Child of Araneae, Spider Swarms, or Spider Thralls. You can only scry on a Child of Araneae, Spider Swarm, or Spider Thrall if it is on the same plane of existance as you.

Spider Thrall (Su): Your connection to spiders allows you to form near unbreakable bonds with spiderkind. As of level twenty a Spider Blood Assassin can undergo a ritual with a Spider or Spider-like creature (ask your DM). This ritual takes an hour to complete and a willing Spider to remain still and reach of the Spider Blood Assassin. Once this ritual is complete the spider is under your control.
This functions as the Charm Monster spell except for the following:

You can communicate telepathically with the Thrall.
The duration is permanent.
Target doesn't make a save when the ability is used, but saves are still made when trying to force the spider to do things against its will are still made.
The Spider Thrall gain +5 morale bonus on attack, armor class, and Stealth Checks.

Your caster level for the purpose of this ability is equal to your Spider Blood Assassin Level.

You can have up to your Spider Blood Assassin level in Spider Thralls.

Mulletmanalive
2012-03-11, 01:43 PM
Bastinoi:

The Bastinoi are one of the most efficient of the servitor races bred by the Lothori aliens thus far in this active cycle. The species were forcibly evolved from common crustaceans, though they share traits with creatures as disparate as common crabs, horseshoe crabs, lobsters and certain kinds of shrimp.

The Bastinoi are remarkable, in that they actually seem to possess three genders, or more accurately, the vast majority of Bastinoi don't actually have a sex, forming a completely distinct gender in and of themselves. Instead, Bastinoi undergo a rather traumatic adolescence where they develop actual sexual traits, becoming either the strong, violent and beclawed males or the thicker armoured, eternally pregnant females.

The Bastinoi themselves are broad shouldered, alien looking pseudo-humanoids around 5 feet tall at the crest of their shells. Their broad shoulders resemble a flat crab's carapace, with a fluted chest plate similar to that found on the spiny lobster. Their abdomen is shaped more like that of a crawdad, a sequence of linked segments that curl around, pulling their finned tail up over their chest and protecting their soft underbelly. Two primary legs, backed with two pairs of lesser limbs provide locomotion, hinging off what look eerily like human hips grown from the middle segment of their abdomen carapace. The secondary limbs are used mostly when underwater, when they are able to support their weight with the water, flatten their tails and scuttle on the seabed.

The most striking elements of a Bastinoi are its face and claws. The beast's four arms are all tipped with weird hybrids of crab claws and hands, a hard rigid thumb opposed by three cantilever operated fingers. The upper arms possess larger, much stronger claws with single point hinges on the fingers. This makes the grip immensely strong but inflexible. All specimens also possess blade-like ridges on these upper arms that are modified from Ranina crab digging implements. These useful tools also serve as nasty slashing weapons.

The lower arms possess smaller, less armoured and far more dexterous hands. The basic arrangement is the same, but the first and third fingers are mounted on a ball pivot rather than a simple hinge [a shoulder rather than an elbow] adding far greater dexterity, almost equaling that of a human hand, albeit lacking finger joints. The face, which is part of the shoulders, is an interesting thing as it is mostly hidden behind an armoured outer jaw called the primary maxilla. Normally visible are the eyestalks and a pair of antennae, behind a heavy mask of bone. The effect is rather like talking to an armoured knight. Beneath the maxilla, their faces are composed of four sets of mandibles, with free floating cheek bones. If opened fully, the sight is rather frightening.

When they reach a certain age and personality disposition [somewhat rare due to their servitor status] a Bastinoi begins to change into a gendered form. The actual change is dictated entirely by two factors; temperment, with aggressive and dominant specimens developing male traits and the more careful, defensive specimens developing female traits; and population, less aggressive males forming if there is a surplus of females. Genetics, interestingly, seems to have nothing to do with the change, as specimens appear to be able to, rarely, begin developing in one direction, suffer a trauma that changes their personality and develop traits of the other gender.

While rarer than gendered elders, some Bastinoi make it to advanced age without developing a sex. This is usually a result of what might be called a "balanced" personality. Such individuals are either coldly calculating, often resulting in promotion by their Lothori masters, given their strategic usefulness, or serenely diplomatic. Only amongst isolated communities are the latter allowed to remain; the Lothori don't take kindly to those who want to make peace.

Male Bastinoi possess generally cleaner carapaces, with spines forming mostly around the shoulders and on the upper claws, much more pronounced blades on their outer claws and one of the two upper claws will grow significantly larger than the other. Males are aggressive, efficient and lack anything that could be seen as a conscience in trans-species relations [not that most Bastinoi don't see the world as Bastinoi and Food]. They are prone to channeled rages and obsessive behaviour, especially when an enemy harms one of their mates.

Female Bastinoi, slightly more common than the males, are born pregnant. Or something like that. They develop more pronounced spines and their carapace swells and develops numerous internal channels between the hard outer shell and the leathery inner shell. This area can be flooded with a dilatant fluid from a set of internal bladders [dilatants behave like solids when subjected to violent shocks, like cornflour mixed with water]. This allows them to absorb much harsher blows than the males could weather, but limits their movements as well.

The females start to develop egg clusters during their adolescence and regenerate them in a matter of weeks after they give birth. These eggs actually hold a partially developed Bastinoi while the are forming and only the neural clusters, digestive system and carapace appears to form after fertilization. It takes roughly a week for a fertilized egg to develop the final stages and a Batinoi undergoes about a dozen moultings prior to its gender developing. Females, if under stress, are able to hatch their eggs early [the membranes are actually still a part of her], launching a deeply unsettling swarm of oddly developed spawn at her attackers.

A Bastinoi develops to the point where they will likely develop a gender in about two years. They attain language, a complex pattern of gestures and clicks after just a month. While able to hear and understand vocal languages, their underwater adapted ears make it impossible for them to tell the sounds "fff," "th-" and "vuh" apart and as they lack lungs, there's no way the can successfully speak terrestrial languages.

Leadership amongst the Bastinoi is based on the esteem given to an individual by the Lothori, their creators and gods. This is generally measured by the amount of technology the Bastinoi has been bestowed with. Males are often found as leaders though the rare elder ungendered tend to make the best leaders. Females tend to operate and defend the cell's encampment rather than being part of war-parties. It's just their temperment.


Bastinoi

Short Physical Description
Name Challenge Rating 1/3
XP 135
Neutral Medium Humanoid (Bastinoi) Warrior 1>
Init +0; Senses ; Perception +1

Defenses

AC 15, Touch 10, flatfooted 15; ( +4 Armour, +1 Natural )
hp 5 (1d10);
Fort + 2, Ref +0, Will +1

Offenses

Speed 20 ft. Swim 10ft
Melee Claws +3/+3 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks

Statistics

Str 12, Dex 10, Con 10, Int 8, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 12
Feats Weapon Focus [Claws]
Skills Climb +5, Swim +9
Languages Bastinoi

Special Abilities

Amphibious, Eyestalks

Ecology

Environment Aquatic. Normally tidal reefs.
Organization Solitary, Clan [10-50]
Treasure Standard
1
Eyestalks [ex]: A Bastinoi may deploy or withdraw its eyestalks as a Swift action. While deployed, enemies who flank the Bastinoi do not gain any bonuses to attack [though other benefits such as Sneak Attack still apply] but any critical hit suffered by the Bastinoi blinds it for 1d4 rounds, with no save allowed.


Bastinoi are powerfully built crab men. They usually fight with their claws but sometimes grapple. If fighting above ground, about half the bastinoi will hold back and use ranged attacks, usually in the form of shuriken or chackram made of coral.

Bastinoi as Characters

Relations: As Lothori servitors, Bastinoi rarely have peaceful contact with outsiders. They struggle greatly with the idea that other races are born with a sex, as do others with their sexlessness, making relations even more complex. Bastinoi that are not subject to active demands of their masters often manage peaceful relations with aquatic elves, mostly driven by the Sahuigin's passion for their meat and the need for mutual protection.

Alignment and Religion: Neutral. Bastinoi are utterly heartless towards other races but hold no malice towards them either. Their basic outlook being that anything that isn't designated as otherwise by their living gods, the Lothori, is simply food. They don't engage in cruelty or hound those they have defeated, but they don't take prisoners either.

Adventurers: Most Bastinoi outside their clans are heretics. Usually, this comes from a colony being left alone by the Lothori for so long that some of the young begin to doubt the living gods of their elders exist. Heretics tend to have to flee, lest they be eaten, and many come to be hermits, minor pirates or bizarre, if friendly seashore traders.

Male/Female Names: No point listing them, they're unpronounceable by humans. Those heretics who have dealings with outsiders often go by a nickname suitable for the locality, i.e. one who deals primarily with dwarfs might be known as Goldin.

---

RACIAL TRAITS
+2 Strength, +2 Wisdom, -2 Intelligence, -2 Charisma. Bastinoi are bred to be hardy and perceptive, strong willed and ruthless but their breeding for servitor status purposefully limited their scope for free thought and creativity. You'll rarely find a Bastinoi rabble rouser.
Humanoid (Bastinoi) Bastinoi are treated as humanoids, despite their completely alien shape and possess the Bastinoi subtype.
Medium. Bastinoi have no bonuses or penalties from their size.
20ft, Swim 10ft. Bastinoi can move efficiently, if not gracefully by swimming underwater. When moving along the bottom of a body of water, their speed is not reduced, allowing them to use their full land speed.
Amphibious [Ex]: A Bastinoi can function normally under water and can operate on land for a number of days equal to 2 + its Con modifier. After this, it must return to the water for at least 8 hours. Most Bastinoi simply attempt to sleep under water.
Shell [Ex]: Bastinoi possess a heavy crustacean shell that thickens and hardens with age. This provides them with a +4 Armour bonus to AC, which increases by +1 per 3 HD they possess, and a +1 Natural Armour bonus, which increases by +1 for every 5 HD they possess. The shell has a Max Dex of +4, a -4 ACP*, a 25% Arcane Failure Chance and the weight is factored into their statistics. Obviously, they can't wear other armour, and their shell cannot be enchanted. *The ACP does not apply to their ability to swim.
Four Arms [Ex]: Bastinoi possess four arms, though like lobsters, they are really only able to use two at a time. The upper arms bear claws which deal 1d6 + Strength damage [natural attacks], while the lower claws can wield weapons and have the dexterity of human hands. Bastinoi may not use their natural attacks at the same time as weapon attacks but don't have to drop whats in hand if they change.
Eyestalks [Ex]: The eyestalks of a Bastinoi are a mixed blessing. They bay deploy or retract them as a Move action. While deployed, opponents cannot gain bonuses to hit for Flanking, though they may still Sneak Attack and so on, due to their 360 degree arc of vision, but if they suffer a Critical Hit, they are Blinded for 1d4 rounds [no save].
Automatic Languages: Bastinoi. Bonus Languages [can't speak]: Aquan, Common, Sahuguin, pick three others for coastal regions
---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
1 years|
+1d2|
+1d4|
N/A[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
12 years|
30 years|
42 years|
+3d100 years[/table]

It is as yet unclear if Bastinoi can die of old age. Other servitors do seem to be immortal. Not that it matters, most who reach Old age would be eaten by their fellows anyway.

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
None|
4'6"|
+1d6|
150 lb.|
× (12) lb.
Male|
4'7"|
+1d8|
160 lb.|
× (13) lb.
Female|
4'2"|
+3d4|
160 lb.|
× (9) lb.[/table]

Bastinoi Male Prestige Class:

Those Bastinoi that possess aggressive and martial dispositions usually develop into males. Their bulk increases slightly and they grow a far larger claw in place of one of their upper set. They use this for challenges to determine who gets first pick of the females and to crush their opponents in combat, something that fiddler crabs are loath to do with theirs.

Prerequisites:
Bastinoi who meet the following requirements may enter this prestige class:
BAB: +6
Feats: Any three [Combat] feats
Special: Rage counts as two [Combat] feats if possessed.

{table]Level|
Base Attack|
Fortitude|
Reflex|
Will|Special

1|
+1|
+1|
+0|
+0|Feeding Frenzy, Rage

2|
+2|
+1|
+1|
+1|Constrict, Enhanced Claw (1d10)

3|
+3|
+2|
+1|
+1|Crippling Pin, Enhanced Claw (1d12+1.5 Strength) [/table]

Hit Dice: d10
Class Skills: Bastinoi Males gain Survival (Wis) as a class skill.
Skill Points per level: 2 + Int modifier

Class Abilities:
Weapon and Armour Proficiencies: Bastinoi Males gain no further proficiency in weapons or armour use.

Rage [Ex]: A Bastinoi Male gains the ability to Rage like a Barbarian. He gains 3 rounds of Rage per class level per day. This is in addition to any he may possess from the Barbarian class.

Feeding Frenzy [Ex]: While most Bastinoi are unwilling to risk their mandibles in combat, Males enjoy a snack in battle. As a Standard action, a Bastinoi Male may move a grappled opponent into his mandibles and chew on him. His mandibles deal 2d6 + Strength damage to the victim. For every 5 points of damage dealt in this way, the Male gains a bonus round of Rage until the end of the current encounter.

Constrict [Ex]: Whenever he succeeds on a CMB check to grapple an opponent, a 2nd level Bastinoi Male deals Claw damage to his opponent in addition to any other effects of the check.

Enhanced Claw [Ex]: At second and again at third level, one of a Bastinoi Male's claws grows significantly. At second level, the claw enhances to deal 1d10 damage to the victim (this is true for both slams and pinch uses of the claw). At third, it grows even further, dealing 1d12 and handling like it were a two handed weapon. In both cases, despite the lopsidedness of the creature, both claws still count as primary natural weapons.

Crippling Pin [Ex]: At the pinnacle of its power, a Bastinoi Male's main claw can crush bones and armour with equal ease. Each time a Bastinoi Male successfully maintains a pin, he deals 1 cumulative point of Strength damage to the victim .


Bastinoi Female Prestige Class:

Those Bastinoi that possess cautious and protective dispositions tend to develop into females. Their carapace hardens, develops a shock absorption system and grows spikes. They also develop more useful tool implements on their upper claws to aid in digging and construction. The most noticeable trait of a female, however, is that she is basically pregnant from the moment her first moult of adolescence is complete. Her enhanced shell is designed to protect her eggs and in extreme circumstances, her immature offspring can protect her as well.

Prerequisites:
Bastinoi who meet the following requirements may enter this prestige class:
Base Fort Save +5
Feats: Improved Natural Armour

{table]Level|
Base Attack|
Fortitude|
Reflex|
Will|Special

1|
+0|
+1|
+0|
+1|Crafter Claws, Fortification [50%], Shared Immune System

2|
+1|
+1|
+1|
+1|Emergency Hatching, Flooded Defence [5/-, 75%]

3|
+2|
+2|
+1|
+2|Flooded Defence [10/-, 100%], Reactive Hatching[/table]

Hit Dice: d8
Class Skills: Bastinoi Females gain Heal (Wis) and Survival (Wis) as a class skills.
Skill Points per level: 4 + Int modifier

Class Abilities:
Weapon and Armour Proficiencies: Bastinoi Females gain no further proficiency in weapons or armour use.

Crafter Claws [Ex]: The saw-blade ridges on the Female's claws grow and sharpen. These are treated as both Masterwork weapons [applying to her claws] and masterwork tools for all construction based tasks.

Fortification [Ex]: The extra hollow spaces in a Bastinoi Female's shell provide her with a greater resilience than normal to critical hits and sneak attacks. When struck by such an attack, the Bastinoi Female has a 50% chance of ignoring the extra damage.

Shared Immune System [Ex]: The myriad eggs that a Bastinoi Female hauls around with her from her first moulting mean that she effectively has more than a hundred extra livers and lymph systems. As a result, she gains a bonus on all saves against poison or disease equal to twice her class level. This bonus is reduced by the use of certain abilities; if it is drained, it returns at a rate of one point per day.

Emergency Hatching [Ex]: If pressed, a Bastinoi Female is able to forcibly hatch some of her young, using the ravenously hungry and near mindless hatchlings to attack her foes. Starting at 2nd level, a Bastinoi Female can hatch some of her countless eggs, creating a Crab Swarm (http://www.d20pfsrd.com/bestiary/monster-listings/vermin/crab/crab-swarm) with one of its squares inside her own.

The swarm moves with the Female, though it will leave her, remaining stationary to deal damage to a living thing that is in its area. They will not attack Conscious, upright Bastinoi. Each time this ability is used, it reduces the Female's Shared Immune System bonus by one. These immature spawn will not mature on their own and are normally eaten by the Female who birthed them, healing her a number of hit points equal to her character level. Eating a swarm takes three rounds and provokes attacks of opportunity.

Flooded Defence [Ex]: When she takes a Total Defence action, a 2nd level Bastinoi Female can flood the hollows in her shell with a shock reactive substance that cushions and absorbs blows. At 2nd level, this provides her with DR 5/- and increases her chance of negating critical hits to 75%.

At 3rd level, this increases again, granting her DR 10/- and complete immunity to critical hits.

Obviously, these abilities last only as long as the Total Defence action does.

[B]Reactive Hatching [Ex]: As a final part of her maturation, a Bastinoi Female is in such control of her gestation mechanisms that she can basically hatch young into the face of an enemy. When struck in melee, a 3rd level Bastinoi Female, may spawn a Crab Swarm (http://www.d20pfsrd.com/bestiary/monster-listings/vermin/crab/crab-swarm) into an adjacent square as an Immediate Action. This funtions otherwise identically to the Emergency Hatching ability.

Bastinoi Racial Feats:

Defensive Clawwork [Combat, Racial]:
[I]Usefully, the shell around the Bastonoi's claws has become particularly hard and the claws themselves are flatter and broader than those of their fellows, making them a little shield like.
Prerequisites: Bastinoi, BAB +3
Description: When the Bastinoi uses a manufactured weapon in its lower claws, its upper claws grant a +2 Shield bonus to AC, as if it were using a spiked heavy shield. These claws may be enchanted as a shield/weapon, under the normal rules, unlike the shell.

Combat Hunger [Racial]:
Some females have had a worrying amount of practice at eating their immature young.
Prerequisites: Bastinoi Female, Emergency Spawning
Description: The Female can devour an immature Bastinoi swarm as a Ful action that does not provoke attacks of opportunity.

Manifold Attack [Combat, Racial]:
Most common amongst ungendered Bastinoi, some learn to fight with almost monk-like efficiency with their claws.
Prerequisites: Bastinoi, BAB +8
Description: The Bastoinoi may make one iterative attack with each of his claws.


Improved Manifold Attack [Combat, Racial]:
Most common amongst ungendered Bastinoi, some learn to fight with almost monk-like efficiency with their claws.
Prerequisites: Bastinoi, BAB +13, Manifold Attack
Description: The Bastoinoi may make otwo iterative attacks with each of his claws.

Greater Manifold Attack [Combat, Racial]:
Most common amongst ungendered Bastinoi, some learn to fight with almost monk-like efficiency with their claws.
Prerequisites: Bastinoi, BAB +18, Manifold Attack, Improved Manifold Attack
Description: The Bastoinoi may make three iterative attacks with each of his claws.

Tanuki Tales
2012-03-24, 03:23 PM
With the final week of the contest upon us: I bid you my foul creation! Rise from the depths and live once more!

Tanuki Tales
2012-03-31, 11:31 PM
This competition is hereby officially closed. Please go cast your votes here (http://www.giantitp.com/forums/showthread.php?p=12991532#post12991532) in this thread.