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View Full Version : GiTP Pathfinder Grab Bag Competition IV - A Homebrew by any other Name...



Tanuki Tales
2012-06-01, 07:45 AM
A Homebrew by any other Name...


http://i1089.photobucket.com/albums/i351/TrollBrau/PGBIV.jpg


Verily, this vichyssoise of verbiage veers most verbose, so let me simply add that it's my very good honor to meet you and you may call me V.


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 30th of June.

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 July. 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 your Giant in the Playground username as of when you first enter this month's competition.

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
2012-06-01, 07:46 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|
+x|
+x|
+x|
+x|Class Ability

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

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

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+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):




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|
+x|
+x|
+x|
+x|Class Ability

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

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+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):

Tanuki Tales
2012-06-01, 07:48 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
2012-06-01, 07:55 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|
+x|
+x|
+x|Class Ability

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

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

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|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

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):

Tanuki Tales
2012-06-01, 08:00 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]

masterstalker2
2012-06-03, 12:20 PM
Necro-Ranger

My username, Masterstalker, is based on the animal, the stalker, from Guild Wars that, if you take Ranger as your second profession, you have to tame for the first quest. I kept my stalker until i stopped playing the game (I had gotten to level 19 before I went to GW: Factions).

I decided to base the class off of the character who owned the stalker, my Necromancer who took Ranger as his second profession, hence the name Necro-Ranger.

http://gamerlimit.com/files/2012/04/necro-590x347.jpg

From- http://gamerlimit.com/2012/04/preview-playing-as-a-necromancer-in-guild-wars-2/

"Life and death - some would exile you for what you do with the power, while some would celebrate your victories. I prefer them celebrating while I crush their enemies with the living corpses of their loved ones..." - Singoro Droz, Chaotic Good Male Human Necro-Ranger

Necro-Rangers are Rangers who have mastered the art of Death Magic, or a Necromancer who has mastered the use of his chosen range weapon, usually a bow, crossbow or a gun. They have learned and mastered the power of life and death, along with the power of nature and beasts.

Necro-Rangers channel their magic through their Necronomicon, the book of Life and Death, only that has also been imbued with Nature-based magic. The Necro-Ranger has gained their Necronomicon through one of a number of ways. The Necro-Ranger may have been given their Necronomicon from their master, the one who taught them to use the magic of Life and Death, along with Nature. They may have made their own Necronomicon or found it, either in a library or in an ancient tomb. The Necro-Ranger's ability with a bow (or crossbow or gun) may be from training with it, knowledge received from the Necronomicon, a combination of the two, or some other means.


Role: The Necro-Ranger's role in the group is crowd control using his minions and damage with his weapons and magic.

Alignment: Any Chaotic. Though the Necro-Ranger may lean more towards evil, there have been some who used their powers to help others, using only their enemies as minions of death.

Hit Die: d8

Starting Gold: 4d6 X 10 gp

Class Skills
The Necro-Ranger's class skills are... Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int) Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

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



Necro-Ranger
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Death Points|Minion Points

1st|
+1|
+2|
+2|
+0|Death Points, Minion Points, Minions, Necronomicon, Stalker Companion, Life Force, Weapon of Choice|
1|
x


2nd|
+2|
+3|
+3|
+0|Death Shroud|
2|
x


3rd|
+3|
+3|
+3|
+1|Cursed Ammo,|
4|
x


4th|
+4|
+4|
+4|
+1|Class Ability|
6|
x


5th|
+5|
+4|
+4|
+1|Death Shroud, Multi-Shot|
8|
x


6th|
+6/+1|
+5|
+5|
+2|Class Ability|
12|
x


7th|
+7/+2|
+5|
+5|
+2|Class Ability|
16|
x

8th|
+8/+3|
+6|
+6|
+2|Class Ability|
20|
x

9th|
+9/+4|
+6|
+6|
+3|Class Ability|
24|
x

10th|
+10/+5|
+7|
+7|
+3|Ageless|
28|
x

11th|
+11/+6/+1|
+7|
+7|
+3|Class Ability|
36|
x

12th|
+12/+7/+2|
+8|
+8|
+4|Class Ability|
44|
x

13th|
+13/+8/+3|
+8|
+8|
+4|Class Ability|
52|
x

14th|
+14/+9/+4|
+9|
+9|
+4|Class Ability|
60|
x

15th|
+15/+10/+5|
+9|
+9|
+5|Ageless II, Necro-Arrow|
68|
x

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Class Ability|
80|
x

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Class Ability|
92|
x

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Class Ability|
104|
x

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Class Ability|
116|
x

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Class Ability|
128|
x[/table]

Class Features
All of the following are class features of the Necro-Ranger.

Weapon and Armor Proficiencies: A ranger is proficient with all simple and martial weapons, hand crossbows, repeating crossbows (both light and heavy), and with light armor, and shields (except tower shields).

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):

Spells Known (Su): {table]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|

2nd|

3rd|

4th|

5th|

6th

7th

8th

9th

10th

11th

12th

13th

14th

15th

16th

17th

18th

19th

20th

[/table]

Death Points (Su): Death Points are to a Necro-Ranger as Power Points are to a Psionic - a point value that limits their spells per day. All spells the Necro-Ranger can cast have Death Values - the amount of Death Points that the spell uses when casted by the Necro-Ranger.

Minion Points (Su):

Minions (Su):

Necronomicon (Su): Your Necronomicon is your spell focus. You channel your spells and minions through it to help you focus. When you do not have your Necronomicon, you must spend two more Death Points to cast a spell.

An amount of times equal to half your level each day, you may summon your Necronomicon to you from any location, unless you or the Necronomicon are in an Anti-Magic Field.

The Necronomicon floats around the Necro-Ranger where he wants it to as if an Ioun Crystal (link below in spoiler), though it can move beyond three feet from the Necro-Ranger, being magically connected to the Necro-Ranger.

The Necro-Ranger only gains the bonuses provided by the Necronomicon as long as it is within 3 feet of the Necro-Ranger or one of the Necro-Ranger's minions

Necromancy (Su): You gain all bonuses as if you had the Necromancy arcane school as if you were a wizard of your Necro-Ranger level.

Weapon of Choice (Ex): The Necro-Ranger focuses some of his abilities through his Weapon of Choice, which can be a bow, a crossbow, a gun, or any other ranged weapon that the Gamemaster approves.

The Necro-Ranger's Weapon of Choice gains a bonus to attack and damage equal to half their Necro-Ranger level when used by the Necro-Ranger.

The Necro-Ranger may summon his Weapon of Choice to his hand an amount of times equal to half their Necro-Ranger level each day.

The Necro-Ranger may change or replace his weapon of choice through a ritual costing 200 gp/

Multi-Shot (Ex): The Necro-Ranger, starting at level 5, may fire 2 shots from their Weapon of Choice, doing damage as if they fired twice rather than once.

Starting at level 8, the Necro-Ranger may enchant their shot with one of his spells.

Starting at level 12, the Necro-Ranger may fire 3 shots from their Weapon of Choice, doing damage as if they had fired three times rather than once.

Starting at level 15, the Necro-Ranger may enchant each arrow with a their own spell.

Life Force (Su): [/B} When you kill a creature, you get an amount of life force equal to the amount of experience gained from the enemy divided by two. You can have up to 100 Life Force.


[B]Death Shroud (Su): When in this form, you are incorporeal, with an amount of health equal to your life force. When you take damage, you also lose Life Force equal to the damage you took. When you take damage in this form, it is multiplied by 1.5.

At level 10, damage is no longer multiplied.

Ageless (Su): You have learned, through your knowledge of Life and Death, how to stop yourself from aging unless you choose to, and you can reverse aging up to a certain point. From now on, you do not age unless you choose to.

At level 15, you can choose your age, from early Middle Age up to Maximum Age. You can change your age a number of times equal to your level.

Necro-Arrow (Su): At level 15, you can spend an amount Death Points equal to the cost of the minion your summoning x2 to enchant an your next projectile to summon the minion upon impact, causing 4d6 more damage to a target upon impact if it hits.

You cannot use this ability if you do not have enough remaining Minion Points to summon the minion of your choice.

You must have your Necronomicon active and with you to use this ability.

Warpwolf16
2012-06-06, 06:31 PM
Warp Wolves

http://fc08.deviantart.net/fs71/i/2012/149/1/6/warpwolf_rage_by_anderius-d51lpip.jpg
Physical Description: Warp Wolves can manifest in several varieties of shapes and colors but most will appear as a mass of muscles in a lupine biped form with a long muzzle full of sharp teeth, their fur and skin color ranges from white to red, and on occasion a grey or soot black pup will be born with sorcerous powers as a pure blood.

Society: Warpwolves were created by natures own primal psionic energies in attempt to create a perfect guardian but their kind was only the beginning, when the spirits found more suitable host for their essence they left the warp wolves in the dark as they began to become more aware of who they are. A great divide formed between the wolves and those who searched for enlightenment left for the high mountains to meditate and tame their beast within while the others dispersed among the lands finding new homes, one group went into the darklands and began worshiping strange spirits not of the land but of the void between the stars. Their social structure is far from clear and mostly follow a pack or tribe mentality.

Relations: Warp wolves have a mixed reaction amongst the other races, elves see them as what nature thought was best while dwarves see them as a burden due to their fits of uncontrollable rage. Half-Orcs and Half-Elves see them in a similar light but they in fact know a ally is a ally in a cruel world. Druidic or shamanistic races will accept Warp Wolves with open arms because of their origins, while militaristic races will not accept these untrained beast among their ranks due to a mix of fear and paranoia.

Alignment and Religion: Many Warp Wolves follow spirits and totems while their darker kin worship stranger alien spirits from the void. hose who do worship gods worship Erastril, Desna, Zon-Kuthon, Gozeh, and Gorum believing each like them were born from spirits or would accept them as they are. Cults of the Old Ones are common among those who worship the Void or revel in Shub-Niggurath blessings believing she is the one who birthed their ancestors.

Adventurers: Warp Wolves travel the world for many reasons, some travel to bind their inner beast and rage while others embrace the carnage their kind was created to bring out. Some warp wolves delve in the druidic or shamanistic magics while few practice divine worship or arcane studies, sorcerers are a rare special breed. Monks and psionicist are common in the monasteries of those who went into self exile, other more savage tribes are often filled with Wilder and Vitalist to fill the role of shamans and medicine men.

Male Names: Fenrir, Frigg, Baldur, Rune, Ymir, Garou, Sanguinem.

Female Names: Freya, Vitae, Vis, Vigor, Brood.

---

RACIAL TRAITS
+2 Str +2 Con -2Chr -2Int. Medium Size. Speeds: 30 feet. Naturally Psionic: Warp Wolves receive*Wild Talent*as a bonus feat at 1st level. If a Warp Wolf takes levels in a psionic class, he instead gains the*Psionic Talent* feat. Primal Warp: Warp Wolves can manifest Claws of the Beast as a psi-like-ability 2/day with a manifester level equal to equal half their hit die Release the Wolf: Warp Wolves may manifest Bite of the Wolf as a Psi-like ability 1/day with a manifester level equal half their hit die. Survivalist:Warp Wolves treat Survival and Knowledge(Nature) as class skills. Languages: Common,Sylvan or Aklo Bonus Languages: Any (Except secret languages such as Druidic.)
---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
20 years|
+2d6|
+3d6|
+6d6[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
30 years|
50 years|
70 years|
80+2d8years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
6'2"|
+1d6|
280 lb.|
+(2d12◊7 lbs.)
Female|
5'8"|
+1d4|
240 lb.|
+(2d12◊7 lbs.)[/table]

--------------------------------------
Racial Traits
Aberrant Blood: Warp Wolves are of the humanoid (aberrant) subtype in addition to their other types. This replaces Release the Wolf and Primal Warp racial trait.

Lash Out: Warp Wolves gain the ability to Manifest Telepathic Lash 1/day as a psi-like ability with a manifester level equal to half the Warp Wolves total hit die.. This replaces Release the Wolf and Primal Warp.

Racial Feats:

Thicken Hide:(Psionic)
Prerequisites: Psionic Talent or Wild Talent
Benefit: Gains the ability to manifest Thicken Skin 2/day with a manifester level equal to half the Warp Wolves total hit die.

Primal Burst:(Psionic)
Prerequisites:Psionic Talent or Wild Talent
Benefit:As a full round action a Warp Wolf may manifest Stomp as a psi-like ability 1/day with a manifester level equal to half the Warp Wolves total hit die.

Strengthen Claws(Psionic)
Prerequisites:Psionic Talent or Wild Talent
Benefit:As a full round action a Warp Wolf may manifest Metalphysical Claws as a psi-like ability 1/day with a manifester level equal to half the Warp Wolves total hit die.

Primal Burst:(Psionic)
Prerequisites:Psionic Talent or Wild Talent
Benefit:As a full round action a Warp Wolf may manifest Stomp as a psi-like ability 1/day with a manifester level equal to half the Warp Wolves total hit die.

Warped Mind:(Psionic, Aberrant)
Prerequisites:Wild Talent or Psionic Talent, Aberrant Blood Racial Trait
Benefit: As full round action you may manifest Mind Thrust 1/day as a psi-like ability with a manifester level equal to half the Warp Wolves total hit die.

Kon Lesh
2012-06-20, 06:02 PM
Khan

Image
http://fc06.deviantart.net/fs49/f/2009/172/3/2/Hulagu_Khan_cover_by_zamzami.jpg

It is not sufficient that I succeed Ė all others must fall! Genghis Khan

Some people are just meant for greatness. The Khan has spent his younger days building a grand army. Now that he is at the pinnacle of power, he will unleash his horde upon the world and watch it crumble before him. His mounted warriors can run down everyone and kill them with ease. Khans are capable of leading his army from town to city to metropolis so that he make pillage and destroy the city. If the Khan wants something that will last he can form bonds with anyone through his harsh and powerful words. Overtime people will begin to flock to him hoping that their gifts will convince him pass over their lives.

The life of a Khan is hard. Even though you will have thousands of servants, many more will wish for nothing more than to kill you. But you have learned the hard way to survive and to subjugate them to you. And if they wonít serve you, then they will die. Thus is the fate of the whole world as long as the Khan breathes.

Role: Mounted leader who demoralized enemies. Also subjugates others with his Intimidating aura.

Alignment: Khans are Evil. They also lean towards Lawful but not always.

Hit Die: d10

Requirements
To qualify to become a Khan, a character must fulfill all of the following criteria.
1. Base Attack Bonus +10
2. Skills: Intimidate 15, Knowledge (nobility) 10
3. Feats: Skill Focus Intimidate, Leadership, 2 feats that have Mounted Combat as a prerequisite
4. One of the following: An ability/spell that gives a morale bonus, An ability/spell that gives a morale penalty, or a Lordís Banner.

Class Skills
The Khan's class skills (and the key ability for each skill) are...Handle Animal (CHA), Intimidate (CHA), Knowledge (Nobility) (INT), Ride (DEX), Survival (WIS)

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


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

1st|
+1|
+1|
+1|
+0| Reversal of Fortune, Skilled Rider, Letís Talk

2nd|
+2|
+1|
+1|
+1| Surrender or Die

3rd|
+3|
+2|
+2|
+1| Unstopable Horde, Welcome to the Family
[/table]

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

Weapon and Armor Proficiencies: A khan is proficient with all simple and martial weapons and with all armor (light, medium, and Heavy) and shields (excluding tower shields)

Reversal of Fortune (EX): After years of fighting, a khan has learned that keeping the enemy demoralized is just as important as keeping morale high with your own allies. Reversal of Fortune can be used as a free action with any ability that affects morale or with a Lordís Banner that the Khan has declared is his. All enemies that are in range of the ability or Lordís Banner get a -2 to attack rolls, damage rolls, and Will saves vs. Fear. These penalties will stack with the highest morale penalties effecting enemies.

Skilled Rider (EX): The Khan has learned how to push any mount to the extreme and make even the meekest creature into a powerful steed. As a full round action, a Khan may make a handle animal check against 10 + 1/2 mount HD. If the Khan tries to use this ability on a magical creature or one with more than 4 INT, the Khan must make a diplomacy check against the creatureís Sense Motive. This creature may choose to allow the Khan to auto-succeed. If the Khan already has a mount from another class feature then this ability auto succeeds for the creature.

If successful then the Khan may handle the mount as a free action or push it as a move action with a +2 to the Handle Animal skill check. In addition the mount gains +1 HD, BAB, and +1 to all saving throws per level of Khan. When the Khan reaches level 2, the mount gains +2 to STR, CON, and DEX. When the Khan reaches level 3, he may choose any feat from the animal companion feat list. The Khan may change this feat after an 8 hour rest. The mount gains the feat. All of these bonuses stay in effect until the Khan uses this ability on another mount, the mount dies, or if the Khan hasnít ridden the mount for at least 1 hour a day.

Letís Talk (EX): The Khan has mastered the art of intimidation. The Khan can convince people through the power of fear. The Khan may use Intimidation for Diplomacy or Bluff.

Surrender or Die(SU): Fighting is not the always the best solution. You could kill valuable allies, destroy valuable loot, or pillage profitable land. Sometimes just forcing an enemy to surrender is the best solution. Once per day the Khan is allowed to use Dominate Person as a standard action. Since Surrender or Die is not a spell it ignores spell resistance and spell defenses but the person does gain any bonuses (or penalties) that they have to fear. The DC to resist this ability is equal to 5 + the Khanís Intimidation.

Unstoppable Horde (EX): The Khan is a true general. He can lead an army to the farthest lands and defeat any enemy that they meet. Once per day, the Khan can organize his horde. This bonus lasts until the end of combat. All allies within 100ft form an unstoppable horde. The Khan and all affected allies gain the teamwork feat Calvary Formation, +5 to ride and handle animal checks, and another feat that the Khan has that is a part of the Mounted Combat tree. All allied mounts gain the feat that the Khan has chosen from the Skilled Rider ability. In addition, all allies gain 3d8 + the Khanís Handle Animal modifier in temporary hit points that are shared between the ally and his mount. These hit points can be lost whenever the ally chooses.

Welcome to the Family (EX): There is no trust like with a family member. And there is nothing safer than being family. The Khan has learned this lesson and will allow other people to join in with his family if the person is willing to provide a proper dowry. But other people might not appreciate this.

Once per week, a Khan will allow a person to join his family. The person must be willing to join your family for this to succeed. You can force someone to join with Surrender or Die, but this is considered an unnatural act and thus gets a will save to end the affect at +2. This ability is only used if the target and the Khan accept the offer.

When a target accepts, the domination effect immediately ends (if the target is under a domination effect). The target will consider the Khan with an extremely helpful attitude. This gives the Khan a +10 to all skill checks against the target. In addition the target will do everything that he can to assist the Khan. This attitude is permanent and can never decrease (with one exception). The target will gain a +3 trait bonus against any spells or abilities that will turn the target against the Khan in addition to all such spells being automatically against his nature.

In order to join the Khanís family, the target must offer the Khan a gift. It must be an item of great sentimental value, surrendered his town/city to the Khan, a family member of the target, or anything else that the Khan accepts. The target can continue to offer gifts until the Khan accepts the gift. If the target cannot offer an acceptable gift then this ability isnít used. If the target was forced to join because of a domination effect then the Khan can request anything and the target must accept (Note: since the target already had a chance at a saving throw with the initial offer to join the family, the target does not get another saving throw against which item is offered.)

The target will remain completely loyal to the Khan as long as the Khan controls the item. If the target ever discovers that the Khan has lost the gift, then the target will go into a fury to kill the Khan. The target will not just believe anything though. The target must have some type of hard evidence to even listen to such a proposal. The person gains one of the following against the Khan:
+3 attack roll, +6 damage, +3 to pass spell resistance, +2 caster level, +2 DC to all spells and abilities, +3 AC, +3 to skill checks to convince others to harm the Khan
In addition the target is completely immune against any affect that would make the Khan an ally (charm person, dominate person, diplomacy, etc.).

The more people that the Khan forces to join his family, the more people that end up not trusting the Khan. It could be a family member that didnít join the family, a resentful citizen of a city that has surrendered to him, or anything. Every time that a Khan uses this ability he gains 1 infamy point. The Khan will have the following problems at each of the following levels of infamy:

1-3 infamy points: Every month or so the Khan will have to worry about a poison effect in there food or drink. The cost of the poison is usually around 100-500gp.

4-9 infamy points: Every week or so the Khan will be in danger of a poison effect of any type. The cost of the poison is usually around 500-2000 gp.

10-13 infamy points: The Khan can expect an assassin to strike at an inconvenient time. Usually CR 10-12 rating.
14-17 infamy points: The Khan can expect a team of assassins to strike at an inconvenient time. Usually 1 or 2 creatures between CR 13-16. The Khan could also expect an adventuring party to kill him. Usually 4-5 CR 9 enemies

18+ infamy points: The Khan can expect the worse type of enemies at this level. A level 20 assassin. 4-6 CR 15 creatures.

The DM is allowed to come up with unique encounters in order to complicate the Khanís life. The Khan losses the infamy point at a rate of 1 per month as long as he doesnít use any dominate effect for a month. The Khan will also loss an infamy point for every enemy that he kills because of infamy. Thus it is important for the DM to remember that the enemies will retreat if the Khan is too powerful.

Tanuki Tales
2012-06-23, 07:54 PM
One week left!

Tanuki Tales
2012-07-01, 10:28 AM
This contest is hereby extended until July 9th, 2012.

Midwoka
2012-07-09, 10:57 PM
MIDWOKANS

Quiet and ever observant, midwokans are fey creatures of the Winter season. Their name is derived from the day of their birth: every midwokan is born on the night of Midwinter, formed from the icy waters of a Winter Well -- a crystal-clear well that reaches right out of the material plane and into the mysterious energies of the fey. Although some would say their hearts are as cold as the waters they sprang from, midwokans can be very passionate, especially in the defense of a Winter Well. The majority of their social collectives are built on preserving the Wells, as their entire race would be doomed without them. This leads to midwokans being one of the most sociable of the fey, as they are eager to gather allies to ensure their own survival.

Physical Description: Midwokans are very close to humans in size and shape, except that they stand a few inches shorter and their ears are slightly pointed (though not as large as even a half-elf's). Their skin is nearly stark white, with some having a very faint blue tint. Midwokans' hair and irises both range from silver-white to sapphire blue, with greys being the most common. At birth, a midwokan resembles a human child of 3 or 4 years of age, and they grow rapidly. Although midwokans are universally infertile, they do have genders and possess all the organs of a human.

Society: Midwokans often live in the cities of other races, allying with them for the defense of a Winter Well. They integrate with the other races and live as them, but remain connected to their fellow midwokans as a clannish extended family. A clan's important decisions are typically made by a small collection of more politically-minded elders, including which prospective parents take in a new-born midwokan. Because all midwokan families are adoptive, one will typically treat their close friends as actual siblings.

Relations: Midwokans mix freely with the races that live near to them, and they encourage their allies to build cities around Winter Wells. They favor reliable races like dwarves and kobolds as defensive allies, but tend to connect more with the tranquil elves and watchful halflings on a personal level. Despite their connection to the fey, few midwokans enjoy a gnome's prank-based sense of humor.

Alignment and Religion: A typical midwokan will consort with whatever creatures are available to protect her people, from orcs to aasimars, adopting their laws and customs but rarely their ideals. Because of this, most midwokans are neutral. Midwokans tend to worship deities of nature and water, but many observe the gods of their allies and a significant number shun the gods completely in favor of the divine forces of nature itself.

Adventurers: Most midwokan adventurers leave their home after a falling out with the people around them, when they refuse to accept the ways or laws of their society. Others wander out of despair after the destruction of the Winter Well that birthed them. Those that travel often find a home among druids or rogues.

Male Names: Fokada, Idsano, Jansoka, Kanka, Moka, Noso, Sasan

Female Names: Anoa, Daona, Kofako, Kinsa, Namoda, Sakra, Wosadid

---

MIDWOKAN TRAITS

+2 to One Ability Score: Midwokan characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Midwokans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Midwokans have a base speed of 30 feet. Fey: Midwokans are of the fey creature type. They are immune to spells and abilities that only affect humanoids. Cold Subtype: Midwokans have the cold subtype, giving them immunity to cold and vulnerability to fire. Low-Light Vision: Midwokans can see twice as far as humans in conditions of dim light. Born of Water: A midwokan can breathe water as easily as air, though they do not normally possess a swim speed. Integration: A midwokan chooses a creature type (or subtype of humanoid or outsider) from the ranger's Favored Enemy list at character creation. They receive a +2 racial bonus on Diplomacy and Bluff checks when dealing with a creature of that type or subtype. Observant: Midwokans receive a +2 racial bonus on Sense Motive and Disable Device checks. Languages: Midwokans begin play speaking Aquan and Common. Midwokans with high intelligence scores can choose from the following: Auran, Draconic, Dwarven, Elven, Gnome, Gnoll, Goblin, Halfling, and Sylvan.

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
8 years|
+1d4|
+1d6|
+2d6[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
60 years|
95 years|
130 years|
+4d20 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
4'8"|
+2d8|
110 lbs.|
◊ 5 lbs.
Female|
4'4"|
+2d8|
80 lbs.|
◊ 5 lbs.[/table]

Tanuki Tales
2012-07-10, 09:53 AM
This competition is now closed. The voting thread for it can be found Here. (http://www.giantitp.com/forums/showthread.php?p=13529699#post13529699)