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View Full Version : Contest GitP Pathfinder Grab Bag Competition Competition XXIV: Taste My Steel!



Tanuki Tales
2014-03-31, 11:45 AM
Taste My Steel!




"The dance of battle is always played to the same impatient rhythm. What begins in a surge of violent motion is always reduced to the perfectly still." - Sun Tzu


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 14th of May.

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 24th of May. 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 trophy for their efforts, though they are currently on back order as we update the style and finalize the party making them.


Rules

1. You will be creating an original Archetype or Base Class or Monster or Prestige Class or Race or Template that is based around weapons-centric martial arts. This could take the form of a base class that uses dozens of weapons at the same time, a prestige class that makes one a master of improvised weapons or a race who's core cultural values revolve around the practice of swordsmanship.

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

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
2014-04-01, 01:16 PM
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
2014-04-01, 01:22 PM
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


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



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


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



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
2014-04-01, 01:23 PM
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
2014-04-01, 01:27 PM
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


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



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


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



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
2014-04-01, 01:33 PM
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



Adulthood

Intuitive

Self-Taught

Trained


X years

+XdY

+XdY

+XdY



Aging Effects



Middle Age

Old

Venerable

Maximum Age


X years

X years

X years

+XdY years



Random Height and Weight



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.




[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



Adulthood

Intuitive

Self-Taught

Trained


X years

+XdY

+XdY

+XdY



Aging Effects



Middle Age

Old

Venerable

Maximum Age


X years

X years

X years

+XdY years



Random Height and Weight



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.

Tanuki Tales
2014-04-01, 01:35 PM
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.

caledscratcher
2014-04-02, 01:05 PM
Ryukyu Mistress

Put an image of your class here!

"I fight not to harm, only to defend myself. However, my students are shards of my self. Harm them, and my strikes will be true."
-Catherine, half-orc Ryukyu Mistress as an ogre points a gun at a white-belt's skull.

The ryuyu mistress practices with plentiful varieties of weapons, but is never known to strike first. With an intense devotion to protection of the self and the education of that matter, harming one is much easier said than done. Further, her students are more than students, and to harm them is to illicit cold fury from a dreaded source.


Role: The ryukyu mistress is a front-line combatant and adept defender. She fights with honor, and those she designates as students can easily fight, knowing that she will protect them if they deserve it.

Alignment: Any Lawful. The ryukyu mistress is highly disciplined in all regards.

Hit Die: d10

Starting Gold: 4d6 x 10 gp (average: 140). Additionally, every character begins play with an outfit costing 10 gp or less.

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

Skill Ranks per Level: (x + Int modifier)


Ryukyu Mistress


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+0

+2

+2
Class Ability


2nd

+2

+0

+3

+3
Class Ability


3rd

+3

+1

+3

+3
Class Ability


4th

+4

+1

+4

+4
Class Ability


5th

+5

+1

+4

+4
Class Ability


6th

+6/+1

+2

+5

+5
Class Ability


7th

+7

+2

+5

+5
Class Ability


8th

+8

+2

+6

+6
Class Ability


9th

+9

+3

+6

+6
Class Ability


10th

+10

+3

+7

+7
Class Ability


11th

+11

+3

+7

+7
Class Ability


12th

+12

+4

+8

+8
Class Ability


13th

+13

+4

+8

+8
Class Ability


14th

+14

+4

+9

+9
Class Ability


15th

+15

+5

+9

+9
Class Ability


16th

+16

+5

+10

+10
Class Ability


17th

+17

+5

+10

+10
Class Ability


18th

+18

+6

+11

+11
Class Ability


19th

+19

+6

+11

+11
Class Ability


20th

+20

+6

+12

+12
Class Ability



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):

Adam1949
2014-04-02, 02:20 PM
The Mehndi

The Mehndi are a race of human-like tribal warriors, who believe that the act of crafting weapons imparts a portion of the creator's soul into it, giving it life and personality. More than that, though, they also believe that mortals are merely the 'weapons and tools' of the spirit realm, given a form of flesh rather than of metal and wood. As such, they revere weapons of all sorts, and can summon weapons from within their souls.

Physical Description: A Mehndi looks similar to a tall, lithe human. They always have a stark contrast in their skin tone and their hair; if one is dark, the other is ghostly-white. The most common looks are of "raven-haired and snow-white-skin" and "Tanned-flesh and stark-white hair". In addition, they wear tattoos across their bodies, and have them since adolescence; a Mehndi that has no tattoos is labelled a pariah and is almost always an early-age runaway.

Society: Traditionally tribe-based, Mehndi culture is one that reveres a threefold aspect: The Weapon, the Mark, and the Soul. From an early age a Mehndi is trained in using a weapon which resonates with them; the one that 'feels right' to the youth.
After he or she has found their weapon of choice, they are then branded and marked with a special tattoo which never fades, traditionally on the back; this extravagant tattoo shows that they are a full member of their tribe, and have reached maturity in the eyes of their people.
Over time, a Mehndi often decorates their body with other, lesser marks, usually on the palms, shoulders, soles, and face. These each mean something special to the Mehndi in question, and can be read by someone who is familiar with the detailed and highly-specialized tattoos as easily as a well-researched tome (DC 10 Knowledge [Local] check to read a single tattoo and understand what it means; a Mehndi reduces this DC by 5).

Relations: Due to their similar appearance, humans often look at mehndi as more spiritual versions of themselves; indeed, both races count as the same type and subtype and can breed true with anything that a human would be able to breed with. Elves appreciate their inner spirituality, but are more ambivalent about their lifestyle, which often includes huge bonfires and meat-sacrifices to the weapon-spirits.

Alignment and Religion: As a whole, the Mehndi are a people of tradition and self-sufficiency. As such, they are usually Lawful Neutral.
They have no patron god, instead worshiping different weapons (or rather, an iconic 'chief' spirit of said weapons); these Weapon-Deities are almost always mirrors of traditional gods in the guise of their favored weapon or profile (for example, The Harvester, who is the calm scythe-god of Harvest Moons and Death, is actually Pharasma). As such, they mix and mingle easily with other worshipers of said gods, although they often come to well-meaning and entertaining debates as to their exact gender, profiles, and personalities.

Adventurers: Sometimes, a Mehndi will have a sort of 'Crisis of Faith' in which they aren't sure if their chosen weapon was the right one. In this event, such a tribesman will venture forth into the world to find his place in it all.
Other times and this is the more likely scenario, a Mehndi will instead come to 'know' that their soul-weapon is the 'right and proper' one, and go out to prove themselves correct.
Rarest of all are those that come to understand that a mastery of many weapons is the true path to spiritual knowledge, and start adventuring in order to gain more knowledge of the world's varied and numerous blades.

Male Names: Aalok, Ahiga, Devnaj, Emiya, Honovi, Jawarah, Motega, Talib.

Female Names: Anaba, Devi, Hamsa, Lenmana, Nidhiam, Sisika, Shanoa.

---

RACIAL TRAITS


+2 Constitution, +2 Wisdom, -2 Charisma. Well-connected to the spirit world and tough of skin, a Mendhi often finds herself in introspection and contemplation; this makes it difficult to connect with others on a personal level.
Humanoid (Human). A Mehndi is a humanoid with the human subtype. Traditional thinking places the mehndi as a splinter-group of normal humans. However, they may not select human favored class bonuses (they may select human-only Archetypes, though).
Size: Mehndi are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Mehndi have a base speed of 30 feet.
Languages: Mehndi begin play speaking Common. Mehndi with high intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Necril, and Sylvan.
Skilled: A Mehndi gains a +2 racial bonus on Knowledge (Local) and Craft (Weapons) checks. In addition, Craft (Weapons) is always a Class Skill for a Mehndi.
Weapon of Choice: At 1st level, a Mehndi chooses one simple or martial melee weapon. They are proficient in that weapon and gain the Weapon Focus and Weapon Specialization feats for it as well, ignoring prerequisites. They may choose an Exotic weapon instead, although they do not gain Weapon Specialization if they do so.
Like a Body's Extension: A Mehndi is proficient with any individual weapon he creates. This does not give him proficiency with other weapons that are statistically the same however; only by forging it himself does the Mehndi understand the innate balance and stance required for it.
Spell-Like ability: A Mehndi can use Spiritual Weapon (http://www.d20pfsrd.com/magic/all-spells/s/spiritual-weapon) once per day as a spell-like ability. The caster level for this ability equals the mehndi's character level. In addition to the religious and alignment choices, a mehndi may also form their weapon to be the same as their Weapon of Choice.
Tattoo of Power: You gain a +1 racial bonus to all saving throws.


---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


15 years

+1d4 years

+1d6 years

+2d6 years



Aging Effects



Middle Age
Old
Venerable
Maximum Age


45 years
65 years
75 years
+6d6 years



Random Height and Weight



Gender
Base Height
Height Modifier
Base Weight
Weight Modifier


Male
5'0"
+4d6 in.
120 lb.
(2d10x5) lb.


Female
4'8"
+4d6 in.
90 lb.
(2d10x5) lb.




Favored Class Options

Barbarian: Gain a +1 bonus to speed. This bonus does not affect combat in any meaningful way until you select it 5 times.
Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Druid: Add +1/3 to any damage you deal with a natural weapon.
Fighter: You gain 1/3 of a feat. The feat must be one of the following: Weapon Focus, Weapon Specialization, or Exotic Weapon Proficiency. You do not have to decided what feat you will gain until you've selected this bonus enough times to gain said feat, however.
Magus: If you are wielding your Weapon of Choice and it is currently enchanted (whether permanently or temporarily), you gain a +1/3 bonus to damage while using it.
Monk: Add +1/4 to your bonus to AC and CMD.
Summoner: Add +1/3 to all damage dealt by the summoner's eidolon.
Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Psychic Warrior: Add a +1/2 bonus on concentration checks when manifesting psychic warrior powers.
Soulknife: The soulknife gains +1/5 of a new blade skill, OR Add +1/2 to the soulknife's psychic strike damage.

Milo v3
2014-04-03, 04:07 AM
Servant of the Edge

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.

gr8artist
2014-04-05, 01:08 AM
Mageblade removed, I'll be submitting the Exotic Expert instead.

Phillammon
2014-04-12, 10:27 AM
Instinct Disciple

"Right back at you."- Jezra the Swift, Instinct Disciple, moments before intercepting a volley of bolts from Marka "Deadeye" Thraw (thereafter Marka "Dead" Thraw)

"Stand and fight!" is the rallying cry of the Instinct Disciple. Fast and agile, they specialize in making life hell for foes who try to act against them, cutting arrows from the sky, evading spells, eviscerating casters, and turning the strikes of their foes against them. Ranging from adroit fencers to stave-toting monks and everything in between, all Instinct Disciples share one thing in common; if you raise a hand to strike them, you may well find yourself dead before even they know what has happened.

Role: The Instinct Disciple acts as a frontline fighter, negating attacks bound for both themselves and their allies and counterattacking to deal considerable damage to those who dare try to make said attacks.

Alignment: An Instinct Disciple may be of any alignment, though they tend towards Chaotic alignments due to their propensity to act on little or no thought.

Hit Die: d8

Requirements
To qualify to become an Instinct Disciple, a character must fulfil all of the following criteria.
Base Attack Bonus: +5
Feats: Combat Reflexes, Improved Initiative
Special: Must have reduced a "worthy foe" to zero or fewer hit points during the foe's turn.

Class Skills
The Instinct Disciple's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis) and Swim (Str).
Skill Ranks per Level: (4 + Int modifier)


Instinct Disciple


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+0

+1

+1
Instinct Pool, Action Before Thought, Instinct Trick


2nd

+2

+1

+1

+1
Instinct Trick


3rd

+3

+1

+2

+2
Dodge and Riposte (1/Round)


4th

+4

+1

+2

+2
Instinct Trick


5th

+5

+2

+3

+3
Dodge and Riposte (2/Round)


6th

+6

+2

+3

+3
Instinct Trick


7th

+7

+2

+4

+4
Dodge and Riposte (3/Round)


8th

+8

+3

+4

+4
Instinct Trick


9th

+9

+3

+5

+5
Dodge and Riposte (4/Round)


10th

+10

+3

+5

+5
Instinct Trick, Perfected Counterstrikes



Class Features
All of the following are class features of the Instinct Disciple.

Weapon and Armor Proficiencies: The Instinct Disciple does not gain any new proficiencies, but keeps the proficiencies of their previous class(es).

Instinct Pool (Ex): At first level, the Instinct Disciple gains a pool of Instinct points, representing their ability to act without thinking. The maximum number of points in an Instinct Disciple's Instinct pool is equal to their Instinct Disciple levels plus their Dexterity modifier. As a full round action provoking attacks of opportunity, the Instinct Disciple may meditate. If they successfully do so, they restore a point to their Instinct pool.

Action Before Thought (Ex): As they train, the Instinct Disciple learn new ways to take action before fully realising what they are going to do. At first level, and every even level after that, the Instinct Disciple learns a new Instinct Trick from the list below.


Arrowcut: The Instinct Disciple reacts to projectiles before they know they are even there. Once per round, if an Instinct Disciple with Arrowcut has at least one point in their Instinct pool, they may deflect a projectile as the feat Deflect Arrow. Arrowcut can be used without an empty hand. Additionally, if a projectile passes through the threatened radius of an Instinct Disciple with Arrowcut, whether it is targeted on the Instinct Disciple or not, the Instinct Disciple may expend a point from their Instinct pool to deflect the projectile. This deflection is treated as an attack of opportunity for the purposes of other Instinct Tricks and Combat Reflexes.

Counter-Riposte: The Instinct Disciple finds openings as others find their opening. If an enemy in the threatened radius of an Instinct Disciple with Counter-Riposte attempts to perform an attack of opportunity, the Instinct Disciple may expend a point from their Insinct Pool to immediately make an attack of opportunity on the enemy. The Instinct Disciple's attack of opportunity resolves before the original attack of opportunity. Counter-Riposte cannot be used on an attack of opportunity made using Counter-Riposte.

Cut the Wind: The Instinct Disciple's attacks are so swift that they rend even the air, allowing them to attack at greater ranges. An Instinct Disciple with Cut the Wind may expend a point from their Instinct pool as an immediate action to increase their reach and threatened radius by 5 feet for one round. This increases by 10 feet for every additional point expended.

Hair-Trigger Touch: Those who have trained in their unique forms of combat leave only the minutest gaps in their defense- but the Instinct Disciple can exploit even those minute gaps. If a foe within the threatened radius of an Instinct Disciple with Hair-Trigger Touch attempts to make an unarmed attack or use a combat maneuver, the Instinct Disciple may expend a point from their Instinct Pool to perform an attack of opportunity on that foe, even if they have the relevant "Improved Combat Manuever" feat. Additionally, Instinct Disciples with Hair-Trigger Touch gain an insight bonus to CMD equal to half of the number of points they have in their Instinct Pool, rounded down, at all times.

Heat of the Moment: The Instinct Disciple does not always have to learn- in the heat of battle, techniques may just occur to them. As an immediate action, the Instinct Disciple may expend 3 points from their Instinct Pool to gain the benefits of an Instinct Trick for one round.

Interruptor: The Instinct Disciple is able to stop spellcasting dead even before it starts. If a spell or spell like ability is used within the threatened radius of an Instinct Disciple with Interruptor, they may expend one point from their Instinct Pool to perform an attack of opportunity on the foe using the spell, even if it is being cast defensively.

Lightning Shot: The Instinct Disciple is able to strike out with even complex weaponry unthinkingly. While an Instinct Disciple with Lightning Shot has at least one point in their Instinct Pool, they may draw weapons as a free action, as the Quick Draw feat. Additionally, if an Instinct Disciple is not wielding a melee weapon, and would be afforded an attack of opportunity if they were wielding a melee weapon, they may expend a point from their Instinct pool to make the attack of opportunity with the weapon they are using. A weapon may be drawn prior to making this attack of opportunity.

Lunge: The Instinct Disciple allows their whole body to move of its own volition. While an Instinct Disciple with Lunge has at least one point in their Instinct pool, their threatened radius is treated as 5 feet greater than their reach. If an attack of opportunity is provoked inside this threatened radius but outside of the reach of the Instinct Disciple, they may expend a point from their Instinct Pool to step 5 feet, then make the attack of opportunity. The 5 foot step must place the Instinct Disciple such that the target of the attack of opportunity is within the reach of the Instinct Disciple.

Parting Shot: The Instinct Disciple always has the last word in a fight. If a foe attempts to move out of the threatened radius of an Instinct Disciple with Parting Shot, the Instinct Disciple may expend a point from their Instinct pool to perform an attack of opportunity against the foe, even if the foe is making a 5 foot step or using the Withdraw action.

Speed of Thought: The Instinct Disciple evades spells before their caster has finished aiming them. While an Instinct Disciple with Speed of Thought has at least one point in their Instinct Pool, they take no effect on a successful Reflex save as the Evasion ability. Additionally, an Instinct Disciple with Speed of thought may expend a number of points from their Instinct pool as an immediate action to gain an Insight bonus to Reflex saves for one round of +2 per point expended, to a maximum of +10.

Spring into Action: The Instinct Disciple's body is like a taut bowstring, ready to snap out instantly. An Instinct Disciple with Spring into Action may expend a number of points from their instinct pool before rolling initiative. The Instinct Disciple gains a bonus to initiative equal to +2 for every point expended in this way, to a maximum of +10. Additionally, as long as they have at least one point in their Instinct Pool, an Instinct Disciple with Spring into Action is not flatfooted prior to acting in combat, and may use Instinct Tricks during the surprise round of a combat.

Tense Body: The Instinct Disciple learns how to keep their body highly strung at all times. The maximum number of points in the Instinct Pool of an Instinct Disciple with Tense Body is increased by 3. Tense Body can be taken multiple times.

Tense Mind: The Instinct Disciple becomes better able to calm their mind and let their body take over. When an Instinct Disciple with Tense Mind meditates, they restore an additional point to their Instinct Pool. Tense Mind can be taken multiple times.

Tense Soul: The Instinct Disciple becomes able to act with blinding speed. An Instinct Disciple with Tense Soul may make an additional attack of opportunity per round. Tense Soul can be taken multiple times.

Unthinking Dodge: The Instinct Disciple responds to attacks before consciously acknowledging them. While an Instinct Disciple with Unthinking Dodge has at least one point in their Instinct pool and are able to move freely, they cannot be denied their Dexterity bonus to AC. Additionally, an Instinct Disciple with Unthinking Dodge may expend a number of points from their Instinct pool as an immediate action to gain a Dodge Bonus to AC for one round of +2 per point expended, to a maximum of +10.


Dodge and Riposte (Ex): Starting at the third level, the Instinct Disciple learns how to counterattack effectively. Once per round, when the Instinct Disciple is attacked by a foe within the Instinct Disciple's threatened radius, the Instinct Disciple may expend a number of points from their Instinct pool, minimum one, as a free action, to attempt a Dodge and Riposte. If they do so, the Instinct Disciple gains a dodge bonus to armor class of +1 for every point expended in this way, for this attack only. If the attack misses, the Instinct Disciple may immediately make an attack of opportunity against the unsuccessful foe. For every two levels above third, the Instinct Disciple may attempt one additional Dodge and Riposte per round.

Perfected Counterstrikes (Ex): At the tenth level, the Instinct Disciple brings together conscious thought and unconscious reaction. Once per round, when the Instinct Disciple makes an attack of opportunity, they may expend 3 points from their Instinct Pool. If they do, instead of performing a single attack with the attack of opportunity, they perform their full attack routine. All of the attacks of this full attack routine must be made on the foe provoking the attack of opportunity.

There we go! Sorry if this is similar to any prior entries, I wrote this on Wednesday but haven't had a chance to post it until now because reasons. As the rules say I have to say it here, I cannot stress enough how much I want critique on this, I have no idea what I'm doing power-wise here.

Phillammon out!

3WhiteFox3
2014-04-13, 12:52 AM
Perfect Blade

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: Perfect Blades may be of any alignment.

Hit Die: d10

Starting Gold: As Fighter

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

Skill Ranks per Level: (6 + Int modifier)


Perfect Blade



Saves





Level
BAB
Fort
Ref
Will
Special
Fast Movement
Invocation


1st
+1
+2
+2
+2
Flurry of Blows, Least Invocations
+0 ft.
1


2nd
+2
+3
+3
+3
Applied Wisdom (AC), Strike Effect
+0 ft.
2


3rd
+3
+3
+3
+3
Evasion, Martial Philosopher
+10 ft.
2


4th
+4
+4
+4
+4
Applied Wisdom (Damage), Perfect Fall
+10 ft.
3


5th
+5
+4
+4
+4
Enlightened Self (+2), Strike Effect
+10 ft.
3


6th
+6/+1
+5
+5
+5
Least Invocations
+20 ft.
4


7th
+7/+2
+5
+5
+5
Applied Wisdom (Initiative, Charisma-based skills)
+20 ft.
4


8th
+8/+3
+6
+6
+6
Strike Effect
+20 ft.
5


9th
+9/+4
+6
+6
+6
Improved Evasion
+30 ft.
5


10th
+10/+5
+7
+7
+7
Enlightened Self (+4)
+30 ft.
6


11th
+11/+6/+1
+7
+7
+7
Greater Invocations, Strike Effect
+30 ft.
7


12th
+12/+7/+2
+8
+8
+8
Applied Wisdom (Attack rolls)
+40 ft.
7


13th
+13/+8/+3
+8
+8
+8

+40 ft.
8


14th
+14/+9/+4
+9
+9
+9
Strike Effect
+40 ft.
8


15th
+15/+10/+5
+9
+9
+9
Enlightened Self (+6)
+50 ft.
9


16th
+16/+11/+6/+1
+10
+10
+10
Dark Invocations
+50 ft.
10


17th
+17/+12/+7/+2
+10
+10
+10
Strike Effect
+50 ft.
10


18th
+18/+13/+8/+3
+11
+11
+11

+60 ft.
11


19th
+19/+14/+9/+4
+11
+11
+11
Enlightened Self (+8)
+60 ft.
11


20th
+20/+15/+10/+5
+12
+12
+12
Perfect Self, Strike Effect
+60 ft.
12



Weapon and Armor Proficiency

Perfect Blades are proficient with simple and martial weapons.

Perfect Blades are proficient with light armor and shields (but not tower shields).

When wearing armor heavier than light, or carrying a medium or heavy load, a Perfect Blade loses her AC bonus, as well as her fast movement and flurry of blows abilities

In addition, because the presence of heavier armor and shields interferes with the Perfect Blade's synergy between her weapons and body, invocations suffer from arcane spell failure from medium armor, heavy armor just as arcane spells do. A Perfect Blade may use Light Armor without suffering arcane spell failure.

Flurry of Blows (Ex)

Starting at 1st level, a Perfect Blade can make a flurry of blows as a standard action. He makes his full number of iterative attacks as appropriate for his Base Attack Bonus. He also may make one additional attack at her highest base attack bonus, taking a 2 penalty on all attack rolls he makes.

At 8th level, the Perfected Blade can make two additional attacks when he uses flurry of blows.

At 15th level, the Perfect Blade can make three additional attacks using flurry of blows.

Invocations: Perfect Blades learn to harness a supernatural connection between soul, body and weapon and expresses this power in the form of invocations. A Perfect Blade can use any invocation she knows at will.

Unlike other invocation users, a Perfect Blade's invocations are supernatural; invocations require a standard action (unless stated otherwise) and despite being a supernatural ability, provoke attacks of opportunity and sometimes require concentration checks.

To avoid provoking, a Perfect Blade may use an invocation defensively by making a successful Concentration check. Invocations can be disrupted, just like spells can. If a Perfect Blade is damaged while invoking, she is entitled to a Concentration check to successfully use the invocation. Invocations are never subject to spell resistance unless an invocation's description states otherwise.

Caster levels for invocations are equal to the Perfect Blade's class level. She can dismiss any invocation she performed as a standard action, just as a caster could.

For invocations that allow saving throws, the DC is 10 + the equivalent spell level + the Perfect Blade's Wisdom modifier. Supernatural abilities are not spells, thus a Perfect Blade cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat, as well as by feats intended for use with supernatural abilities.

There are four levels of ki invocations, least, lesser, greater and dark. A 1st-level Perfect Blade begins with the knowledge of one least invocation, gaining new invocations at the levels indicated by the above table. Whenever a Perfect Blade would learn a new invocation from leveling up, she can also replace an invocation that she already knows with another invocation of the same or lower level. See Ki Invocations, below, for the list of invocations available to Perfect Blade.

Unlike other supernatural abilities, invocations are subject to arcane spell failure chance as described under Weapon and Armor Proficiency, above.

Evasion (Ex): At 3rd level or higher if a Perfect Blade makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a Perfect Blade is wearing light armor or no armor. A helpless Perfect Blade does not gain the benefit of evasion.

Strike Effect: At 2nd level and every third level thereafter, you can select one of the strike effects for which you qualify for. These effects can alter your melee attacks, or apply a condition to a target in place of damage. Each time you attempt to make an melee attack you can choose to apply any one strike effect that you know. You can't apply more than one strike effect to your attack unless the strike effect explicitly allows you to. Once you use a strike effect, it cannot be used until the beginning of your next turn (thus each strike effect is 1/turn). Strike effects are (Su) unless they state otherwise.

Martial Philosopher (Ex): A Perfect Blade is a seeker of obscure lore and esoteric knowledge, master of philosphy and is knowedgable about many topics. At 3rd level, A Perfect Blade adds half her class level to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Applied Wisdom (Ex)
The Perfect Blade knows that wisdom is useless unless applied in practical ways.

At second level, add your Wisdom bonus to AC when wearing light or no armor. This bonus is only lost while carrying a medium or heavy load and while helpless.

At fourth level, add your Wisdom bonus to damage rolls.

At seventh level, add your Wisdom bonus to Initiative and Charisma-based skill and ability checks.

At ninth level, add your Wisdom bonus to Strength and Dexterity-based skill and ability checks

At twelfth level, add your Wisdom bonus to attack rolls.

Fast Movement (Ex): At 3rd level, a Perfect Blade gains an enhancement bonus to her speed, as shown on Table: The Perfect Blade. A Perfect Blade in armor or carrying a medium or heavy load loses this extra speed.

Perfect Fall (Ex): At 4th level, even falls from great heights pose little threat to the composed mind of a Perfect Blade, whenever she falls she treats the fall as if it were 50 feet shorter per class level.

Enlightened Self (Su): At 5th level or higher; as a Perfect Blade becomes more enlightened and capable, she learns to harness her ki to become more and more the idealized self that she strives to be. Increase any one ability score of your choice by the amount indicated on the table (this an inherent bonus). Whenever her abilities increase in this way she may also choose to reduce the bonus by increments of +2 (minimum +0) to gain the corrosponding amount to another score. In addition, she may treat herself as her normal creature type or an outsider, whichever is more beneficial to her at any given time.

Improved Evasion (Ex):
At 9th level, a Perfect Blades evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Perfect Blade does not gain the benefit of improved evasion.



Perfect Self (Su): At 20th level, the Perfect Blade's transformation into the ultimate warrior completes, transcending her previous mortal limits and becomes a being of pure enlightenment. You become immune to any effect that allows a saving throw, you gain Magic Immunity and whenever you die you come back 1d4 days later (as the true resurrection spell), another creature may use wish or miracle (this requires a 5000 XP component) to prevent you from coming back, ignoring your normal immunities. The Perfect Blade may raise and lower his saving throw immunity and Magic Immunity as a free action that may be taken out of turn.

Ki Invocations

Ki Invocations

Spider Walks On Web

By watching the walks of spiders as they hunt thier prey, you have learned the art of the spider climb. As a standard action, you gain a climb speed equal to your highest base speed -10' as a spider does. You ignore the effects of magical and non-magical webs and do not lose your Dex bonus when climbing.

At 5th level, you learn to treat the ground as merely yet another surface to climb upon, making being prone less detrimental to you. While prone, you may move your full climb speed and you do not gain a penalty to AC against melee attacks.

At 9th level, you do not gain a penalty to melee attack rolls while prone.

The effects of this invocation last 24 hours.

Staring Down The Dragon:
You have learned to never flinch from a foe and to channel your intent to kill into a supernatural compulsion for your opponents to obey your commands. As a standard action, your opponent is subject to the effect of a Command spell with a caster level equal to your invoker level.

However, this ability does not grant a saving throw, instead, this effect is treated as a gaze attack, enemies that are blind or do not have line of sight to you are immune to this effect and they may avert their eyes as normal for a gaze attack.

At 5th level, you may choose to instead effect a humanoid opponent with Charm Person instead. This otherwise works as above

At 9th level, the enemy is instead effected as the Charm Monster spell. This otherwise works as above.

Dancing Through Thorns:
You have learned the dance that is unhindered by mortal constraints, moving through obstacles with unnatural skill and precision. As a standard action you gain the ability to move through terrain without being slowed down by difficult terrain (such as rubble, undergrowth or ice and snow). However, this ability does not allow you to move quicker through any terrain that requires a climb or swim check to move through. This ability lasts 1 hour per level and may be dismissed as a standard action.

At 5th level, you automatically succeed on all swim and climb checks.

At 9th level, you ignore all difficult terrain when moving. In addition, once per activation of Dancing Through Thorns, you may use Freedom of Movement as a (Su) ability, using your invoker level in place of caster level.

Stake A Vamp
2014-04-13, 09:39 PM
Bravosi Water Dancer

There is only one god, and His name is Death. And there is only one thing we say to Death: "not today".
-Syrio Forel, First Blade of Bravos

A practitioner of a unique form of sword fighting, a refined form of fencing in which the practitioner stands sideways and wields a slender blade. It emphasizes quick graceful movements, stealth, balance, the sword being part of the arm, and seeing with all the senses. Pugnacious bravos often fill the cities in the South and West, frequently dueling to display their skill.


Role: A Water-Dancer is an agile and elite fighter, adept at going toe-to-toe with powerful opponents and using their balanced combat style to out maneuver and defeat them. However, they are not so skilled against hordes of weaker enemies, and, while they may hold their own in such situations, their talents will largely go to waste
Alignment: Any.
Hit Die: d8

Requirements
To qualify to become Bravosi Water Dancer, a character must fulfill all of the following criteria.
:5 ranks in balance or acrobatics
:Base Attack Bonus +4
:Weapon Focus: Rapier
:May not have more than 1 rank in Craft (Sewing) or Profession (seamstress)

Class Skills
The Bravosi Water Dancer's class skills (and the key ability for each skill) are...
Acrobatics(Dex), Bluff(Cha), Escape Artist(Dex), Intimidate(Cha), Perception(Wis), Sense Motive(Wis), Sleight of Hand(Dex), Stealth(Dex)
Skill Ranks per Level: (4 + Int modifier)


Bravosi Water Dancer


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Insight+1d6


2nd

+2

+3

+3

+0
Blade defense +3


3rd

+3

+3

+3

+1
Insight+2d6


4th

+4

+4

+4

+1
Fear Cuts Deeper


5th

+5

+4

+4

+1
Insight+3d6


6th

+6

+5

+5

+2
Not Today, Blade defense +6


7th

+7

+5

+5

+2
Insight+4d6


8th

+8

+6

+6

+2
My Sword Speaks the Truth


9th

+9

+6

+6

+3
Insight+5d6


10th

+10

+7

+7

+3
Servant of the One True God, Blade defense +9



Class Features
All of the following are class features of the Bravosi water Dancer.

Weapon and Armor Proficiencies: A Bravosi Water Dancer is proficient with light armour, and butterfly knife, butterfly sword, chakram, dagger, gladius, hunga munga, kama, katar, kerambit, kukri, madu, pata, quadrens, sawtooth sabre, scizore, shortsword, sica, sickle, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.

Insight (Ex): Starting at first level, a Bravosi Water Dancer can read people's stance and movements to know just what their weak-spots and vulnerabilities are. At the beginning of a combat round, you may roll an intelligence check (DC 10+Opponents CR), if you succeed you deal an additional d6 of damage against that opponent for that round. at third level, and every two levels thereafter, the additional damage increases by +1d6.

blade defense (Ex): At second level, the Water Dancer's sword is another line of defense for him. when he preforms an attack action during his turn, he take +3 to his AC until his next turn. this increases to +6 at level 6, and +9 at level 10

Fear Cuts Deeper (Ex):At fourth level, a water dancer learns the most important lesson a warrior can learn, that fear is the truest enemy

Not Today (Su): At sixth level, the Water Dancer's skill has grown so great, she may defy death himself. The Water Dancer automatically stabilizes, and the first time per combat she is reduced to 0 or fewer hit points, she instantly regains a number of hit-points equal to her class level + her Int modifier.

My Sword Speaks the Truth (Ex): at eight level, the Water Dancer becomes an expert at saying one thing and doing another. She can consciously use her body language to deceive an enemy into dropping their guard at a key moment. She may roll an opposed intelligence check against her opponents sense motive. If she succeeds, she treats all attacks against that opponent as touch attacks for that round.

Servant of the One True God (Ex): There is only one god, and he is death. you deliver your enemy's unto his maw. at tenth level, the Water Dancer becomes an expert at slaying opponents in a single blow. once per day, a Water Dancer may target an enemy who she has Insight and My Sword Speaks the Truth on. She discards those bonuses, and instead preforms a normal attack and, if it hits, deal damage normally. then the target must make a DC (15+damage dealt) fortitude save versus death. this use must be announced before the attack is rolled, and if the attack misses, the use is still expended.

ShiningStarling
2014-04-15, 03:43 PM
Blade Juggler

Come one, come all! See the Bane of the Ice Trolls, Antonin Aragazio, here for your pleasure and your coin! See danger and spectacle unlike any you have ever seen! Witness the death-defying horror of his magnificence!


-Depsy Quintain, heralding a performance by Antonin Aragazio, a Blade Juggler


The Blade Juggler is no mere man as he may seem. While a performer at heart, he is also a formidable combatant, and well trained in a few magical arts as well.

Role: The Blade Juggler is a unique item crafter as well as a very formidable front line fighter, though his true role is closely behind the front lines hurling his blades at his foes with deadly precision. He performs mostly short-ranged combat, though is also a good choice for an item crafter of the party. They will naturally have to be spellcasters to some extent, so their attacks may fall a bit short on some areas, but overall they would make a solid addition to any party, and they can even make the main party fighters happy with unique magic gloves.

Alignment: Blade Jugglers tend to be similar alignments to Bards, Chaotic and Neutral tendencies. They are Capricious and care little for politics and such as long as they can practice their craft and get pay for it.

Hit Die: d8

Requirements
To qualify to become Blade Juggler, a character must fulfill all of the following criteria.
: Perform (juggling): 10 Ranks
: Weapons Focus (Some one-handed sword)
: Dazzling Display
: Craft Magic Arms and Armor
: Quick Draw
: Two Weapon Fighting
: Throw Anything

Class Skills
Acrobatics(Dex), Appraise(Int), Bluff(Cha), Climb(Str), Craft(Int), Disguise(Cha), Escape Artist(Dex), Intimidate(Cha), Knowledge(local, arcana)(Int), Perception(Wis), Perform(Cha), Profession(Wis), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Stealth(Dex), Use Magic Device(Cha)

Skill Ranks per Level: (4 + Int modifier)


Blade Juggler


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1


+1


+1


+0

Magic Hands, Smooth Moves (light armor casting)


2nd

+2


+1


+1


+1

Magic Gloves


3rd

+3


+2


+2


+1

Flick of the Wrist, Spell Juggling


4th

+4


+2


+2


+1

Enhanced Magic Gloves


5th

+5


+3


+3


+2

Make it Rain



Class Features
All of the following are class features of the Blade Juggler.

Weapon and Armor Proficiencies: Blade Jugglers are proficient in all One-handed swords and Light armor, if they were not already.

Magic Hands (Ex): The Blade Juggler is artful in combat. When Using One-handed swords at range, they may use a Perform (juggling) check in place of an attack roll. The Blade Juggler class also adds caster level to any spellcasting class you have, though does not advance casting.

Smooth Moves (Ex): The Blade Juggler is used to moving in unusual ways. If they posses spellcasting ability, they may cast spells in light armor or when using a light shield without penalty. Additionally, he may use a Perform (juggling) check when attempting to cast defensively in place of a Concentration check.

Magic Gloves (Su): It is here that the Blade Juggler becomes more than a few neat tricks. There is a special type of magic item that they must be involved in the creation of. They are called Jugglers Gloves, and they have a unique ability. They may be enchanted with weapon enchantments. Any One-handed sword thrown from them then gains whatever enchantments the gloves have for the duration of their attack and while held, regardless of if they are masterwork or not. Essentially, the gloves are a launcher and swords are the ammunition. These gloves are attuned to one person chosen at time of creation by the Blade Juggler, and may not be used to effect by anyone else.

Each glove costs the same as a magic weapon of the same ability, times 1.5. Since you probably want two gloves, that will be double the price of the enchantments times 1.5. These gloves may hold up to 5 price modifiers worth of enchantments until 4th level, when they may hold up to 10 price modifiers worth of enchantments.

Additionally, starting at 4th level, the Blade Juggler may add an enchantment for one price modifier that binds them to the attuned user in similar manner to an Instant Summons spell, with the difference being that no focus is required, the user merely needs to will them onto his hands, and meet the other requirements for the spell to take effect, such as distance, plane, etc. The effect is instantaneous and takes a free action.

Flick of the Wrist (Ex): Whenever the Blade Juggler is making a full attack with one-handed swords, thrown or melee, he may add another attack with either or both of his hands. This attack stacks with Haste and similar effects, and uses the attack bonus of your lowest BAB attack -3. This attack uses your Dex modifier rather than Strength, even if it is not a Finesse weapon, and does not receive a Strength bonus to damage.

Spell Juggling (Su): Starting at 3rd level, if the Blade Juggler is a spellcaster, then they may once, at any point in their full attack, choose a spell whose target will be the same as that of the attack, whose casting time is no more than a standard action. They then make a Perform(juggling) check against a DC, which will be one of 3 things, whichever is highest: the targets AC, 10+(spell level x4), or the targets spell resistance(if applicable). The spell will take effect on the target if the check succeeds and the attack hits. If the attack misses or the check fails, the spell is wasted, the slot is used.

Make it Rain (Su): At the pinnacle of their ability, Blade Jugglers embody just a bit of their chosen weapon through their magic. They are so attuned to their weapons of choice that they gain the ability to summon spectral copies of any one-handed sword they have Weapon Focus with. The blades may be thrown or used in melee, but if thrown dissipate immediately after thrown. These blades do not gain a Strength bonus to damage, but damage ethereal creatures normally. They receive enchantments from the gloves normally. The Blade Juggler may also add this ability to gloves attuned to another at one price modifier cost.

Additionally, their ability to juggle spells improves. They may cast spells in that manner once per attack, and may apply it to as many of their attacks that round as they wish, however each time they do so the DC will be cumulatively 3 higher. i.e. DC 20 vs someones AC, 2nd time DC 23. next target AC is 30, DC is 36 (30+3+3) and so on.

gr8artist
2014-04-22, 12:20 PM
Exotic Expert

I got this one from an elven trader in the Blackwoods...
This one I stole from a barbarian warlord...
But this one's my favorite. We forged it from skystone and tempered the blades in blood.
I call her "Vera"

At first glance, the Exotic Expert often looks like a travelling weapon salesman. After a few moments, however, you quickly realize that he isn't planning to sell any of his wares. Rather, he has a hundred blades for a hundred different occasions, and the moment you think you understand his fighting style, something changes, and he retaliates with strength and tactics you would never see coming.

Role: Scrapper and skirmisher, the Exotic Expert focuses on fast-paced, volatile combat to end his opponents as quickly as he can.

Alignment: Any

Hit Die: d10

Requirements
To qualify to become an Exotic Expert, a character must fulfill all of the following criteria.
BAB: +5
Feat: Exotic Weapon Proficiency

Class Skills
The Exotic Expert's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local), Perform (Cha), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str)

Skill Ranks per Level: (4 + Int modifier)

Exotic Expert


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1


+1


+1


+1

Exploit, Favored Weapons (First, +1)


2nd

+2


+1


+1


+1

Exploits (2)


3rd

+3


+2


+2


+2

Exploit, Favored Weapons (Second, +2)


4th

+4


+2


+2


+2

Exploits (2)


5th

+5


+3


+3


+3

Exploit, Favored Weapons (Third, +3)



Class Features
All of the following are class features of the Exotic Expert.

Weapon and Armor Proficiencies: The Exotic Expert is proficient with all simple and martial weapons, and with light armor.

Favored Weapons: At first level, and every two levels thereafter, the Exotic Expert adds a new group of weapons to his list of favored weapons, those with which he can use all of his exploits. His options for favored weapon groups are as follows, as defined under the fighter's weapon training ability: Axes, Heavy Blades, Light Blades, Bows, Close, Crossbows, Double, Firearms, Flails, Hammers, Monk, Natural, Polearms, Siege Engines, Spears, and Thrown. Additionally, at each of these levels, he gains a +1 bonus to attack and damage rolls with any exotic weapons he is proficient with, to a maximum of +3 at 5th level.
The Exotic Expert is also skilled at telling which foes are familiar with his weapons, and which foes are not. After making an attack against a creature with a favored weapon, the Exotic Expert may spend an immediate action to evaluate his opponent's defenses. He makes a sense motive check against the defender's feint DC (10 + BAB + Wis), and if successful, learns whether or not the defender is proficient with that favored weapon. If the defending creature has any other bonuses to their feint DC (such as from a feat or class feature), he adds those bonuses to the DC of this sense motive check.

Exploits: The Exotic Expert prefers to fight with uncommon weapons, and in doing so masters a unique style of combat designed to bring out the best in himself and the worst in his enemies. All exploits are extraordinary (Ex) abilities unless stated otherwise, and many function only when the Exotic Expert is using one of his favored weapons (see below). He gains one exploit at every odd level, and two exploits at every even level. He may select greater exploits or lesser exploits, though he may not have more greater exploits than his intelligence modifier. Unless otherwise stated, he may not select the same exploit more than once. He may choose his exploits from the following lists:


Bonus Feat: The Exotic Expert gains any one combat feat as a bonus feat, provided he meets the normal prerequisites of that feat. He only gains the benefits of that feat when wielding a favored weapon.
Combat Efficiency (Ex): The Exotic Expert has learned to make the most of every moment in combat, gaining a split second of extra time in which he can surprise his opponents with additional attacks, maneuvers, and tricks. The Exotic Expert may use an additional swift or immediate action in each round. He only gains this extra action when using a favored weapon, and he must use this action on one of his other class features or exploits. Against opponents who are not familiar with his favored weapon, the Exotic Expert's speed allows him to squeeze in an extra attack in a full-attack action. He must use a favored weapon to make this attack, and he takes a -2 penalty on all attack rolls in that turn if he does so. This ability stacks with other effects that grant additional attacks in a turn, such as haste or a speed weapon.
Spell Deflection (Ex): When using a magical favored weapon, the Exotic Expert gains a deflection bonus against rays, orbs, and other spells or spell-like-abilities requiring a ranged touch attack. This bonus is equal to 1/2 his favored weapon's enhancement bonus (rounded down). If he uses the fight defensively, combat expertise, or total defense actions, or if the casting creature is a humanoid who is not proficient with his favored weapon, the Exotic Expert instead gains a deflection bonus equal to his weapon's enhancement bonus +1.
Feinting Blade (Ex): The Exotic Expert gains improved feint as a bonus feat, even if he does not meet the prerequisites. He only gains the benefits of this feat when feinting with a favored weapon. If the subject of his feint is a humanoid who is not proficient with the favored weapon, the Exotic Expert gains a bonus on the feint attempt equal to his class level.
Dirty Blade (Ex): The Exotic Expert gains improved dirty trick as a bonus feat, even if he does not meet the prerequisites. He only gains the benefits of this feat when performing a dirty trick with a favored weapon. If the subject of the trick is a humanoid who is not proficient with the favored weapon, the Exotic Expert gains a bonus on the dirty trick attempt equal to his class level.
Disarming Blade (Ex): The Exotic Expert gains improved disarm as a bonus feat, even if he does not meet the prerequisites. He only gains the benefits of this feat when disarming with a favored weapon. If the subject of the disarm is a humanoid who is not proficient with the favored weapon, the Exotic Expert gains a bonus on the disarm attempt equal to his class level.
Dragging Blade (Ex): The Exotic Expert gains improved drag as a bonus feat, even if he does not meet the prerequisites. He only gains the benefits of this feat when dragging with a favored weapon. If the subject of the drag is a humanoid who is not proficient with the favored weapon, the Exotic Expert gains a bonus on the drag attempt equal to his class level.
Repositioning Blade (Ex): The Exotic Expert gains improved reposition as a bonus feat, even if he does not meet the prerequisites. He only gains the benefits of this feat when repositioning with a favored weapon. If the subject of the reposition is a humanoid who is not proficient with the favored weapon, the Exotic Expert gains a bonus on the reposition attempt equal to his class level.
Sundering Blade (Ex): The Exotic Expert gains improved sunder as a bonus feat, even if he does not meet the prerequisites. He only gains the benefits of this feat when sundering with a favored weapon. If the subject of the sunder is a humanoid who is not proficient with the favored weapon, the Exotic Expert gains a bonus on the sunder attempt equal to his class level.
Tripping Blade (Ex): The Exotic Expert gains improved trip as a bonus feat, even if he does not meet the prerequisites. He only gains the benefits of this feat when tripping with a favored weapon. If the subject of the trip is a humanoid who is not proficient with the favored weapon, the Exotic Expert gains a bonus on the trip attempt equal to his class level.
Sudden Strike (Ex): The Exotic Expert gains quick draw as a bonus feat. Additionally, he may draw and attack with a favored weapon as part of a single action, dealing an extra 1d6 points of precision damage if the subject of the attack is flat-footed against him, or otherwise unprepared for combat. This damage stacks with precision damage from other sources, such as sneak attack, and increases to 2d6 if the defender is not proficient with the favored weapon. He may use this ability only once per encounter.
Throwing Trick (Ex): The Exotic Expert gains Throw Anything as a bonus feat, though he may only use the benefits of this feat when throwing a favored weapon. He also increases the thrown range intervals of one-handed favored weapons by 5 feet, and light favored weapons by 10 feet.



Crossover Training (Ex): The Exotic Expert's class levels count as fighter levels for the purposes of selecting fighter-only feats, and stack with existing fighter levels for this purpose. Additionally, if he possesses the weapon training ability of a fifth level or higher fighter, he treats all weapons from his weapon training groups as if they were favored weapons.
Uncanny Challenge (Ex): The Exotic Expert's class levels stack with levels in other classes to determine the effectiveness of smite, challenge, and similar abilities while he is using a favored weapon. This does not grant any new abilities he would gain from levels in other classes, but increases the existing benefits he possesses, such as a smite or challenge's bonus damage. Additionally, his effective level in such classes increases by 2 if the defending creature is not proficient with his favored weapon.
Inspirational Striking (Ex): The Exotic Expert gains a +2 morale bonus on will saves while wielding a favored weapon. This bonus is instead applied to all saves if he is using a weapon favored by his deity (subject to DM discretion). Additionally, such a weapon is considered a divine focus in the hands of an Exotic Expert who can cast divine spells.
Extra Favored Weapon: Add one weapon he is proficient with to the Exotic Expert's list of favored weapons. He gains a +1 bonus on attack and damage rolls with this weapon.
Focused Insight (Ex): As a swift action, the Exotic Expert can designate one opponent as the subject of his attacks, gaining a +1 insight bonus on attack rolls against that opponent until the end of the turn. The Exotic Expert must be using a favored weapon to use this ability, and he loses this bonus if the opponent is proficient with that weapon. This bonus increases to +2 if the Exotic Expert possesses the weapon focus feat for the weapon used, and +4 if he has greater weapon focus.
Eviscerating Critical (Ex): When confirming a critical threat with a slashing or piercing favored weapon, if the Exotic Expert's confirmation roll's natural result is within the critical threat range of his weapon, increase the critical multiplier for that attack by 1. For example, if he rolls a natural 20 with a scimitar, then a natural 18 to confirm, the scimitar has a critical multiplier of x3 instead of x2. If the defending creature is not familiar with his favored weapon, then any confirmation roll within that weapon's critical threat range is automatically confirmed.
Surprising Strike (Ex): The Exotic Expert gains one additional attack of opportunity in each round; this attack stacks with other effects that grant additional attacks of opportunity, such as combat reflexes. He must use a favored weapon to make this attack. The Exotic Expert also gains a +2 competence bonus on attacks of opportunity against enemies who are not proficient with his favored weapon. The Exotic Expert may select this exploit more than once, gaining an additional attack of opportunity each time, and increasing the attack bonus by +1 for every time he takes this exploit after the first.
Savagery (Ex): The Exotic Expert deals an additional +1 point of damage when he successfully hits a creature with a favored weapon. If the defending creature is not proficient with the favored weapon, this damage bonus is increased to +2, or to +4 if the Exotic Expert is using the power attack feat.
Exotic Two-Weapon Fighting (Ex): When using two or more weapons against a single opponent in a full attack action, if the defending creature is not proficient with at least one of those weapons, then he is not considered to be proficient with any of those weapons for the purpose of the Exotic Expert's abilities. Only one opponent may suffer from this penalty in a round.
Exotic Rend (Ex): If the Exotic Expert hits an opponent twice in a turn with a single favored weapon, then he may spend a swift action to make an additional attack with that weapon against the defending creature. He makes this attack at 5 less than his highest base attack bonus, and it is considered an off-hand attack unless the defending creature is not proficient with the favored weapon.
Elaborate Defense (Ex): While using a favored weapon and fighting defensively or using the combat expertise feat, the Exotic Expert gains a +1 competence bonus to AC, and opponents who attack him during this time take a -1 penalty on attack rolls if they are not proficient with the weapon he is using. If he chooses to fight defensively while using the combat expertise feat, he gains only a +1 bonus to AC, but opponents who are not proficient with the favored weapon take a -2 penalty to their attack rolls against the Exotic Expert.
Reach-around Attack (Ex): When using a bent, flexible, hooked, or otherwise angled favored weapon (subject to DM discretion), the Exotic Expert may reach around shields to strike his foes more effectively. Once per round, before making an attack roll with a suitable favored weapon, he may choose to ignore up to 2 points of AC bonus his opponent gains from a shield they are holding. This includes enhancement bonuses to the shield, and bonuses from feats which function while using a shield, but not shield bonuses gained from spells or magic effects. Special abilities possessed by the shield, however, continue to function. If the subject of this attack is not proficient with the favored weapon, then the Exotic Expert instead ignores all AC bonuses granted by the defender's shield.
Unexpected Lunge (Ex): The Exotic Expert can spend an immediate action to make a 5 foot step toward an opponent who performs an action which would provoke an attack of opportunity. If this step puts the opponent within his threatened area, then he may immediately make an attack of opportunity against that opponent with his favored weapon, if possible; this attack is resolved prior to the enemy's action, like a normal attack of opportunity. This attack automatically threatens a critical hit if it succeeds against an opponent who is not proficient with the favored weapon.
Lacerating Edge (Ex): When using a slashing or piercing favored weapon against an improperly defended opponent, the Exotic Expert's attacks leave lasting wounds that continue to bleed out. When attacking in this manner, the Exotic Expert does not add his strength bonus to his weapon's damage, and he gains no additional damage from the power attack feat. He may decide whether or not to attack in this way with each attack he makes, and his decision has no impact on his other attacks in the round. His attack causes the opponent to bleed, dealing damage every round equal to 1/4 his strength bonus (rounded down). This ability only works against opponents wearing no armor, opponents wearing light armor who are not proficient with the favored weapon, or when the Exotic Expert successfully deals sneak attack damage. Opponents immune to bleed effects or precision damage are immune to the effects of this exploit.
Uncommon Grip (Ex): The Exotic Expert may use 2-handed favored weapons while grappled, in addition to light and 1-handed weapons, though he does so at a 4 penalty and adds only 1x his strength modifier to the damage roll. Additionally, when an opponent attempts to disarm the Exotic Expert of his favored weapon, he gains a bonus to his CMD against that disarm attempt equal to his class level, or 2x his class level if he is holding the weapon in two hands.

MooseBite
2014-04-22, 01:32 PM
Ferric Paragon


Bend us, so that we might never bow,
Break us, so that the we might never be shattered,
Bleed us, so that through our veins the curse of humanity might leave,
Flay us, so that we might take your form and shed the slag of our mortal coil."
-Prayer to Belor'kind



The great Iron Dragon God, Belor'kind, is worshiped by sadists, masochists, and all dark souls who look to ascend beyond their humanity through means of pain and suffering. His disciples are known for ritualistically poisoning themselves and maiming each other in the hopes that they will achieve a state of being closer to the divine; that, like forged metal, through agony they will be purged of their sins and impurities.

A Ferric Paragon stands as a shining example of what everyone of Belor'kind's worshipers hopes to achieve. Through a lengthy and agonizing ritual, dubbed 'the Crucible' their skin is flayed and threaded with magical iron scales. After healing and acclimation, the Paragon gains some manipulation over these scales as if they were a part of his own body.

Role: The Ferric Paragon is intended for close range combat and tanking.

Alignment: Requires Lawful Evil, due to the nature of how one gains the prestige class.

Hit Die: d10

Requirements
To qualify to become a Ferric Paragon a character must fulfill all of the following criteria.
- Skills- Heal 4 ranks, Knowledge (Religion) 4 ranks
- Must receive Belor'kind's blessing and undergo a ritual costing 4500gp worth of iron or steel and magical reagents; the ritual also deals 3 points of fortitude drain.
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


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



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
2014-05-08, 06:25 PM
With less than a week left, I'm giving this a bump.

dragonjek
2014-05-12, 02:29 PM
Haz-Adul

Known also as the Bladeborn, the Gekietsukumogami, or the Trediaps, the Haz-Adul are a race of manifest spirits born from physical objects that are tied to the emotions and lives of those who own themof all possible items, the Haz-Adul is the only one of such spirits to come into existence because of a weapon.

There is little that can define or influence someones life so greatly as a weapon. It can steal a mans last breath or keep safe those in its wielders charge. It can be hated by those who have lost friends to it, feared by those who may be harmed by it, loved by those it protects, admired by those who prize art, or praised for the deeds of the hand that swings it. Heroes are known by the spears they wield; villains by the fear their blade brings; gods by the tool that is their symbol and instrument of their divine retribution. What heirloom is held in greater regard than the sword passed down from ones forefathers?

There is power in such attentions, and a manifest spirit that attaches to a weapon can be birthed into physical reality by that attention. It takes a hundred years for an attached spirit to mature to the point that it can affect the world; still, the mere passing of time is insufficient for a weapon to develop into a Gekietsukumogami. A weapon stored on a shelf in a warehouse for an age is no candidate for the evolution into a Haz-Adul; such a tool is the recipient of no affection and has influenced no lives. But even the spirit of a blade that is never draw from its scabbard can reach its full growth, so long as it is cared for, the subject of emotion, and has had some touch on the people who possess it, even if slight.

Even such spiritual sustenance isnt enough to guarantee the birth of a Haz-Adul. Not every weapon has encountered or attracted one of the manifest spirits that could make the transformation; others have had the spirit siphoned away as food for some other spiritual being; and yet others are transmogrified into raw power by magical artificers who can use the unformed beings to reduce the draw crafting a magical item has on its creator. One that survives and receives one hundred years worth of value to those around it has then an only 17% chance to mature into a Haz-Adul.

There is the occasional tale of an ancient weapon discovered that has somehow grown into a Haz-Adul. Such members of the race are found almost exclusively in ancient cities or tombs or other such places of cultural significance, and these Haz-Adul are born from the remaining memories that echo endlessly in such places, from the swirling motion of soul fragments not fully passed on, and from the emotional byproduct of the legends recounted of the society that forged it.

Physical Description: The weapon body of the Haz-Adulknown as the extant selfcan possess an incredible range of appearances, as society has never lacked the inspiration to create new instruments of violence. The appearance of the extant self has a strong effect of the appearance of their manifested humanoid bodythe manifest self. Though they show a strong tendency towards the human form, there are still shapes across the entire range of the humanoid spectrum. They do tend towards the general form of the humans who were closest to them in their time as an ordinary weaponhowever, it is generally easy to see that they are clearly not one of the standard races. The colors and patterns adorning their extant self are repeated on their body, with some possessing grainy oak-colored skin across their shoulders and arms, another with hair gleaming like a field of razors, one more having hilt-shaped birthmarks on her shoulder blades, and yet another bearing a hole in each arm from which intricate dragon-shaped tattoos emerge to crisscross her body.

Society: The Gekeitsukumogami have no society of their own, and are frankly too rare to build a significant population anywhere. Still, they find it easy to recognize others of their kind despite their widely-ranging appearances, and will treat each other with the respect a warrior gives to a talented opponent, even if they have never fought. They are all weapons, and they are all united by their purpose in battle. But typically Haz-Adul are found mimicking the culture in which they developed, calling upon their memory of the past hundred years for guidance.

Relations: Gekeitsukumogami, being as vastly varied as they are, tend not to see individual races when interacting with othersthey all look so similar, really. This can upset some touchy individuals, of which dwarves tend to be the most frequent; although at one time honored, in recent decades the smiths of the dwarven clans have come to see the Haz-Adul as an insult to their craft and as aberrations never intended by their creators. Humans and elves tend to be the most relatable to the species, as humans can vary as widely in heart as the Haz-Adul do in body, and the elves are some of the few mortal beings with lives long enough to know the Bladeborn for a significant amount of time. A weapon doesnt simply stop being a weapon with the passing of time, and none of them have ever been seen to die of old age, or even age at all other than reflecting the wear and tear of their extant selves.

Alignment and Religion: The alignment of this race is almost always defined by its existence before manifestation. A sword raised in the pursuit of justice may carry that light with them into life, although another might have tired of the endless people needing salvation. A dagger that stole the lives of sleeping witnesses may be cold and cruel by the extensive innocent blood it shed, or could reject its past with all its soul. Its faith likewise is oft based on its past; one honored and handed down generations may share its familys beliefs, while one that rested in the city hall may find itself leaning towards gods of law (or lawlessness).

Adventurers: Haz-Adul typically adventure for one reasoncombat. Every Haz-Adul is born of a weapon, and just because they have formed a manifest self doesnt mean they can ignore the purpose of their creation. Unlike most other species, no Haz-Adul need ever ask, for what reason was I put on this earth? One half of their bodies serve as a perfect reminder. While one could always simply join the army or city guard, the constraints there often serve to restrict them from finding real battle rather than provide them with endless foes to defeat.

Names: The most common names amongst the Bladeborn is the name given to them when they were weapons. Others create themselves a name after achieving life, and others take on the names of the culture they matured in. Example names include: Goblin-Cleaver, Glamdring, Caladbolg, Last Hopes Revenge, Giants Needle, Clarent, Oathbow, Sharp, Beating Stick, Joyeuse, Bloodletter, Chavan, Mjolnir, Kusanagi, Pick, Rhongowennan, Smasher of Thousands.

---

RACIAL TRAITS

The ability score modifiers of the Bladeborn differ depending on what type of damage their extant self deals.
(Bludgeoning) +2 Con, +2 Wis, -2 Int Their weapon is thick and solid, and Bludgeoning Haz-Adul possess a well-rounded insight. However, spreading over the wider damaging area of such weapons strained the developing spirits pseudo-mind.
(Piercing) +2 Dex, +2 Int, -2 Cha Proper use of piercing weapons requires precision and quick thinking, but Piercing Haz-Adul tend to be either distant and standoffish, or focused to the extent that it unnerves most other races.
(Slashing) +2 Str, +2 Cha, -2 Wis Slashing weapons are the ones most associated with pain and injury and are the focus of more myths and tales of heroes than any other type of weapon. But their association with such legends drains Slashing Haz-Adul of the common sense too often lacking in such tales.
(Manifold) +2 to one ability score A weapon that deals multiple forms of damage is, spiritually speaking, a more complex existence than a more straightforward one; as such, the development of Manifold Haz-Adul is too varied to predict or classify.
Fey The Gekeitsukumogami is a fey creature.
Medium Haz-Adul are Medium creatures and receive no bonuses or penalties due to their size.
Normal speed 30 feet.
Extant Self/Manifest Self The weapon and the humanoid body of a Haz-Adul are both equally the same individual. Their humanoid body possesses senses equivalent to a humans, with their weapon body possessing sight only sight, hearing, and taste. The manifest self is considered both a fey and a humanoid for purposes of how he interacts with magic or other effects. However, the extant selfs senses (save for taste) all originate from one small area of the weapon, typically the tip of a sword or spear, the blade of an axe, etc. When the manifest self is holding his extant self in hand, that hand is considered to be a free hand for purposes of spellcasting. Regardless of the quality of its construction, a Haz-Aduls extant self is considered a masterwork weapon.

The Haz-Aduls weapon is affected by both effects that target items and those that target fey, while his human body is affected by those that target fey or humanoids. A Haz-Adul made of metal takes damage from the Heat Metal and Chill Metal spells, while Warp Wood inflicts 1d6 damage per caster level (maximum 7d6) to a wooden Haz-Adul. Transmute Metal to Wood is not instantaneous, but has a duration of 10 minutes per caster level and inflicts a further -1 penalty to all saving throws until the effect is ended. The Haz-Adul is considered to have one body in regards to saving throws and damage in an area effect. Should someone else attempt to wield the Bladeborns extant self, the Gekeitsukumogami may choose to inflict a -10 penalty to their attack and damage rolls, and the critical hit ratio using them is reduced to 20/x2 (if the reduction is necessary for the weapon). Although both weapon and humanoid body can speak, they are the words of a single individual and the Haz-Adul cannot carry on two separate conversations at once.

The weapon and the body share from the same pool of hit points, which is not affected by the composition of their extant self. The weapon possesses a hardness of 10, and is vulnerable to sundering attempts; however, it gains the broken condition once it takes damage in excess of one-fourth of the Haz-Aduls hit points. The broken condition can be inflicted from other sources without hit points being that low; regardless of hit points, the broken condition is removed after one nights rest. The weapon is not destroyed until the Haz-Adul has died, at which point it is destroyed regardless of which self took the killing blow (thus, misfiring while broken will not destroy a firearm). When the Haz-Adul regains hit points via a night of rest, this healing is used to repair the damage to his extant self. It is not possible to separate the Haz-Aduls selves by more than 100 feet; attempts to do so result in the other self being dragged along from 100 feet away, and should a physical barrier impede this motion then the two selves simply stop.

A Haz-Aduls extant self can be enchanted as a magic item as per normal magic item creation rules. The price in raw materials to make a magic item out of his body is reduced by 10% should the Haz-Adul be the one making a magic item out of himself.
Body of Battle The Haz-Adul gains a +1 racial bonus to CMB and CMD when wielding their extant selves. This bonus to combat maneuver defense is doubled when their extant self is the target of a sundering attempt
Doublevision It is difficult to flank a being with two different points of perspective. The bonus flanking opponents receive against a Haz-Adul is reduced by 1. Should he choose to take a total defense action, he may reduce his bonus to AC by 2 to consider himself unflanked for the rest of that round.
Low-Light Vision The Haz-Adul can see twice as far as a human in dim light.
Living Weapon The Haz-Aduls unarmed strikes are considered weapons and can inflict lethal damage. A Haz-Adul is proficient with the same weapons as their extant self (ex. A longsword is proficient with longswords, a punching dagger with punching daggers, etc).
A Sword Surpassing Swords (Su) The intermingling of the manifest spirit and weapon over the century of their formation has made the Haz-Aduls extant self more than simple physical components. Depending on the damage type dealt by their weapon body, the Haz-Adul gains one of the following abilities (which is set upon character creation):
(Slashing) Deep Severing A Haz-Adul is more than a merely physical weapon; a hundred years of spirit possession ensure that. A successful attack with the extant self or unarmed strike wounds the connection between body and soul, inflicts a -2 penalty on all skill checks and saving throws to the target for the rest of the round
(Piercing) Complete Impalement The thrust of a Haz-Adul stabs deeper than the force put behind it would indicate. When the Haz-Adul makes an attack with their extant self or unarmed strike he ignores 1 point of their opponents bonus to AC from armor, natural armor, or deflection for each of the enemys 3 hit dice (minimum 1).
(Bludgeoning) Grand Crush The weight of a hundred years is held within the Haz-Aduls body. He is treated as though he were one size category larger in regards to his CMB and CMD with his extant self and unarmed strikes, and he can damage swarms normally.
(Manifold) Tricky Wounds A weapon that deals multiple forms of damage is more complex, spiritually speaking, and as an originally spiritual being a Haz-Adul can inflict wounds the world finds harder to correct. Healing attempts on a subject that has been struck by a Haz-Aduls extant weapon or unarmed strike find their benefit reduced by 2 points for each injury inflicted by the Bladeborn in the past 24 hours. Regeneration or fast healing of 2 or below is disabled for 24 hours (although if higher, it will continue healing at (heal rate-2) regardless of how many times theyve been hit).
Languages Haz-Adul begin play speaking Common and one language befitting their history. Haz-Adul with high intelligence can choose from the following: Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Sylvan, Undercommon.

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Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


100

+1d4-1

+1d6-1

+1d8-1



Random Height and Weight



Base Height

Height Modifier

Base Weight

Weight Modifier


[CENTER]4'6"

+3d12

120 lb.

(5) lb.



Alternate Racial Traits
Arms of the Small Folk The extant self of this Haz-Adul was created for use by Small wielders. The Haz-Aduls extant self is a Small sized weapon, and his manifest selfs size is changed to Small, which gives him a +1 size bonus to attack rolls, a +1 size bonus to AC, a -1 size penalty to their CMB and CMD, and a +4 size bonus to Stealth. The Haz-Adul further receives a +2 bonus to Dexterity and a -2 bonus to Strength. Their speed is unchanged. Other sizes of Haz-Adul exist, but possess challenge ratings unsuitable for player characters.

Body of Legions Sometimes mistakes happen; a manifest spirit may accidentally attach itself to the ammunition of a weapon rather than the weapon itself. This is rare, but even rarer are those that manage to grow from the leftover attention directed to the associating weapon. The extant self of such irregulars are composed of twenty pieces of ammunition (or shuriken), and their manifest self is covered in cracks and bizarre birthmarks. Taking a -2 penalty to Charisma and losing access to Body of Battle and Living Weapon abilities, the Haz-Adul receives the following: damage dealt to their extant self is cut in half. Even if the ammo is split apart, the Haz-Adul remains one hive mind, with the largest cluster of ammo being the extant self. They can freely create more ammunition of their type, but unless it goes towards refilling their extant self to twenty the ammo disappears in 5 rounds. They gain a +2 racial bonus to Will saves and a further +2 against mind-affecting effects from their hive mind, and may roll twice for initiative and take the higher result. When fired from a weapon, they guide themselves to strike true, giving a +4 bonus on rolls to confirm a critical hit.

Crucible of Firearms Guns have always stood apart from other weapons, and a gun Gekeitsukumogami may not always have the same abilities as one of a more conventional instrument of death. By giving up Body of Battle and A Sword Surpassing Swords, she gains the ability to create 2 bullets suitable for her extant self, composed of her own soul, by sacrificing 1 hit point. She may also sacrifice a hit point to create 1 unit of soul-formed black powder, pre-set in the firearm; this means reloading time is reduced to the next smaller unit of time (full-round action to standard action, standard action to move action, move action to swift action, swift action to free action). By sacrificing two additional hit points (to a total of 4), she may form one of the bullets and the powder ready to fire in the gun as a free action. Ammunition and gunpowder not used disappear after 5 rounds. The Haz-Adul never worsens beyond the broken condition by misfiring, and can be repaired after a misfire by spending a full-round action that provokes an attack of opportunity focusing on their extant self. The range increment of their extant self is increased by 10 feet.

Crude and Brutal The weapon that the manifest spirit conceptualized around was poorly made, or constructed of inferior materials such as stone or bone. Nonetheless, such a weapon can still kill, can still feed those who depend on it, and can still be passed down as precious heirlooms despite their crudity. However, they tend to be less able to simultaneously manage their extant and manifest selves. In exchange for losing Doublesight and suffering a -2 penalty to Charisma, the Haz-Adul gains a +4 racial bonus to Survival and Perception, as well as an increase to its critical hit range by 1 when attacking an enemy who has less than half of his health. This increase is applied after all other effects that raise crit range.

Glamour and Gloss Not all weapons are meant to ever see combat; a ceremonial weapon such as the one this Haz-Adul was birthed to is built to impress and awe, and is not as suited for battle as a more practically-built one would be. Any damage to hit points the Haz-Adul deals by any means is reduced by 2, and by 4 if the damage is dealt by his extant self (to a minimum of 1 hp). However, they gain a +2 bonus to Charisma, along with a +2 racial bonus to Intimidate and Sense Motive. This Haz-Adul casts spells of the enchantment school with +1 caster level and +1 DC. This replaces A Sword Surpassing Swords.

Living Legend Innumerable are the experiences a blade can encounter in the hands of a king, a hero, a villain, a devil. A weapon with a long and eventful history takes in the events it survives, and such a past leaves its mark on even a newborn Haz-Adul. In exchange for losing the Body of Battle and Doublevision qualities, the Haz-Adul gains a +2 bonus to Wisdom. One skill of his choice becomes a class skill forevermore, and he gains a bonus feat chosen from the fighter feat list. The Haz-Adul can reduce his attack bonus, gaining a +1 bonus to saving throws for each -2 penalty to attack. This penalty cannot be greater than the Haz-Aduls hit dice + 1. The Haz-Aduls starting age is multiplied by x3 at a minimum.

Magnum Opus This Gekeitsukumogamis body is a masterful work of art, a living example that form need not be discarded for function. A Haz-Adul with this trait sacrifices A Sword Surpassing Swords in exchange for the following: a +2 racial bonus to Diplomacy and Intimidate, +1 hit point per hit dice, and possess an aura of beauty that grants a +1 bonus to saving throws to all allies within 10 feet.

Mere Shade of Glory Of all objects that exist across the cosmos, none are so well known and so greatly desired as the artifact. Artifacts have shaped kingdoms, toppled empires, and destroyed worlds. No item exists earns as much attention and awe, nor touches upon the lives of so many. Even some artifacts have Gekeitsukumogami of their own, although this rarity is such that there has never been more than one such Haz-Adul awakening in a single millennium. While an artifact-born Haz-Adul is an entity of incredible power, they are not suitable to be played as PCs. But until the point the Gekeitsukumogami is fully created, the awesome might of the artifact fills the manifest spirit with such power it has to split apart in order to survive: in so doing, the lone fragment spirit that manages to remain attached to the artifact must begin its hundred year growth again. The fragments, however, are simultaneously bound to the artifact and no longer a part of it, and as such cannot attach to another weapon. Filled with power and unable to follow their natural pattern, the Haz-Adul eventually creates a manifest self, bearing a half-existent replica of the artifact weapon that was once theirs. However, the resulting being is fundamentally flawed on the inside. These Shaded Haz-Adul lose access to Doublesight, low-light vision, Extant Self/Manifest Self and A Sword Surpassing Swords, and is no longer a fey. The following traits replace them:

Darkvision The Shaded Haz-Adul can see in the darkness up to 60 feet.
Broken Replica The Shaded Haz-Adul can use an immediate action to create a pale imitation of the artifact he was based upon, shaped from his own soul. This weapon possesses no abilities of the actual artifact, and is treated as an ordinary item (although it is immune to any effect targeting a specific material, as it is made solely of the spirit). These imitations are translucent. A Shaded Haz-Adul is proficient with his Broken Replica and can use it to damage incorporeal creatures as though it were a ghost touch weapon. As the Shaded Haz-Adul is only a manifest self, damaging the Broken Replica does not harm him.
Pale Shadow The Haz-Adul picks one first level spell and one cantrip or orison. He may use the first level spell once per day as a spell-like ability, and the cantrip/orison three times per day. The Haz-Adul casts spells of the [shadow] subtype with a +1 to his caster level, and his shadow spells are 5% more real than they would otherwise be.
Defiance of the End The Shaded Haz-Adul retains a small part of the nigh-unto-indestructible nature of the artifact he was once bound to. He gains a +2 bonus on saving throws against death effects, and may, once per day, heal an amount of damage equal to his hit dice when reduced to negative hit points.
Realized Potential The Shaded Gekeitsukumogami gains Spirit Forge as a bonus feat upon reaching 5th level, regardless of whether he meets the prerequisites.

Onslaught Gigas The great size and complexity of siege weapons is known to have an unusual effect on those manifest spirits that merge with them. Rather than existing as two separate selves, a full third of Haz-Adul formed of siege weapons are instead a single body formed of the melding between manifest and extant self (while more typical Haz-Adul do exist for siege weapons, their CR is unsuitable for player characters). This causes her to lack the Body of Battle, Doublevision, Extant Self/Manifest Self, and A Sword Surpassing Swords abilities. In return, she possesses the following traits:

Armament Body The self of a Merged Haz-Adul is a fusion of weapon and body, and the result of this is unpredictable. They clearly show aspects of their siege weapon emerging from, or even replacing, parts of their bodies. They have a movement speed of only 20 feet due to their awkward bodies. Counteracting this, while it isnt as large as it once was, the Gekeitsukumogami is capable of attacking with the siege weapon that composes her body.

A catapult or trebuchet deals 2d6 or 3d4 damage, respectively, with a range increment of 80 feet, and the Gekeitsukumogami aim at individuals rather than entire squares, and as such the catapults critical hits are resolved like any other weapons (crit ratio of 20/x3). A ballista or springal deals 2d6 or 3d4 points of damage, respectively, with a critical hit ratio of 19-20/x3 and a range of 100 feet. A ram possesses the sundering property, is treated as a two-handed weapon in regard to applying Str bonus to damage, and deals 2d8 damage with a critical hit ratio of 20/x2. A Merged Haz-Aduls cannon deals 2d4 damage, with a range increment of 40 feet and a critical hit range of 20/x4. It misfires on a roll of 1, but can be fixed with a full-round action. A cannon or bombard can only fire up to 5 range increments, but ignores armor and natural armor bonuses to AC within the first range increment. A firedrake can produce a 30 foot line or a 15 foot cone of fire, dealing 3d4 points of fire damage to those within.

A Merged Haz-Adul formed with a ranged weapon is incapable of using normal ammunition; instead, it is shaped from their souls. Each shot deals 1 point of damage. It takes a standard action to reload, and even Merged Haz-Aduls made of battering rams need a standard action to readjust their muscles and ready the weapon to strike. They can choose to take 2 points of ability damage to damage 2 physical ability scores to accomplish the following one of the following deeds: a catapult can be used as per normal catapult rules to target a square rather than an individual(although it takes no special time to adjust aim); a ballista or springal can shoot as a 50 foot line 5 feet wide; a ram can ignore 5 points of hardness or damage reduction; a cannon or bombard increases its range increment to 100 feet. A trebuchet can select two adjacent squares and inflict damage to all within; however, they may make a Reflex save for half damage (DC 10 + HD + Con bonus). A firedrake can extend its range to a cone of 60 feet or a line of 120, but deals 1 die less damage. He is fatigued for one round after using this ability, and cannot use it again until his fatigue is gone; the ability damage resists any form of healing until 24 hours have passed.

Catapults and Ballistae increase the damage of their weapon by 1 die and 1 point of damage at levels 4, 8, 12, 16, and 20. Rams gain 1 extra die of damage at levels 4, 8, 12, 16, and 20. Cannons and bombards gain 1 additional die of damage at levels 8 and 16, and 2 dice at levels 4, 12, and 20. Trebuchets, springals, and firedrakes receive 2 more bonus dice of damage at levels 4, 8, 12, 16, and 20. Merged Haz-Adul who take the Siege Mage archetype (Ultimate Combat) may add their synergy bonus from having high ranks in Profession (Siege Engineer) to damage.
Stone and Steel and Timber A Merged Haz-Adul doesnt have a fully organic body. They receive a +2 bonus to saving throws against disease, poison, or effects causing fatigue or exhaustion, and only eat and drink half the amount a human would. However, they are also subject to spells that effect constructs, and receive a -2 penalty on saving throws against effects such as Transmute Metal to Wood and Warp Wood. As with the Extant Self/Manifest Self ability, the Merged Haz-Aduls body may be enchanted as a magic weapon.

Shanghaied Destiny When farmers and peasants rise against their rulers, it is the tools of their trade they take to war. Whether it is by desperation or terrible luck or some other cause, this Haz-Adul was born to a weapon that was never meant to be a weapon in the first place. Pitchforks, crude clubs, grain scythes, climbing pitons, crowbars, grappling hooks, scabbards, sawsall these and more have been raised in battle and wielded by unlikely heroes, and confused Haz-Adul manifest spirits have at times found themselves bound to something they shouldnt by all rights be able to inhabit. The Haz-Adul his A Sword Surpassing Swords ability and his +2 bonus to a physical ability score for the following: the Haz-Aduls extant self is an improvised weapon, but despite this he is proficient in its use and similar improvised weapons. Two of the listed weapon features apply to his improvised weapon (blocking, brace, deadly, disarm, distracting, double, nonlethal, performance, reach, sunder, trip). Once per day, the Haz-Adul may either treat his extant self as though it were one size larger when calculating damage, or add another weapon feature to his extant self; either effect has a duration of 1 round per HD. Once per day he may reroll a failed attack roll or skill check. Select one skill; he receives a +2 racial bonus to that skill and to Profession, and should he get Skill Focus in either skill this bonus is increased to +3.

Skypiercer The differences between ranged and melee combat are such that not all Haz-Adul of ranged weapons possess the standard powers associated with their damage type, and thus do not have A Sword Surpassing Swords. Should a Haz-Adul not have ammunition for herself, she can produce more from her own soul, gaining 3 arrows/bolts/etc. for each hit point sacrificed; such arrows add her Wisdom modifier to damage, and remain for 5 rounds after creation. She can deflect projectiles as per the feat Deflect Arrows, but each deflection costs ammo and she can only deflect a number of projectiles equal to her number of attacks due to base attack bonus; each such deflection reduces her number of attacks next round by 1. Finally, her extant self may be fired in close combat without provoking an attack of opportunity.

Spellborn Body Magic weapons are a frequent source of Haz-Adul. For most, the magic in the weapon is repurposed to create the Haz-Adul, and their ability to enchant their extant self is the only remaining sign of the magic that once defined them. Some, however, find that power remains inside them in part. Such Haz-Adul no longer possess A Sword Surpassing Swords as their price for their magical abilities. They select one 1st level spell and three cantrips or orisonsthey may cast each as a spell-like ability once per day, and each day after sleeping they select one of their cantrips or orisons, which they may use an unlimited number of times that day. At each level a bard would reach a new level of spells, the Gekeitsukumogami may select another spell, of that level or lower, usable once per day.

Tally of Ages Not all weapons achieve the requirements to grow into a Gekeitsukumogami in their time amongst civilization. And with the passing of years those civilizations crumble, leaving weapons behind in its ruins and vaults and crypts. And although no one remains to use or care for them, even an unnamed weapon can be swept up into the overarching legends of the days of yoreand while it takes far longer to materialize with such indirect attention, the power of tales and myths is greater than those recounting them realize. With the spiritual power of long-gone dead that remains in the once great civilization available, it is entirely possible for a weapon to mature into a Gekeitsukumogami. These ancient Haz-Adul do not gain the Body of Battle or A Sword Surpassing Swords traits. Instead, they receive a +2 bonus to Knowledge (History), which is always a class skill for them, and they may add their Wisdom modifier to all Knowledge skills in place of their Intelligence modifier (if the Wisdom bonus is higher than Intelligences). Attacks with the extant self are capable of scoring critical hits on undead. Their ages of waiting has given them secrets known to few other souls; select on ability score; this score is treated as though it was 2 points higher solely for purposes of fulfilling requirements for feats, prestige classes, etc. By spending a full-round action focusing (which provokes an attack of opportunity, which does not disrupt their focus), they may gain a +1 insight bonus to any one dice roll in the next round.

The Best Offense is a Good Defense Once, a brilliant woman thought it would be a good idea to attach spikes to her armor. Since that time, innumerable protective toolsfrom armor to shields to the more unusually defensive deviceshave found themselves with the role of being a lethal weapon added atop their defensive duties, and they have performed with aplomb. Although protective gear normally attracts manifests spirits of a different kind, shields and armor that are as much weapons as they are protective can find a fledgling Haz-Adul attached to them. In losing A Sword Surpassing Swords she instead receives 10% fortification, and the armor or shield spikes of her extant self deal damage as though they were one size larger. She also gains the Combat Expertise feat, with one difference: she may elect to gain the bonus to AC as a dodge bonus or they may use it to increase the shield or armor bonus of her extant self.

dragonjek
2014-05-12, 02:33 PM
Haz-Adul (continued)


Favored Class Options
Alchemist Add +1/3 to the DC of poisons applied to the alchemists extant self.
Antipaladin Add +1/5 of a cruelty to the antipaladins list of cruelties known.
Barbarian Add +1/4 to the barbarians Reflex save while raging.
Bard Add +1/2 bonus to Knowledge (History) and to Appraise checks regarding weapons.
Cavalier The cavaliers mount gains energy resistance 1 to fire, acid, or sonic damage. Each time the cavalier selects this reward, he increases his mounts resistance to one of these energy types by 1 (maximum 10 for any one energy type).
Cleric Add +1/2 to damage against fey, outsiders, or creatures with the incorporeal subtype when attacking with the clerics extant weapon.
Druid Select one domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1/4 to their animal companion's attack rolls.
Fighter Add +1/2 on rolls to confirm critical hits when using weapons of the same weapon category as the fighters extant self.
Gunslinger Reduce the misfire chance for one type of firearm by 1/4. The gunslinger cannot reduce the misfire chance of a firearm below 1.
Inquisitor Add +1/5 to the inquisitors Armor Class while using a judgment.
Magus The magus gains 1/6th of a new magus arcana.
Monk The monk gains +1/3 to damage when using an unarmed strike to deal damage of the same damage type and lethality as the monks extant weapon.
Ninja Add +1/3 to the ninjas Armor Class against sneak attacks.
Oracle The oracle gains +1/6th of a new revelation.
Paladin The paladin gains +1/5 of a daily use of his divine bond class ability.
Ranger Add +1/4 to the damage of one of his animal companions natural attacks, or add +1/4 to the favored enemy bonus granted to the rangers companions given through the hunters bond with his allies.
Rogue Add +1/2 to the rogues roll to confirm critical hits when flanking or feinting.
Samurai Add +1/2 to the samurais attack roll on the round following a use of resolve.
Sorcerer Add +1/3 to the caster level of any spell targeting an item.
Summoner Add +1/4 to the number of uses per day of Summon Monster the summoner has available.
Witch Add +1/3 of a feat to the witchs familiar.
Wizard Add +1/3 to the caster level of any spell the wizard uses when adding magical effects to the wizards bonded object; should it be a weapon, the wizards bonded object is always its extant self. Racial rules regarding the extant selfs health, hardness, and repair override the wizards bonded object rules.


Haz-Adul Feats

Unity of Body (General, Racial)
Two bodies, one soulit should come as no surprise that you, who spent their formative years as a weapon, would learn how to merge once more into a single form.
Prerequisites Haz-Adul, Extant Self/Manifest Self, Base Will +3
Benefits When your extant self and manifest self are in contact, you may spend a standard action to absorb one of your bodies into the other. Should the extant self be taken into the humanoid body, those around him will feel as though he was armed and dangerous regardless of his dress or attire, and he takes a -2 penalty to disguise. Should the manifest self be taken into the weapon, their humanoid form can clearly be seen in the grooves or reflection of the item: this betrays the weapons nature to anyone who can see it, and someone wielding the extant self receives a -2 penalty to disguise. Withdrawing a body takes a standard action.
Special Haz-Adul with the Quick Draw feat can absorb their other body as a move action, and withdraw themselves as a swift action.

Spirit Forge (Item Creation, Racial)
Having a deeper understanding of your weapon body than any other craftsman could hope to achieve and being a more spiritual entity than most races of the physical world, it is natural for you to develop the ability to enchant your own form.
Prerequisites Haz-Adul, BAB +3, Craft 5 ranks
Benefits You may make your extant self into a magical weapon. You must spend the same time and resources on the creation process that a spellcaster would; however, if you are unable to cast spells you must have the requisite spells cast by a third party, or you can use a scroll, staff, or wand to fulfill the needs of the item.
Normal You need the Craft Magic Arms and Armor feat to create magical weapons.
Special The prerequisite ranks in Craft may be waived once your Base Attack Bonus has reached +10. Should you also possess the Craft Magic Arms and Armor feat, the reduced cost of enchanting yourself is changed to -15%, and your unarmed strikes are treated as though they possessed the magical weapon abilities of your extant self (although limited use per day effects keep a single pool of uses, which may be split at desired between bodies).

Magical Copycat (Item Creation, Racial)
Your mastery over yourself has reached the point that you can, by mere exposure, take on the magical qualities of another weapon.
Prerequisites Haz-Adul, Spirit Forge, base Will +7
Benefits If your extant self stays in contact with a magical weapon for at least two hours, you may elect to replace your existing magical properties, if any, with those of the other weapon. This removes all your former magical properties, and those of the other weapon that are incompatible with your extant self (for instance, a +4 keen dagger would only become a +4 club). This effect is permanent, until you use the feat on another magical weapon. Attempting to use this on an artifact fails, and inflicts 2 points of Wisdom, Intelligence, and Charisma damage.
Special If you possess the Mere Shade of Glory racial trait, attempting to imitate a weapon artifact with your Broken Replica instead grants you a +2 inherent bonus to Wisdom, Intelligence, and Charisma, which lasts for 24 hours. But even if it is the artifact you were birthed from, you are unable to copy its powers. By GM fiat, you may be able to take on a lesser form of the artifact with reduced, or completely removed, abilities, instead of receiving the bonus.
If you possess The Best Defense Is A Good Offense racial trait, you may imitate armor/shield traits as wellhowever, you may only imitate the magical qualities of weapons or armor/shields at one time; copying the other will result in the previously-copied weapon or armor/shield becoming nonmagical in exchange for the new powers.

There is Only One (General, Racial)
Too often the definition of self as it applies to your race is misunderstood; regardless of your dual bodies, there is only of you.
Prerequisites Haz-Adul
Benefits You may elect to share the benefits of spells or effects that target one of your selves with your other self. The extant self is treated as a humanoid and fey, and the manifest self as a weapon; even with this, not all effects can be shared, or actually matter if they did (the manifest self cannot have hardness, and an increase to Str is useless to the extant self).
Normal As there is only one soul behind the two selves, only mental effects and damage is shared between extant and manifest selves.

An Extension of the Bodies (Combat, General, Racial)
You have two bodies, but at times you might as well have only one.
Prerequisites Haz-Adul, There Is Only One, Weapon Focus in extant selfs weapon type.
Benefits When you make a touch attack, you may instead make a normal attack with your extant self; if it hits, regardless of whether it does damage, the effect of the touch attack activates.
Special Should you possess the feat Weapon Focus (touch attack) (or Specialization, or the Greater versions of these feats), you may apply their bonuses on top of those given by the feats in the Weapon Focus feat tree applying to your extant self.

Know No Limits (General, Racial)
Your connection between selves is stronger than usual, and you can extend your selves farther than usual.
Prerequisites Haz-Adul
Benefits Your extant self and manifest self can be separated to a maximum range of 10 miles. The development of proto-consciousnesses in each self allows you carry on two conversations at once as lesser cognitive functions are outsourced.
Normal Your extant and manifest selves cannot be more than 100 feet apart. You can only engage in one conversation at a time, despite having two bodies.

Death Given Wings (Combat, General, Racial)
You can empower your extant self with your very soul, granting yourself movement from what would naturally be still.
Prerequisites Haz-Adul, Know No Limits, Like Calls to Like, character level 9
Benefits For a number of rounds per day equal to your Charisma modifier x1.5, your extant self may take flight with a speed of 60 feet (good maneuverability) and act on its owneven attacking. Both your selves are capable of independently taking action during these turns, although your weapon body cannot cast spells.
Special If you possess the dancing weapon property, your rounds per day are increased to Charisma modifier x2, replacing your rounds of action from the magical weapon qualityhowever, if the rounds per day from this feat are less than the 4 rounds a dancing weapon would supply, you instead may use 4 rounds of this feat, the magic of the weapon integrating with your nature.

Like Calls to Like (General, Racial)
You may bring your separated selves together, using your soul as the method of transfer.
Prerequisites Haz-Adul
Benefits As a free action you may, as a teleportion effect, teleport one of your selves to the other. This allows an extant self to be thrown for every attack in a full attack action.
Special You may instead elect to recall the extant self in such a way that it flies through the air to your hand; this is not a teleportation effect, but the difference in mass and form means that you cannot call your manifest self to your extant self.

Weapons Duty (Combat, General, Racial)
Those who wield you as a weapon find you to be a potent ally.
Prerequisites Haz-Adul
Benefits Should someone other than you wield your extant self as a weapon, you may elect to work to the benefit of your wielder. She gains a +1 to attack and damage rolls, and a +2 on rolls to confirm a critical hit. Her CMD receives a +2 bonus when facing the steal, disarm, or sunder maneuvers. Each day after waking up you may select 1 feat; if your wielder qualifies for the feat (save for class level requirements), she has access to that feat while you are in hand.
Normal You may apply a -10 to the attack and damage roll of someone who wields you, if you so wish.

The Path to Greatness (Combat, General, Racial)
A wielder chosen by you is provided with all the tools she needs to become a hero worthy of legend.
Prerequisites Haz-Adul, Weapons Duty, character level 6
Benefits Should someone other than you wield your extant self as a weapon, you may empower them in ways lesser arms could not even attempt. You may allow her to use any of your racial abilities (apart from Extant Self/Manifest Self) dependent upon you wielding your extant self as though she was actually your manifest self. Once per day she may reroll a failed save so long as you are in hand.

Blade of Champions (Combat, General, Racial)
You are a potent weapon in the hands of your chosen wielder, cleaving demon and dragon alike in twain as the two of you cut your mark into history.
Prerequisites Haz-Adul, Weapons Duty, The Path to Greatness, character level 11
Benefits Should someone other than you wield your extant self as a weapon, you may grant them the might of heroes. When using the benefit of Weapons Duty you may now select two feats to be available to your wielder. Your wielder also receives a +2 bonus to Strength, Dexterity, and Charisma when you are held in hand. When she attacks with you, you may bypass up to 5 points of damage reduction or hardness.

Mythic Artifact (Combat, General, Racial)
You are a living legend, a weapon torn from myth and wielded by a one whose actions rock the world.
Prerequisites Haz-Adul, Weapons Duty, The Path to Greatness, Blade of Champions, character level 16
Benefits Should someone other than you wielder your extant self as a weapon, you may grant them powers beyond compare. If your wielders BAB is lower than yours, attacks with your extant self are treated as though she had a base attack bonus of (your BAB -1). Your wielder becomes immune to poison, curses, and disease. She may make an attack of opportunity with you on any enemy within range who rolls a natural 1. She gains a +2 bonus to one ability score of her choosing.
Special Upon reaching level 20, your extant self becomes a lesser artifact. You can only be destroyed by killing your most recent chosen wielder, then reducing you to enough negative hit points to kill you (were you not an artifact) with a weapon with a total enhancement bonus of +10 or by a 9th level spell. Being consumed by a monster with a CR of 20 or higher will likewise destroy you. While you remain the same being, your manifest self does not receive the protection of being an artifact and you will still die if damage to your manifest self brings you past your negative hp limit. Select one of the following benefits, which you may grant to your chosen wielder while they possess you (the GM should feel free to create new abilities as needed):
Gain a +2 inherent bonus to all ability scores.
Select a magic weapon quality equivalent to a +1 enhancement; in her hands you possess this quality.
Strikes with you automatically confirm critical should one come uphowever, the use of Critical feats will require a roll as normal. She may reroll any natural 1s shes unlucky enough to get.
Any successful attack against an enemy will allow you to inflict a curse on them as per Bestow Curse (DC 10 + class level + wielders Charisma modifier), but this does not affect a target that has already been cursed. The subject must roll their saving throw twice and take the worst result.
She may use you to use Teleportation Circle or Gate as a spell-like ability once per day.
She gains DR 10/+5
Your wielder is immune to one element of your choosing (fire, cold, electricity, acid, or sonic) and possesses resistance 10 against the others.
You may be wielded as an area of effect weapon (if you are not already: if you are, the range doubles). As a full-round action you may be used to make a single attack; everyone within a 60 foot line or 30 foot cone whose AC is passed takes damage.
Your reach extends by 10 feet, but your size doesnt change.
You deal damage as a weapon two sizes larger.
Your critical hit range is increased by one (after all other modifiers), and your critical damage multiplier is likewise increased by 1.
Your wielder gains regeneration 5.
When you would kill an enemy, she may instead opt to place him in a magical stasis. This is treated as a 9th level Universal spell for purposes of dispelling, and unless dispelled will only end on the condition you state at the time of stasis, or if you chose to release him early.
When you kill an enemy, she may make you eat his soul; any attempt to return the individual to life will require a spell of at least Limited Wish potency to restore the soul, or your destruction. For each soul consumed, you gain a +1 to CMB for the next hour, the hour reset with each death (to a maximum bonus to +10).
You bypass damage reduction and hardness of less than 25.

Body of Adamantine (Racial)
Your extant self is composed of adamantine, and this has affected your manifest self in turn.
Prerequisites Haz-Adul, Character level 9, 2 Body of ___ feats
Benefits Your speed is reduced by 10 feet and you take a -4 penalty to reflex saves. You gain damage reduction 5/-
Special This feat may only be chosen at character creation: a Haz-Adul with this feat is born already at 9th level. The previous Body of ____ do not represent his construction: rather, they are the players cost of receiving a body made of this material.

Body of Bone (Racial)
Your extant self is composed of bone, and its strikes are painful to those connected with death.
Prerequisites Haz-Adul
Benefits The -2 damage penalty for wielding a weapon of bone applies to every form of damage you inflict. However, you gain a +2 bonus to attack and a +4 bonus to damage against undead and outsiders with your extant self and unarmed strikes. You gain a +2 bonus to saving throws against the above.
Special You may only take this feat at character creation.

Body of Bronze (Racial)
The metal of ages past is your extant self, and shown is the weight of time on the Haz-Adul youve come to be.
Prerequisites Haz-Adul
Benefits You take a -2 penalty to Constitution and gain a +2 bonus to Wisdom or Intelligence.
Special You may only take this feat at character creation.

Body of Gold (Racial)
Your extant self is composed of gold, and your manifest self reflects both its impracticality and its fabulous nature.
Prerequisites Haz-Adul, Character level 5, 1 other Body of ___ feat
Benefits You gain a -1 penalty to attacks and a -2 penalty to damage, and suffer 1 more point of damage whenever you take damage. You gain a +2 bonus to all Charisma-based skill checks, and increase the DC of your spells from one chosen school by +1.
Special This feat may only be chosen at character creation: a Haz-Adul with this feat is born already at 5th level. The previous Body of ____ do not represent his construction: rather, they are the players cost of receiving a body made of this material.

Body of Iron (Racial)
Your extant self is composed of iron, and the mythic properties of it has resonated in your manifest self.
Prerequisites Haz-Adul
Benefits You take a -2 penalty to Reflex saves, but receive a +2 bonus to Fortitude and gain 1 extra hit point at every odd numbered level. Your extant form and unarmed strikes bypass damage reduction of foes vulnerable to cold iron, even if the weapon was forged normally.
Special You may only take this feat at character creation.

Body of Mithril (Racial)
Your extant self is made of the famed material, and your manifest self carries its associations with lightness and speed.
Prerequisites Haz-Adul, Character level 9, 2 other Body of ___ feats
Benefits You take a -4 penalty to Fortitude saves, but your speed is increased by 10 feet and you gain a +2 bonus to Dexterity.
Special This feat may only be chosen at character creation: a Haz-Adul with this feat is born already at 9th level. The previous Body of ____ do not represent his construction: rather, they are the players cost of receiving a body made of this material.

Body of Obsidian (Racial)
Your extant self is composed of obsidian, and your manifest self shares both its astounding sharpness and its frailties.
Prerequisites Haz-Adul, Character level 3, 1 other Body of ___ feat
Benefits Your hit points gained at each level are reduced by 2. You increase your extant selfs and unarmed strikes critical hit range by 1.
Special This feat may only be chosen at character creation: a Haz-Adul with this feat is born already at 3rd level. The previous Body of ____ do not represent his construction: rather, they are the players cost of receiving a body made of this material.

Body of Silver (Racial)
The bane of the mooncursed composes your extant self, and its purity and the wildness of the moon are reflected by your manifest self.
Prerequisites Haz-Adul
Benefits You gain a +1 bonus to attack rolls at night, but a -2 penalty to all skills based on mental ability scores at night and a -1 to all forms of damage you deal at any time. Your extant self and unarmed strikes composed of alchemical silver.
Special You may only take this feat at character creation.

Body of Steel (Racial)
Steel defines your extant self, and its durability is carried by your manifest self.
Prerequisites Haz-Adul
Benefits You take a -2 penalty to Reflex saves, and receive a +2 bonus to Fortitude saves in turn. Your receive a +2 bonus to natural armor.
Special This feat may only be chosen at character creation.

Body of Stone (Racial)
Your extant self is made of rock, and its solidity, and inferior quality as a weapon, is shown in your manifest self.
Prerequisites Haz-Adul
Benefits Your critical hit range and multipliers with all attacks are reduced by 1 (to a minimum of 20/x2), after taking into account all other modifiers. Your attacks with your extant self and unarmed strike ignore up to 5 points of natural armor bonus.
Special You may only take this feat at character creation.

Body of Wood (Racial)
From simple wood is made the most of your extant self, and the life it once lived is seen in the manifest self.
Prerequisites Haz-Adul, Character level 3, 1 other Body of ___ feat
Benefits You deal -2 damage and take double damage from fire attacks and slashing attacks. Creatures with natural armor gain another +1 bonus to AC against attacks from you. You gain fast healing 1.
Special This feat may only be chosen at character creation: a Haz-Adul with this feat is born already at 3rd level. The previous Body of ____ do not represent his construction: rather, they are the players cost of receiving a body made of this material.

Rebirth and Reconstruction (Racial)
You focus the entirety of your being on remaking yourself anew; and over a four-day stretch of pain and discomfort, you have succeeded.
Prerequisites Haz-Adul, Character level 2
Benefits Next time you obtain a new feat (regardless of the cause), you may select a new Body of ___ racial feat in place of what would otherwise be chosen, replacing all the effects of your current Body of ___ feat (if one was already selected).
Normal You cannot take a Body of ____ feat after character creation.
Special In terms of qualifying for the prerequisites of these feats, this is treated as a Body of ___ feat. After the Body of ___ feat has been taken, it counts as any purpose regarding number of Body of ___ feats.

[B][I]This Body is Made of Swords[B][I] (Combat, Racial)
You have learned to transfer the concept of cutting to your manifest self, allowing your hands to slice through enemies as though they were blades.
Prerequisites Haz-Adul, Living Weapon, must be born from a slashing or piercing weapon.
Benefits Your unarmed strikes now deal slashing or piercing damage (whichever type your extant self deals). If your extant self deals multiple types of damage, your unarmed strikes always deal all of them, unless some other ability allows otherwise.
Normal Your unarmed strikes are considered weapons and may deal lethal damage, but they remain normal bludgeoning fists.

Tanuki Tales
2014-05-15, 03:34 PM
This thread is hereby closed; no further entries may be posted and no further revisions or changes may be made to any submitted entry. Please cast any and all votes for the entrants in this competition here (http://www.giantitp.com/forums/showthread.php?348939-Pathfinder-Grab-Bag-Competition-XXIV-Voting-thread).