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View Full Version : GiTP Pathfinder Grab Bag Competition XVIII: They're All Grown Up



Tanuki Tales
2013-08-01, 07:01 AM
They're All Grown Up




"When you're a kid, see, monsters live in your bedroom closet. I had six monsters lived in my bedroom closet, and thank goodness for covers or else I would never have been alive today. Covers saved my life."


~~~~~~~~~~


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

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 17th of October. You will be casting five votes, one for what you believe deserves first, second and third places, 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) and one for the entry you believe was the most unique entry for the competition. [All three types of votes may be for the same entry.]

All winners 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.


Rules

1. You will be creating an original Archetype or Base Class or Monster or Prestige Class or Race or Template that is themed around the concepts of childhood stories, icons, concepts, fears, etc. with mature and adult twists added to them.. Entries may take the form of a base class that manipulate cracks in stone to injure individuals, an invisible monster that was an imaginary friend and becomes visible as it drains blood or a race of animated forgotten toys that seek vengeance on the children that lost them.

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

2a. Archetypes, 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
2013-08-01, 07:02 AM
Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.


Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.

Tanuki Tales
2013-08-01, 07:03 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 Ranks per Level: (x + Int modifier)


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

1st|
+x|
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+x|
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2nd|
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3rd|
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18th|
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19th|
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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 Ranks per 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|
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3rd|
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4th|
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5th|
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12th|
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13th|
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15th|
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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
2013-08-01, 07:05 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
2013-08-01, 07:06 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 Ranks per 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|
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+x|Class Ability

3rd|
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4th|
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5th|
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6th|
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7th|
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8th|
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9th|
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+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 Ranks per 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|
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6th|
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7th|
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8th|
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9th|
+x|
+x|
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+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
2013-08-01, 07:07 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]

Tanuki Tales
2013-08-01, 07:08 AM
Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.



Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.

Razanir
2013-08-01, 10:39 AM
Turtledove

Short Physical Description
Turtledove CR 2
XP 600
CN Tiny Magical Beast
Init +8; Senses ; Perception +0

Defenses

AC 19, Touch 16, flatfooted 15; (10+4 Dex+2 size+3 natural)
HD 8d10-24 (20);
Fort + 5, Ref +11, Will +3

Offenses

Speed 5 ft., fly 50 ft. (perfect)
Melee sting +14 (d2-3, gouge)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks gouge
Spell-Like Abilities 3/day– limited wish (only to young creatures)

Statistics

Str 5, Dex 18, Con 6, Int 6, Wis 10, Cha 10
Base Atk +10; CMB +5; CMD 19
Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse, Wind Stance
Skills Fly +14 (+22 counting maneuverability)
Languages Understands Sylvan and Common, does not speak

Special Abilities

Gouge (Ex): If a Turtledove succeeds on a melee attack, the target must make a Fortitude save DC 18 (10+4 Dex+4 natural) or be blinded for 1 hour.

Sneak Attack (Ex): A Turtledove deals an extra 2d6 damage on an attack whenever the target would be denied a Dexterity bonus to AC.

Ecology

Environment Temperate forest
Organization Solitary, nest (2-4) or flock (5-10)
Treasure None

Turtledoves are mostly peaceful. Normally, they'll go around granting wishes to sad little children. However, they can be nasty opponents to those who would oppose them. While not very strong on their own, being blinded can be an annoying setback when a greater danger arrives.

Explanation:
This is inspired by the Brothers Grimm version of Cinderella. Instead of a fairy godmother like in the Disney version, Aschenputtel is visited by birds that bring her everything she needs. At the end of the story, at her wedding, the birds come back to gouge the stepmother and stepsisters' eyes out.

Rulings:
Define "Young" : Young is being used here in a similar way to Munchkin's definition of small. That is, if a creature is not an adult, it is young. However, Walt Disney gets a special exception.

SamBurke
2013-08-02, 02:32 AM
The Childhood Companion
(Spoilered for Massive Size:)
http://i42.tinypic.com/hx0w14.jpg
Used with permission from its creator, our very own TheWombatOfDoom!A Companion uses Fearful Dedication to protect their child.

Tirelessly we vigil keep
Guardians of your peaceful sleep
Ghosts will touch not hide nor hair
While we remain - your teddybears.
-Song of the Companions.
[From this post. (http://www.giantitp.com/forums/showthread.php?p=12675329#post12675329)]


Modified Class:
Any class which gains an animal companion, familiar, or eidolon. This includes Wizards, Druids, Summoners, Rangers, Paladins, some Sorcerers, or any other qualifying classes.


A Childhood Companion isn’t really about the person who pursues that path: it’s a twinning of two souls walking alongside each other, as they have since a young age. Childhood companions are those whose bonds aren’t to servants or summoned creatures, to pets or petty mounts, but to lifelong friends. They are stronger together, and make each other more by the combination.

Guardian Companion (Su):
The child’s companion stands faithfully alongside them every day, without care for the world or its whims, ignoring the cries of childishness or fear, and always, always, guarding their child. No matter how old they are, a child is protected by their Childhood Companion, though that can take effect in almost limitless ways. Here are a few of those ways, termed “Aspects.”

In order for a Guardian to gain use of these Aspects, his or her child must give up feats, one per Aspect. In effect, each Aspect takes up a single feat slot.

This adds to the animal companion, familiar, or eidolon already possessed by the Childhood Companion. It does not remove any abilities already granted from the class, and only adds to them. Whether it is an Animal Companion, Familiar, or Eidolon, this Archetype refers to it as a “Companion,” while the character using this archetype is referred to as the “Child.”

Aspects:

Deep Connection: Adults laugh at the Child who says he can speak to his pet, but it may be far more true than any realize: with the bond of growing up together may come a truer, deeper, connection as well.

You may converse with your Companion in any language you choose. Doing so, however, uses a Telepathic Bond as the spell, but only between you and your companion. This works over the same distances as the spell, and means you can communicate more complicated plans, and so on. Your companion also gains +3 Intelligence.

Of the Same Mind: While the two of them may take it for granted, a Child and his Companion can only see through each other's eyes because they already see using the other's mind. The two think alike, and to the outside eye, are foils or mirrors of the other.

You must have the Deep Connection Aspect. Your Companion gains an additional 1d8 Intelligence (minimum, +3), and its own personality. It speaks any language that you do, just as fluently as you. It may be reluctant to converse, or pretend not to speak when others are around, however, depending on that personality.

Innocent Appearance: The young grow by leaps and bounds as they age, reaching greater thought, deed, and maturity. But some still bring along with them the teddy bears that kept them safe as a child… only sometimes, in a much, much, bigger form.

You may transform your Companion into a harmless-looking children’s toy, that reminiscent of their true form. For example, if you’re shrinking a dire tiger down, it would become a stuffed tiger. This transformation takes a full-round action. If you are holding such a toy, it is assumed to be non-threatening. You may keep your Companion like this for as long as you like, but while so transformed they may not move. They are still sentient and may talk or cast spells if so able, but may not make movement action.

Watcher: Our best friends watch our backs, don’t they? And what is a Companion, if not an unceasingly watchful friend, always there to hear our complaints, agree and sympathize? In many ways, they’re more aware of the world than we are.

Your Companion automatically detects any creature that has hostile intent towards you, so long as it is within 30’ of both you and the Companion. Hostile intent is any creature that intends to cause you physical harm or debilitation, even if it is technically "mindless."

Intervene: Companions are nothing short of heroic, and the love that they show is absolutely selfless. They will do anything, anything, to protect their child, no matter how old he’s gotten.

Your Companion may leap to your side in an instant, throwing themselves between attacks. As an immediate action that is resolved before the action it is interrupting, your Companion may move up 30’, so long as they are between you and a harmful attacker of some sort, including projectiles, enemies, and attacks. They automatically absorb that attack, taking damage or making saving throws as normal. If the effect would not normally target them, you cannot use this ability.

Stands Beside Me: There is nothing the world as common as fear, unless it’s our own need for others. But friends forget, and family moves away, leaving us… with who? There is only one who will always stand beside you, no matter what: your Companion.

So long as you and your Companion are within reach of each other, both of you are immune to one of the following: fear, negative emotion effects, or possession and mind-altering effects. You must choose one of them at the beginning of the day.

Help in Time of Need: The friendship of a Child and his Companion isn’t just for fun and play, they are there to help each other, to work alongside.

Your Companion may make skill checks or Ability Checks to Aid Another, if they are helping you or an ally. In addition, they may give you a bonus to any skill equal to 1/4 of your level, a number of times per day equal to your key stat modifier (Intelligence for Wizards, Wisdom for Druids, Charisma for Summoners, etc).

My Right Hand: It is a source of eternal wonder to non-mages why every wizard, unfailingly, has a Familiar. The truth is deeply hidden: the act of bonding to another, loving so powerfully, unlocks a power at the dark heart of magic itself.

Only for Familiars. As often as you like, using an immediate action, you may double the bonus you get from your familiar. This lasts until the beginning of your next turn.

Spirit Guardian: Materializing out of thin air, Eidolons are believed by many to be a sign of divine favor, of being watched with eyes above. Perhaps true, perhaps not… but they certainly are quick to manifest alongside their Child, steadfast and indomitable.

Only for Eidolons. Once per day, as a swift action, you may call your Eidolon to your side. If it is not active or has not been summoned, then it is, and appears in a square adjacent to you.

Talks Their Talk: The animals have their own ways, and it is the savageness of your Companion that brings you deeper into that heart of nature.

Only for Animal Companions. Whenever your Animal Companion is alongside you, you get a bonus to Handle Animal or Wild Empathy checks equal to 1/4 of your level.

Fearful Dedication: Born and raised together, a Companion and his Child often begin to exhibit a fearsome protectiveness of each other. When one is hurt, the other stands guard: when one is attacked, the other is at his side to defend, striking terror in the hearts of all foes.

Your Companion may make Intimidate checks, gaining a bonus equal to its Strength bonus or one half your level. In addition, they may project a 15' Fear Aura once per day. All creatures that are hostile to you inside that aura must make a Will Save, DC equal to 10+3/4 your level.

I Learned from Him: The late night whispering friendship of a Companion teaches a Child many things, indeed. They open to each other their soul, the darkness and brilliance of true essence. From that revelation springs many things.

If you have an Eidolon, you may speak with Dead at will, as the spell; so long as you only ask three questions per soul. If you have a familiar, you may choose one Planar language to speak for that day. If you have an animal companion, you may speak with animals at will, but only for the duration of the spell with any one creature.

Many Fond Memories: There's a world of difference between the warrior who finds his steed on the field of battle, and the horse raised with his boy since childhood. The difference of those may at first seem to be just memories, but it's a renewed and ever-growing vigor.

Animal Companions or Eidolons only. You may choose one stat or save, and they gain a permanent +2 bonus to that stat or save. In addition, for every four levels you possess, the Companion gains an additional +1.

Study Together: Mages long sought the secret of how to unlock more of the arcane in the bond with their familiars. All they had to do is look to children and their pets: those childhood companions hold the true secrets.

Familiars only. You gain a +2 to your Familiar's bonus, and an additional +1 for every 4 levels you have.

Special Bond: There’s a happiness that comes from the familiar, from the “normal.” That’s just what a Companion is: everything that’s normal and sane and good in the world, all put together and given to you.

While your Companion is within 30’, you gain a +2 Morale Bonus to all saves.

Companions Always Sacrifice: While an Aspect may show a part of who a Companion really is, it’s hard to explain it without sacrifice. Day in, day out, they give and give and give and give. They’ll poke and prod and joke, but they really don’t ever ask anything in return: they don’t want it, either. A Companion will always sacrifice.

Once per day, your Companion may sacrifice himself. Any negative effect that would target you, no matter the distance, instead affects your Companion as it would you. If the effect or attack would kill you, then your Companion is killed, and so on. If your Companion is killed by this attack, it is permanent.

malonkey1
2013-08-02, 10:14 AM
Imaginary Friend


The imagination of a child is a powerful thing, sometimes literally. Children, especially lonely ones, will often imagine themselves friends. Those with a large psionic or magical potential sometimes actually create such creatures in real life, going on wild adventures, but some "friends" are less than good, tinging their children with darkness. Regardless of the imaginary friend's personal leanings, they are bound to their charges, and are obligated to defend them to the death and obey them to the best of their abilities. Many "Fairy Godmothers" are in fact especially powerful Imaginary friends. The Friend must remain with their charge until they have reached adulthood, at which point there is a 99% chance that they are freed from service. Little is known about those that are freed, but most believe they simply cease to be. Those that are not freed often resent their continued servitude, and will usually try to manipulate their now-adult charges to free them voluntarily.


Creating an Imaginary Friend

"Imaginary Friend" is an inherited template that can be added to any Aberration, Animal, Dragon, Fey, Humanoid, Magical Beast, Monstorus Humanoid, Plant or Vermin. An Imaginary Friend uses the base creature's stats and abilities except as noted here.

CR: +3

AL: Must share at least one component with its charge (see below)

Size and Type: The creature's type changes to Construct (augmented type) (incorporeal), where "type" is the creature's type.

Senses: If the creature doe not already possess it, it gains Blindsense 30, Darkvision 60

Armor Class: No Change

Hit Dice: The creature's Hit die becomes d10, unless its hit die was already larger. It gains bonus hit points as appropriate for its size. Additionally, the base creature receives fast healing 3

Defensive Abilities: The creature gains DR 10/-, Construct traits, incorporeal, and natural invisibility

Weaknesses: Dependent (see below)

Speed: The base creature gains a fly speed equal to its base speed with a maneuverability of perfect.

Attacks: The base creature gains no new attacks

Damage: The base creature's damage is unchanged

Space and Reach: The base creature's space and reach are unaffected

Special Attacks: The base creature gains the ability to use telekinesis at will as a supernatural ability

Special Qualities: Change Shape at will, same creature kind as charge.

Ability Scores: Str +0, Dex +0, Con -, Int +2, Wis +2, Cha +2

Skills: The base creature receives a racial +8 bonus to Profession[Child-rearing], and a +4 racial bonus to any three skills the charge chooses.

Feats: The base creature receives no additional feats

Dependent (Su): The Imaginary friend is bound to its charge, a child of a sentient species. It must protect it to the best of its ability, and must obey it as best it can. The Imaginary Friend otherwise behaves like it would according to its personality and alignment. It may disobey its charge's orders with a successful Will save (DC 15 + the Charge's charisma score), but only if it would be in the best interest of the charge to do so. The Imaginary Friend may attempt to talk its charge out of a command, but if the child refuses to budge, the command remains. The Imaginary Friend must have at least one alignment component in common with its charge. The charge may voluntarily release the Imaginary Friend from service simply by willing it. Upon the charge reaching adulthood for its race, the Imaginary friend has a 99% chance to be released from service automatically and instantly. When released, an Imaginary Friend disappears. Any magical effects that it had wrought that are still in effect immediately end. (This does not apply to instantaneous effects, such as a resurrection or a wound from a spell). If the Imaginary Friend is not released, it remains in service to its charge until the charge's death.

Telepathic bond: The Imaginary Friend has a telepathic bond with its charge, which is effective over any distance, so long as they are in the same plane. This bond is not clear enough to tranfer words or complex ideas, but it can convey images and emotions.

Telekinesis (Su): The Imaginary Friend can cast telekinesis as a supernatural ability at will.

Example Creature, "Squiddums the Elder Thing" (CR 8)
Squiddums, as little Jimmy calls him, is an elder thing (http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/elder-thing) that has been saddled with Jimmy's care. Little does he know, he has been slowly attempting to use Jimmy's potent but dormant psychic powers to wheedle his way into the real world. Woe be unto Jimmy and his family if he succeeds.
{table=head]NAME|"SQUIDDUMS" (Imaginary Friend Elder Thing)
XP|4800
Alignment/Type|LN Medium Construct (augmented aberration) (aquatic) (incorporeal)
Init| +2
Senses|All-around vision, blindsense 30 ft., darkvision 60 ft.; Perception +14
Defense
AC|21, Touch 15, Flat-footed 19 (+2 Dex, +6 natural, +3 deflection)
HP|51 (7d8+20)
Saves|Fort -, Ref +4, Will +9
Defensive abilities| limited starflight, immune to cold, resist fire 10, DR 10/-, Construct traits, incorporeal, and natural invisibility
Offense
Speed|30 ft., fly 30 ft. (perfect), swim 40 ft.
Melee|5 tentacles +7 (1d4+2 plus grab)
Special Attacks|constrict (1d4+2), telekinesis at will
Statistics
Abilities|Str 15, Dex 14, Con --, Int 22, Wis 18, Cha 19
BAB|+5
Combat Maneuvers|CMB +7 (+11 grapple), CMD 19 (can't be tripped)
Feats|Combat Expertise, Combat Reflexes, Endurance, Great Fortitude
Skills|Disable Device +9, Fly +8, Heal +10, Knowledge (arcana) +15, Perception +13, Profession[Child-rearing] +8, Profession[Cooking] +4, Sleight of Hand +4, Spellcraft +15, Survival +13, Swim +20, Use Magic Device +10
Language|Common, Elder Thing
SQ|amphibious, hibernation, no breath, change shape (human, at will)[/table]

Special Abilities:
Hibernation (Ex): An elder thing can enter a state of hibernation at will. While in this state, it can take no actions and is effectively helpless, as if it were in a deep sleep. An elder thing can remain in hibernation for as long as it wishes. While in this state, it does not need to eat or drink, nor does it age. Time effectively stands still for a hibernating elder thing. If it is jostled or damaged while hibernating, an elder thing can attempt a DC 20 Will save to awaken within 2d4 rounds; otherwise it takes 1d4 days to awaken from hibernation. An elder thing can set the length of its hibernation when it first enters this state, so that it can awaken after a set amount of time has passed. When awakening at a set time in this manner, an elder thing needs only 1d3 rounds to rouse itself, with no Will save necessary.

Limited Starflight (Ex): An elder thing can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike creatures with full starflight (like the shantak), an elder thing's ability to fly in outer space does not allow it to reach unusual speeds - an elder thing who wishes to travel from one planet to another typically calculates the distance and then hibernates for the majority of the journey, relying on its momentum and inertia to carry it to its destination while it slumbers along the way.

No Breath (Ex): An elder thing does not breathe, and is immune to any effects that require breathing (such as inhaled poison).

Telekinesis (Su): At will as the spell, as cast by a Wizard of its hit dice.

Change Shape (Su): Into humans only.

caledscratcher
2013-08-03, 07:10 AM
Cootie Catcher
Elder Creature (http://images.wikia.com/lovecraft/images/5/57/ElderThing.jpg)
"You wish to fight me, with your pitiful legion? I AM legion, yet I am infection, while being determinant of your fate. If you still wish to fight, you are more foolish than I'd thought. - the Glistened Nothing, true name lost to his own madness, right before eliminating the strongest legion in western Vudra.
Haven't you ever wondered about the childhood concept of "cooties"? A horrific disease of mysterious symptoms, gained only by one that is markedly different? And yet, at the same exact time, said disease is the source of a mystical fortune telling game. This dichotomy is different as night and day - or perhaps mortal and aberration.

After all, cooties are very, very real. Aberrations spread it to all others when they meet, and vice versa. None are sure of just what is does, but the consequences are just as great as the benefit. And, with the power of fortunes and the changing of fate, such a consequence must be unimaginable.

Role: The cootie catcher is primarily a buffer/debuffer, with a secondary being able to be almost anything else depending on which infection he has.
Alignment: Any. Infected by the aberrant powers, many cootie catchers steadily progress towards evil, but some seek to go against the grain and utilize their powers for good, proving that they're more than their disease.
Hit Die: d8
Starting Gold: 4d4 x 10 gp (Average 100 gp)
Class Skills Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana), Knowledge (Planes), Knowledge (Religion), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str)
Skill Ranks per Level: 4 + Int modifier
Cootie Catcher
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Aberrant Net, Cootie Catch 1/day -- +/- 2 & 1, Infection
2nd|
+1|
+0|
+0|
+3|Free Will
3rd|
+2|
+1|
+1|
+3|Infection Power
4th|
+3|
+1|
+1|
+4|Cootie Catch 2/day -- +/- 4 & 2
5th|
+3|
+1|
+1|
+4|Spreading Disease
6th|
+4|
+2|
+2|
+5|Infection Power
7th|
+5|
+2|
+2|
+5|Cootie Catch 3/day
8th|
+6|
+2|
+2|
+6|Net's Brutality
9th|
+6|
+3|
+3|
+6|Infection Power
10th|
+7|
+3|
+3|
+7|Cootie Catch 4/day
11th|
+8|
+3|
+3|
+7|Infection Fortune
12th|
+9|
+4|
+4|
+8|Infection Power, Cootie Catch +/- 6 & 3
13th|
+9|
+4|
+4|
+8|Cootie Catch 5/day
14th|
+10|
+4|
+4|
+9|Netborn Savagery
15th|
+11|
+5|
+5|
+9|Infection Power
16th|
+12|
+5|
+5|
+10|Cootie Catch 6/day
17th|
+12|
+5|
+5|
+10|Never Turning Back
18th|
+13|
+6|
+6|
+11|Infection Power
19th|
+14|
+6|
+6|
+11|Cootie Catch 7/day
20th|
+15|
+6|
+6|
+12|Cootie Catch +/- 8 & 4, Lord of the Infection[/table]

Class Features All of the following are class features of the cootie catcher.

Weapon and Armor Proficiencies: The cootie catcher is proficient with all simple weapons and two martial weapons of his choice, along with light armor, but not with any shields.

Aberrant Net: The greatest tool of a cootie catcher is his aberrant net. This artifact's appearance varies from catcher to catcher, with the details frequently being based on the aberration that provided the catcher's abilities. While in possession of his aberrant net, he gains a +1 aberrant bonus to all saving throws. Additionally, he must have his aberrant net in hand to use his cootie catch ability.

If the cootie catcher's aberrant net is ever lost, stolen, or destroyed, it returns to him after 1d4+2 hours. This is the same exact one, not a duplicate or new one, even if it was destroyed. However, he loses his bonus to saving throws from the net for 2 hours, and instead takes a -1 penalty to all saving throws for 1 hour, as a result of the angered net.

Cootie Catch (Su): A cootie catcher's iconic ability is to use his aberrant net to provide fortunes for friend and foe alike. Unbeknownst to them, the picking at threads in patternless-patterns is done to fleetingly infect part of their form, either for better of for worse. He may use this ability as a full-round action once per day, plus an additional number of times per day equal to half his Wisdom modifier. He gains an additional use of this ability per day at 4th level and every three levels thereafter.

When a cootie catcher initiates this ability, he must select a target that he can see within 30 feet. He then rolls 1d8, and takes the result from the Focus table. He then proceeds to roll 1d10, and takes the result from the Fortune table. If the result from fortune matches the target's alignment on both alignment axes, they receive a +2 aberrant bonus. If the result is one step away on one axis, but matches on the other, they receive a +1 aberrant bonus. If the result is opposed on both axes, they receive a -2 aberrant penalty. If the result is opposed on one axis and one step away on the other, they receive a -1 aberrant penalty. If the result is one step away on both axes or matches on one and opposes on the other, nothing happens.

At 4th level and every 8 levels thereafter, +2 bonuses and -2 penalties increase by +/-2, and +1 bonuses and -1 penalties increase by +/-1.

When the result of a cootie catch would provide additional (or take away existent) power points, spell resistance, or temporary hit points, multiply the modifier by the cootie catcher's Wisdom modifier. If this would reduce a creature below 0 temporary hit points, treat all further reductions of temporary hit points as nonlethal damage.

When the result of a cootie catch would provide additional spells of a prepared spellcaster, that caster selects spells which he has either already expended or didn't prepare, but for the latter they can only replace already-expended spells. Losing existent prepared spells functions by having the caster select spells that he has prepared from the level(s) with the most spells presently available. A spontaneous spellcaster adds spells to her second-highest spell level available and removes from the spell level which has the most slots (other than 0).

A cootie catcher may not target himself with this ability.

Focus Table
{table=head]Result|Focus|Effect
1|Joints|Dodge AC & Reflex
2|Bone|DR/-
3|Flesh|Energy Resistance
4|Muscle|Melee Attack/Damage
5|Eye|Ranged Attack/Damage
6|Spirit|Spells/Day or Power Points/Day
7|Mind|Will & Spell Resistance
8|Blood|Temporary HP and Fortitude[/table]

Fortune Table
{table=head]Result|Alignment
1|Lawful Good
2|Neutral Good
3|Chaotic Good
4|Lawful Neutral
5|True Neutral
6|Chaotic Neutral
7|Lawful Evil
8|Neutral Evil
9|Chaotic Evil
10|Roll again with a different target.[/table]

Infection (Su): At 1st level, the cootie catcher has suffered an infection from an aberration, giving great power at an equal price. He selects an aberrant by which he was infected, and receives infection powers at 3rd level and every 3 levels thereafter. At 11th level, his infection also grants him a new way to use his cootie catch ability.

Free Will (Su): At 2nd level, the cootie catcher has realized that not all fortunes are entirely accurate, and has begun to pick at his aberrant net when a result would be particularly maleficial. He gains a pool of freedom points per day equal to half his class level plus his Wisdom modifier. Whenever he uses his cootie catch ability, he may spend freedom points to shift the results. For every 1 point spent, he can make it so that the die had rolled one lower or higher. For the topic table, he may shift the result from top to bottom or vice versa (i.e. he can spend a point to shift the result from 8 to 1, or from 1 to 8.) The only limits to this ability are how many freedom points he has, and how many times he can use his cootie catch ability.

Spreading Disease (Su): At 5th level, the cootie catcher's disease is much greater than ever before, giving him unique immunities, with the price of ease of communication. He becomes completely immune to all poisons and diseases (except for his aberrant infection), but suffers a permanent -2 aberrant penalty to Charisma. Additionally, he suffers a-2 penalty to Bluff checks, due to the fact that so few trust him, but he gain a +5 bonus to Intimidate checks, as a result of his frightening visage.

Net's Brutality (Su): At 8th level, the cootie catcher's aberrant net has instilled a powerful force upon his mind and body, granting him physical prowess and raw determination, but at the cost of his grip on reality. While he is in possession of his aberrant net, and for 1 hour after it leaves his possession, he has a +2 aberrant bonus to attack rolls, damage rolls, and Wisdom. However, he suffers a -2 aberrant penalty to his Intelligence (to a minimum of 3).

Netborn Savagery (Su): At 14th level, the aberrant net of the cootie catcher inflicts additional pains upon his sanity, while increasing his martial prowess even further. For as long as he is in possession of his aberrant net, and for 1 hour after it leaves his possession, the critical threat range of all weapons he wields is expanded by 1, and the critical multiplier of all weapons he wields is increased by 1. However, he suffers a -2 aberrant penalty to Intelligence (to a minimum of 3), which stacks with the penalty incurred by Net's Brutality.

Never Turning Back (Su): At 17th level, the cootie catcher has long since resigned himself to who he is, and might have even accepted the fact that he shall eventually become an aberration. He receives a permanent +3 aberrant bonus to resist mind-affecting effects as a result of this resignation. Additionally, when he successfully saves against a mind-affecting effect, the creature which attempted to use it on him takes 2d2 Intelligence damage, due to probing the mind of something beyond comprehension. If he fails the save, the creature which used the effect on him instead takes 1d3 Intelligence damage.

Lord of The Infection (Su): At 20th level, the cootie catcher has completed his transformation into what gave him this blessed burden. He gains the aberration type in addition to any types and subtypes he already had, and is treated as both his original race and the creature associated with his infection class feature for all purposes associated with race. He permanently gains DR 5/viridium and a +2 bonus to Wisdom.

Additionally, whenever he uses his cootie catch ability, a penalty nauseates and exhausts the target as a result of the fleeting infection taking its brief toll. However, a bonus cures the target of being nauseated, sickened, fatigued, or exhausted for the duraton of the bonus.

Furthermore, whenever he attacks a creature with HD less than or equal to 1/4 his class level, they must make a DC 15 + the cootie catcher's Wisdom modifier + 1d8 Will save, followed by a Fortitude save at the same DC. If they fail either one, they become infected. They must take at least one level in cootie catcher for every three class levels they gain from then on. If they fail both, the infection is much worse, and they must take a level in cootie catcher the next time they gain a class level, and must take at least one additional level in cootie catcher for every two additional class levels they gain. If they succeed on both saves, they become immune to this effect from all cootie catchers for 24 hours, and gain a +2 bonus to Will and Fortitude saves to resist it for the following 72 hours.

caledscratcher
2013-08-03, 02:40 PM
Infections:

Blindheim Infection:
The blindheim's eyes easily identify it, and the cootie catcher knows that all too well. A young man might've tried to protect his family from a gang of them, only to be blinded and bitten to the extent that he was never the same. A naive girl could've been exploring a cave an decided to play with the "little glowy frog man", resulting in the cooties infecting her permanently. Or maybe, just maybe, a middle-aged woman took care of a large gang of these aberrations, protecting them from the dwarves and duergar that sought to slay them, until she became what she tried to save. No matter the circumstances, the blindheim will blind you. No matter the cause, the blindheim will infect you. And no matter the bond you've forged with one, the blindheim will abandon you.

Role: A battlefield-controller, herding (and hurting) creatures with your eye beams, shutting them off at just the most horrifically right moment to incite panic, and turning them back on to deal even more damage than normal is but one of the many tactics that are frequently seen when a blindheim-infected cootie catcher instills fear in those who seek to avoid his gaze.

Infection Powers:
I Can See It All (Su): At 3rd level, a blindheim-infected cootie catcher gains the ability to activate a pair of eye beams as a standard action for a number of rounds per day equal to 3 + his Constiution modifier. These rounds do not have to be consecutive, and he can use them for one additional round for every class level he gains. He may deactivate them as a free action at any time. These beams function as the blindheim's, letting him see in the dark, even in darkness, but not in deeper darkness. However, they only extend as a 15 foot cone. Any creature that looks at the cootie catcher while his eye beams are active must make a DC 10 + half his class level + his Wisdom modifier Fortitude save or be blinded for 1 hour. This can be removed with remove blindness or similar effects of equal or greater power.

How Did You Miss That? (Su): At 6th level, a blindheim-infected cootie catcher becomes much more adept at noticing his surroundings. adds his Wisdom modifier to all Perception checks, meaning that he adds it twice: once for this ability, and once because Perception is associated with Wisdom. When his eye beams are active, he adds it once more, for a total of three times.

The Sky Is So Clear (Su): At 9th level, a blindheim-infected cootie catcher has greatly increased the power of his eye beams by keeping an eye out for danger, and by virtue of the worsening disease within him. His eye beams now have a range of 30 feet, and allow him to see in all fog, smoke, steam, mist, and other such visual impairments, including magical varieties.

An Eye For an Eye (Su): At 11th level, a blindheim-infected cootie catcher's aberrant net gains a connection to the source of his power that few realize. Whenever he would impose a penalty with his cootie catch ability, he may choose to forgo the typical penalty and blind the target for a number of rounds equal to a number of d3s equal to the penalty. He adds an additional 1d3 if the focus was eyes. If he would impose a bonus to a blinded creature, he may choose to forgo the typical bonus to instead reduce the duration of said creature's blindness by a number of rounds equal to a number of d4s equal to the bonus. He adds an additional 1d4 if the focus was eyes.

The Unbearable Lightness of Seeing (Su): At 12th level, a blindheim-infected cootie catcher's eye beams have become so bright that they burn all that are caught within. Any creature caught within the area of his eye beams takes 3d6 plus his Wisdom modifier fire damage. Additionally, when he activates his eye beams, every creature within the area at that time takes the aforementioned fire damage, but with one more damage die. Furthermore, he is treated as being under the effects of tue seeing whenever his eye beams are active.

Your Eyes Are Inferior (Su):At 15th level, a blindheim-infected cootie catcher's eye beams extend even further past every milestone they've reached before. They are now a 45-foot cone, and all creatures that look at him while his eye beams are active is blinded for 1d4+1 hours. Additionally, the damage for being caught in the cootie catcher's eye beams increases to 3d8 + twice his Wisdom modifier.

None Have Ever Seen As I See (Su): At 18th level, a blindheim-infected cootie catcher's eye beams are greater than could have ever been imagined. They are a 60-foot cone that allows him to see in deeper darkness. Additionally, the DC to resist being blinded becomes 15 + half his class level + twice his Wisdom modifier. Additionally, he is always treated as being under the effects of true sight, even when his eye beams aren't active.

Fungal Crawler Infection:
[FLUFF]

Role: [COMING SOON]

Infection Powers:
Leaping Grace (Ex): A fungal crawler-infected cootie catcher is always ready to spring into combat. At 3rd level, he gains a +4 aberrant bonus to Acrobatics checks made to jump, and is always treated as having a running start. Additionally, his charge speed increases by 10 feet, and receives a +2 bonus to attack at the end of a charge, stacking with the normal +2 bonus and any others.

Fungal Pride (Su): The cootie catcher, having been infected by a fungal crawler, has a mighty resistance to effects that would do nothing to a plant. At 6th level, he gains a +3 aberrant bonus on saves against mind-affecting effects, paralysis, sleep, poison, polymporph, and stunning. This bonus increases by an additional +3 at 10th level, and again at 13th level.

Gnashing Needles (Ex): Having advanced this far, the cootie catcher gains a set of incredibly thin and sharp teeth. At 9th level, he gains a bite attack with a damage die of one step higher than normal for a creature of his size. This damage die increases one more step at 14th level, and again at 19th level. If he critically hits a foe with said bite attack, he can inflict 2d4 bleed damage and deal half damage with his attack.

The Mycelium Knows as the Mycelium Grows (Su): At 11th level, the cootie catcher's aberrant net has begun to grow small mushrooms, showing its powerful bond. From this point on, whenever he uses his cootie catch ability, he may use two uses of it at once to cause the bonus/penalty to affect every creature adjacent to the target, with a duration of one round fewer than normal.

Crawling Through the Sky (Ex): By this point, the cootie catcher's infection has granted him incredibly powerful legs. At 12th level, he gains a +6 aberrant bonus to Acrobatics checks made to jump (which stacks with Leaping Grace), and when he charges, he can make an Acrobatics check to jump in place of an attack roll. For every 5 points by which he exceeds the foe's AC, he can make one additional attack against the target, each having -3 to hit.

Fruiting Body (Su): At 15th level the cootie catcher has begun to grow healing mushrooms from his flesh. A number of times per day equal to his Wisdom modifier, he may expend up to 4 hit points to cast goodberry as an 8th-level druid, producing a number of goodberries equal to twice an amount of hit points expended.

Legs Beyond Imagination (Ex and Su):At 18th level, the cootie catcher has become more of a fungal crawler than any mortal could reasonably stomach. He becomes completely immune to mind-affecting effects, paralysis, sleep, poison, stunning, and polymorph. Additionally, he gains a +8 aberrant bonus to Acrobatics checks made to jump, and now only suffers a -1 penalty to hit when using his crawling through the sky ability. Additionally, he automatically confirms any critical threats made with his bite attack, and can inflict bleed 4d4 on a critical hit instead of bonus damage, or inflict bleed 1d6 in addition to bonus damage.

caledscratcher
2013-08-04, 01:45 AM
[Reserved for more Infections, because I'll probably need it...]

gr8artist
2013-08-06, 01:23 PM
Big Bad Creature

In the deepest depths of the Black Forest, disease and foul magic penetrate the air. Food and game are scarce and easily frightened, and only the strongest or most cunning predators survive. A big bad creature evolves when a carnivore is driven to death by starvation, the last growls of his stomach haunting the forest and pulling dark magic in to fill the void. Hexes, enchantments, and curses of all kinds come together to give the starving creature a second chance, and they grant him an unnatural edge over any prey.

Creating a Big Bad Creature

"Big Bad" is an acquired template that can be added to any predator (animal or magical beast) that would die of starvation within an area of corrupt magic (traditionally the Black Forest). A big bad Creature uses the base creature's stats and abilities except as noted here.

CR: +2, or +4 if the creature has 10 or more hit dice.

AL: Always Evil. The creature retains any lawful/chaotic alignment it possesses.

Size and Type: The creature's type changes to Magical Beast; recalculate hit points and BAB as needed. If the creature has 10 or more hit dice, it increases in size by 1 category if it is naturally medium or smaller.

Senses: A big bad creature gains scent and darkvision 60 feet. If the base creature already had darkvision, the range increases by 30 feet.

Armor Class: A big bad creature gains a +2 bonus to natural armor.

Hit Dice: Change any racial hit dice lower than a d10 to a d10, recalculate health as needed. The creature's BAB is recalculated as a magical beast, if it was not before.

Defensive Abilities: A big bad creature gains DR 5/slashing, and has fast healing 2/fire while it is swallowing any creature. If the big bad creature has 10 or more hit dice, these values double to DR 10 and fast healing 4.

Weaknesses: --

Attacks: If the creature has 10 or more hit dice and increases in size, it's natural attacks deal damage fitting for the new size. The creature gains a bite attack if it did not already have one.

Special Attacks: A big bad creature gains the following special attacks:
Consume (Su): This ability functions as a modified version of swallow whole. The big bad creature may use this ability against any creature of its size or smaller which it is grappling at the start of its turn (as though attempting to pin the victim). Creatures swallowed in this way take bite damage each round in which they remain inside the big bad creature.
If the base creature already has the swallow whole ability, then it does not gain consume, but may choose to treat swallow whole as a supernatural ability (Su) instead of an extraordinary (Ex) one.
Huff 'n Puff (Su): The big bad creature can create powerful winds as a breath attack in a 30 foot cone. The base wind strength (as found here (http://www.d20pfsrd.com/gamemastering/environment/weather#Table-Wind-Effects)) is "severe winds" for a standard action, or "windstorm" for a full-round action. Increase the strength of the winds by one step if the big bad creature is large size or larger. The effects of this wind last until the beginning of the big bad creature's next turn. The creature may use this ability once every 2d4 rounds, though he may spend a separate full round action to make this ability immediately available again. These winds deal damage to structures made of wood or weaker materials as follows: 4d6 for severe winds, 8d6 for a windstorm, and 12d6 for a hurricane force breath.


Special Qualities: A big bad creature gains the following special qualities:
Fear aura (Su): Any creatures within 20 feet of a big bad creature when it activates this ability must make a Will save (DC 10 + 1/2 hit dice + strength) or become shaken for 1d4 rounds. This aura cannot cause a more severe fear effect, though failing a save against it increases the duration of all current fear effects by 1 round.
Cunning Hunter (Ex): A big bad creature treats all humanoids as a favored enemy, giving him a bonus on attack and damage rolls, as well as bluff, knowledge,perception, sense motive, and survival checks against them equal to 1/2 his hit dice. This bonus does not stack with a ranger's favored enemy.
Disguise Self (Sp): A big bad creature gains disguise self as a spell-like ability usable once per day as though it were a humanoid of its size. This effect has a duration of concentration, rather than the listed duration. The big bad creature uses its intelligence or charisma to determine the spell's DC, whichever is greater.

Ability Scores: A big bad creature gains +2 Str, +2 Con, and +4 Int. These adjustments do not include the adjustments for large size.

Skills: A big bad creature gains a +5 bonus to stealth and intimidate. A big bad creature also gains the ability to speak languages, and knows one language per point of intelligence, in addition to any languages it already possessed.

Feats: A big bad creature gains intimidating prowess as a bonus feat.

Sample Creature: Big Bad Wolf
Base creature: Wolf (http://www.d20pfsrd.com/bestiary/monster-listings/animals/wolf)

Big Bad Wolf
CR 3, XP 800
NE Medium magical beast
Init +2; Senses low-light vision, darkvision 60 ft., scent; Perception +8; Aura fear 20', DC 13

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 17 (2d10+6)
DR 5/slashing; Fast healing 2/fire
Fort +6, Ref +5, Will +1

OFFENSE

Speed 50 ft.
Melee bite +4 (1d6+3 plus trip) (+1 attack and damage vs humanoids)
Space 5ft., Reach 5ft.
Special Attacks: consume (1d6+3 damage, AC 12, 2 hp); breath weapon (4d6 or 8d6 to weak structures, severe or windstorm strength winds, 30' cone, usable every 2d4 rounds)

STATISTICS

Str 15, Dex 15, Con 17, Int 6, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Intimidating Prowess
Skills Intimidate +5, Perception +8 (+9 humanoids), Stealth +11, Survival +1 (+5 scent tracking, +2 or +6 humanoids); Racial Modifiers +4 Survival when tracking by scent
Languages Common, Elven, Sylvan, Draconic, Infernal, Halfling

Special Abilities

Fear Aura (20 ft., DC 13, victims are shaken for 1d4 rounds.)
Cunning Hunter: +1 favored enemy bonus against humanoids (bonus applies to attack and damage, as well as bluff, knowledge, perception, sense motive, and survival checks)
Huff 'n Puff: 30' cone of severe winds (or windstorm strength if using a full-round action). Usable every 2d4 rounds, or after spending a full-round action to gather breath.

Spell-Like Abilities

1/day - Disguise Self (any medium humanoid, concentration, DC 9)
Sample Creature: Big Bad Tyrannosaurus
Base Creature: Tyrannosaurus (http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/tyrannosaurus)

Tyrannosaurus
CR 13, XP 25,600
Ne Gargantuan magical beast
Init +5; Senses low-light vision, scent, darkvision 60 ft.; Perception +37; Aura fear 20', DC 21

DEFENSE

AC 23, touch 7, flat-footed 22 (+1 Dex, +16 natural, –4 size)
hp 190 (18d10+90)
DR 10/slashing; Fast healing 4/fire
Fort +15, Ref +12, Will +10

OFFENSE

Speed 40 ft.
Melee bite +26 (4d6+24 /19–20 plus grab) (vs humanoids: bite +35 (4d6+33))
Space 20 ft.; Reach 20 ft.
Special Attacks swallow whole (Ex or Su) (2d8+12, AC 18, hp 19); breath weapon (8d6 or 12d6 damage to weak structures, 30' cone, windstorm or hurricane strength, usable every 2d4 rounds)

STATISTICS

Str 34, Dex 13, Con 21, Int 6, Wis 15, Cha 10
Base Atk +18; CMB +34 (+38 grapple); CMD 45
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception), Intimidating Prowess
Skills Intimidate +17, Perception +37, Stealth -10; Racial Modifiers +8 Perception, +5 Stealth, +5 Intimidate
Languages Necril, Common, Gnoll, Draconic, Terran, Sylvan
SQ powerful bite

SPECIAL ABILITIES

Powerful Bite (Ex)
A tyrannosaurus applies twice its Strength modifier to bite damage.
Fear Aura (20 ft., DC 21, victims are shaken for 1d4 rounds.)
Cunning Hunter: +9 favored enemy bonus against humanoids (bonus applies to attack and damage, as well as bluff, knowledge, perception, sense motive, and survival checks)
Huff 'n Puff: 30' cone of wind, windstorm strength (or hurricane force if using a full-round action). Usable every 2d4 rounds, or after spending a full-round action to gather breath.

Spell-Like Abilities

1/day - Disguise Self (any huge or gargantuan humanoid, concentration, DC 10)

3WhiteFox3
2013-08-16, 10:32 AM
Wild Child


Modified Class: Wilder.

NOTE: The Wild Child uses the Young Character rules as detailed here (http://www.d20pfsrd.com/basics-ability-scores/more-character-options/young-characters), this archetype is an exception to the normal rule that young characters only take NPC classes.

Children are often seen as innocent, kind and loving. However, while that may have some truth for some children, many children are actually out of control. Think of a young child with his temper tantrums, excesses of emotion and generally only caring about what his immediate needs/wants are.
Even the most obedient of children are still ruled primarily from the seat of their emotional needs. Wild Children are young people who have learned to tap into their childish emotions and lash out with them against others. They are barely restrained and often lose control of their substantial psychic might. However, the loss of control comes with an increase of power trading focus for strength.


Childlike Manipulation (Su): Wild Children manipulate others into gratifying their emotional desires; this is not always intentional, their cute mannerisms and childish nature (augmented by passive psionic ability) does most of the manipulating. Even those adults who know of their dangerous nature and power, still tend to see them as appealing or as people to be cared for no matter how they actually act.

At 1st level Wild Children gain a +2 competence bonus to Bluff, Diplomacy and Intimidate checks made against adults.

They also gain a +2 bonus to Charisma but are no longer proficient with shields.

This changes Weapon and Armor Proficiencies.


Wild Child's Surge(Su): Wild Children tap deep into their core emotions, drawing great power from within but with the risk of great loss if they lose control.

At 1st level Wild Children are considered to be a wilder of 2 levels higher for all abilities relating to Wild Surge. This includes gaining higher levels of Wild Surge, Psychic Enervation, Surge Bond, Improved Surge Bond and Perfect Surge and for any effects from those abilities that relate to Wilder Levels or Manifester Levels; however, Surging Euphoria is unaffected.

They also have a 5% greater chance of suffering Psychic Enervation whenever they Wild Surge. This ability does not apply to Power Points per day, Powers Known, Manifester Level (for normal purposes) or any class features not listed as being affected above.

A Wild Child's Surge works in all other ways as a normal Wild Surge; Wild Children choose a Surge Type as normal getting all the normal benefits from that ability in addition to the modifications above.

This replaces Wild Surge.

Tanuki Tales
2013-09-04, 10:29 AM
This contest is hereby closed; no further entries may be added and no further corrections may be made to already posted entries. Please go to this thread (http://www.giantitp.com/forums/showthread.php?t=301551) to cast your votes for this competition.