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View Full Version : Contest Base Class Contest XXII - Taking Pixars of Dreamworks



Temotei
2014-04-20, 12:15 PM
Taking Pixars of Dreamworks

Welcome to base class challenge number twenty-two! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to keep your kneecaps!



1. You will be creating an original base class based around a theme of animated works; anything is possible, from Mickey Mouse to Wall-E, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 23:59 Central Standard Time (USA/Canada) on May 31st, and should be submitted in the format shown in the next post or at least in a way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified--no exceptions.


4. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?t=257591). Feel free to discuss each other's creations, give critique, or talk about what you're thinking of this contest, but entries (and nothing else) belong in this challenge thread.

Ready?

Animate!

Temotei
2014-04-20, 12:18 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

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

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

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

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

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

Skill Points at First Level: (x + Int modifier) x 4
Skill Points at Each Additional 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 optional 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!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

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

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

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

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

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

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

malonkey1
2014-04-21, 07:09 AM
Prince/Princess

"You can take away my dignity, and strip me of everything you see fit, but you can NEVER take away my love for my Kingdom. It is MINE. And I WILL fight!"

the terms "Prince" or "Princess" are perhaps a bit of a misnomer, but they are so named due to their tendency to come from royal lineage. They combine tenacity, skill and luck into a combination that's far more impressive than one would expect.

Adventures: Some are thrust into adventure, some seek it out. All they know is that adventure is always near.

Characteristics: Princes and Princesses are effective supporters of their allies, inspiring them to glory. Some take a more hands-on approach and lead the fight.

Alignment: Princes and Princesses are, almost without exception, good.

Religion: Religion is largely tangential to a Prince or Princess's life, so it never really comes up. They often seem to worship deities that closely resemble other, established deities, with a few small yet inexplicable cosmetic differences.

Background: By and large, Princes and Princesses are born into their roles, although a few seem to fit this mold without a drop of royal blood.

Races: For some reason, they are almost exclusively humans, although nearly any "pretty" race is liable to have a few. Don't hold your breath for a dashing Kobold Prince anytime soon, however.

Other Classes: Despite their generally squeaky-clean nature, Princes and Princesses end up associating with rogues with unexpected frequency, and are often found in the company of wizards and knights of all kinds as well. They rarely ally themselves with such unsavory types as Warlocks or Binders, however.

GAME RULE INFORMATION
PRINCE(SSE)S have the following game statistics.
Abilities: Charisma is vital for Princes and Princesses, as it drive many of their abilities. After that, Intelligence for skills and Dexterity for agility and survival are both important.
Alignment: Any non-evil or non-chaotic
Hit Die: d8
Starting Age: Adulthood + 2d4
Starting Gold: 6d8 gp

Class Skills
The PRINCE(SS)'S class skills (and the key ability for each skill) are...

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + 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):

sengmeng
2014-04-23, 06:23 PM
A Man


https://i.chzbgr.com/maxW500/8160937984/h17078130/
Sections 107 through 118 of the copyright law (title 17, U. S. Code)

Let's get down to business...
--Captain Shang

BE A MAN!

Adventures:
...to defeat the Huns.

Characteristics:
Swift as a coursing river,
with all the force of a great typhoon,
all the strength of a raging fire,
mysterious as the dark side of the moon

Alignment:
Tranquil as a forest
But on fire within.

Religion:
Once you find your center
You are sure to win.

Background:
You're the saddest bunch I ever met
But you can bet before we're through
Mister, I'll make a man
Out of you.

Races: BE A MAN!

Other Classes:
You're a spineless, pale pathetic lot
And you haven't got a clue.


Role:
Somehow I'll make a man
Out of you.

Adaptation: A Man is usually a human. most of the time, this requires no adaptation, but in a setting without humans, the most common race can be substituted.

GAME RULE INFORMATION
Men have the following game statistics.
Abilities: A Man is primarily a melee combatant and they benefit most from strength, dexterity, and constitution, in that order. Wisdom also gives them some in-combat bonuses, and intelligence helps them make use of their many skill choices. They have a few Charisma-based skills, but no other abilities tied to it.
Alignment: A Man may be of any alignment.
Hit Die: d8
Starting Age:As fighter
Starting Gold: As Fighter

Class Skills
A Man's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). Additionally, male Men gain Intimidate (Cha), and female Men gain Disguise (Cha) as class skills.

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

A Man


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Speed
Damage
AC
Special



1st

+1

+2

+2

+2
+5’
+1
+2
Swift as a Coursing River, With All the Force of a Great Typhoon, The Strength of a Raging Fire, Mysterious as the Dark Side of the Moon,Honor to Our Families
, Honor to Our Families

2nd

+2

+3

+3

+3
+10’
+1d2
+2
Patriotism (+2)


3rd

+3

+3

+3

+3
+10’
+1d2
+2
Requisition


4th

+4

+4

+4

+4
+15’
+1d3
+2
Bonus Feat


5th

+5

+4

+4

+4
+15’
+1d3
+3
MilitiaMan


6th

+6

+5

+5

+5
+20'
+1d4
+3
Patriotism (+3)


7th

+7

+5

+5

+5
+20’
+1d4
+3
Make a Man Out of You


8th

+8

+6

+6

+6
+25’
+1d6
+3
Bonus Feat


9th

+9

+6

+6

+6
+25’
+1d6
+3
Hwacha


10th

+10

+7

+7

+7
+30’
+1d8
+4
Patriotism (+4)


11th

+11

+7

+7

+7
+30’
+1d8
+4
Evasion


12th

+12

+8

+8

+8
+35’
+1d10
+4
Bonus Feat


13th

+13

+8

+8

+8
+35’
+1d10
+4
Courage


14th

+14

+9

+9

+9
+40’
+1d12
+4
Patriotism (+5)


15th

+15

+9

+9

+9
+40’
+1d12
+5
Encourage


16th

+16

+10

+10

+10
+45’
+2d6
+5
Bonus Feat


17th

+17

+10

+10

+10
+45’
+2d6
+5
Snap Out of It


18th

+18

+11

+11

+11
+50’
+2d8
+5
Patriotism (+6)


19th

+19

+11

+11

+11
+50’
+2d8
+5
Improved Evasion


20th

+20

+12

+12

+12
+55’
+2d10
+6
Leader of Men



Weapon and Armor Proficiencies: A Man never takes non-proficiency penalties for using thrown or melee weapons, including improvised weapons. They are proficient with shortbows, longbows, and slings. Multiclassed Men take normal nonproficiency penalties equal to the amount of their base attack bonus which comes from other classes, up to -4. They are proficient with light armor, and all shields except tower shields.

Swift as a Coursing River (Ex): While unarmored, a Man adds the number in the "speed" column to his base land speed. In light armor, he adds half this number, and in medium or heavy armor, he gains no bonus to his speed.

With All the Force of a Great Typhoon (Ex) A Man gains the Stunning Fist feat at 1st level for free as a bonus feat. In addition, they may use it once per Man level plus once per four levels they have in classes other than Man.

The Strength of a Raging Fire (Ex) A Man adds the dice listed under “bonus damage” to unarmed attacks, grappling damage, and attacks with special Manly weapons, which are quarterstaves, longswords, half-spears, nunchaku, sais, sianghams, kamas, and shurikens, and also gains Improved Unarmed Strike as a bonus feat.

Mysterious as the Dark Side of the Moon (Ex): A Man adds the number in AC bonus column to his armor class, plus his Wisdom bonus, and limited by the Max Dex bonus of any armor he wears. This bonus to AC applies even against touch attacks or when a Man is flat-footed. He loses this bonus when he is immobilized or helpless.

Honor to Our Families: A Man does not need to be any specific alignment, but he does have a code of conduct to follow. A Man must always be ready to defend his country, and if he fails to do so when ordered or when he witnesses outsiders threatening civilians of his country, his Man-card is revoked and he can never gain levels as a Man again. If he actually betrays his country, a Man loses all extraordinary abilities associated with being a Man. When not specifically called on to defend their country, Men are free to travel and adventure like any other class.

Patriotism (Ex): At second level, a Man gains +2 bonus to attack and damage rolls for all attacks in any round in which he uses his stunning fist ability, as long as he is attacking in defense of his country, as per the Honor to Our Families ability. This bonus increases by +1 at levels six, ten, fourteen, and eighteen. This also applies to any other abilities which are fueled by expending uses of stunning fist and any time a Man attacks someone of the Hun human subtype.

Requisition (Ex): At third level, a Man may ask for supplies from any shop in his nation IF he is fulfilling his military obligations. He makes a Diplomacy check against the shopkeeper and subtracts 10 from his result, then multiplies that number by his Man levels. The result is the value of goods he may obtain from that shopkeeper. Abuse of the Requisition ability may invoke the penalties under Honor to Our Families.

Bonus Feat: Wherever it says "Bonus Feat" on the class table, A Man chooses a feat from the list of fighter bonus feats which he meets the prerequisites for. Alternatively, there are also special Manly feats which are not on the fighter bonus feat list which he may also choose from.

MilitiaMan: A Man qualifies for fighter-specific feats as if he was a fighter of 4/5 of his Man levels, plus any actual fighter levels.

Make a Man Out of You (Ex): At seventh level, by spending a full round action and a use of his stunning fist ability, a Man can inspire competence in all adjacent allies. They gain the benefits the Man's damage, speed, and AC bonuses (unless they use armor that's too heavy or non-Manly weapons). These bonuses last for one round per level of the Man using it, and all allies benefiting from it take damage as if they were struck with an unarmed attack from the Man going upside their head.

Hwacha (Ex): At ninth level, a Man can gain the deadly Fire Arrow through his Requisition ability. He can have them made anywhere that alchemist's fire is sold. A Fire Arrow is priced at 15 gp and can only be Requisitioned, not bought. A fire arrow ignites with alchemical rocket fuel when fired from a bow, and thus takes only a -1 penalty per range increment, and deals normal arrow damage plus 1d6 fire damage, with 1 point of splash damage to adjacent squares. The fire effect is identical to alchemist's fire in terms of igniting and extinguishing the flames.

Evasion: We all know what Evasion does, right? A Man gets it at level eleven, and Improved Evasion at level nineteen.

Courage (Ex): A thirteenth level Man is immune to fear and magical fear effects.

Encourage (Ex): A fifteenth level Man using his Make a Man Out of You ability also confers immunity to fear and magical fear on his allies. He still hits them upside the head, though.

Snap Out of It (Ex): At seventeenth level, a Man removes any negative status effects on his allies when he uses his Make a Man Out of You ability.

Leader of Men (Ex): At twentieth level, a Man can use his Make a Man Out of You ability as a move action.

MANLY FEATS


Perfect Dodge [Manly]

Prerequisite: All the Force of a Great Typhoon ability

Benefit: By using an immediate action and expending a use of your stunning fist ability, you make a reflex save against an incoming attack and if the total bonus of the attack doesn't exceed the result of your save, it misses.


Fists of Fury [Manly]

Prerequisite: All the Force of a Great Typhoon ability, any two other Manly feats

Benefit: When you expend a use of stunning fist during a full attack, it applies to all attacks made that round instead of just one.


Hunter of Evil [Manly]

Prerequisites: Patriotism Class feature

Benefit: Your Patriotism class feature activates against evil creatures even when you are not directly defending your homeland.


Cleaving Fist Style [Manly]

Prerequisites: Cleave, Power Attack, All the Force of a Great Typhoon class feature

Benefit: Whenever you successfully hit an opponent with an attack granted by the Cleave feat, you regain one use of your stunning fist ability, up to your normal daily maximum.


Ringing Blows Style [Manly]

Prerequisites: Any two Manly Feats, The Strength of a Raging Fire class feature, All the Force of a Great Typhoon Class feature

Benefit: Whenever you hit an opponent that you stunned with your All the Force of a Great Typhoon class feature, your extra damage from your The Strength of a Raging Fire class feature is multiplied by 1.5.


Practitioner of the Manly Arts [Manly]

Prerequisites: Any three Manly Feats

Benefits: Your Swift as a Coursing River,With All the Force of a Great Typhoon, Strength of a Raging Fire, and Mysterious as the Dark Side of the Moon abilities are treated as if your levels in Man are four higher than they actually are, but no higher than your character level.


Esoteric Weapon Training [Manly]

Prerequisite: Strength of a Raging Fire ability

Benefit: When you select this feat, you select either improvised weapons, an exotic weapon, longbows and shortbows, or a number of simple and martial weapons not on the list of special manly weapons equal to your wisdom bonus. You may now apply your bonus damage from your Strength of a Raging Fire ability to attacks made with that weapon or weapons. When applied to shortbows and longbows, the bonus damage is treated as precision damage, so it does not affect creatures immune to critical hits.

Special: You may select this feat more than once. Its effects do not stack. Each time you select it, you choose a different weapon or set of weapons to apply the benefits of the feat to.


Ghost Step [Manly]

Prerequisites: Swift as a Coursing River ability, All the Force of a Great Typhoon ability

Benefit: By expending a use of your stunning fist ability, you may move up to your speed bonus as a swift action. This does not have to be your only move action in a round, but it is a separate action, i.e., it cannot be used to extend the distance you can charge.


Slap Some Sense Out of You [Manly]

Prerequisites: All the Force of a Great Typhoon ability, Wisdom 13+

Benefit: When you successfully stun a creature with your stunning fist ability, you may expend another use of it to give them a penalty to one mental stat of your choice equal to your Wisdom bonus for 1d4 rounds + your Wisdom bonus.


Mancrobatics [Manly]

Prerequisite: Swift as a Coursing River Ability

Benefit: You gain a bonus to all balance, jump, and tumble checks equal to the number of feet you moved in that round prior to taking the action that requires the check, but no higher than your bonus speed from your Swift as a Coursing River ability. You also reduce falls by the amount of your bonus speed instead of 10 feet when using the jump or tumble skill to lessen a fall.


Anti-cavalry Training [Manly]

Prerequisite: All the Force of a Great Typhoon ability

Benefit: If you use your stunning fist ability against a mounted opponent, you may choose to have them make a reflex save instead of a will save, and if they fail, they are automatically thrown from their mount instead of stunned.

somebody27else
2014-04-26, 05:35 PM
The Soul Reaper

http://fc06.deviantart.net/fs71/i/2014/106/c/c/bleach_577___zaraki_shikai_nozarashi____by_xthemag icianx-d7epupv.png

”Me? At my wit’s end? The way I see it, you’ve already run out of tricks, little man.” -Kenpachi Zaraki, Captain Soul Reaper

A Soul Reaper is, in most cases, a dead soul that fights to protect humanity. They protect it from the otherworldly creatures called Hollows that prey on human souls. Along with that, they also help lingering spirits move on to the afterlife by solving their problems.

Adventures: A Soul Reaper usually belongs to an organization of Soul Reapers. They may be sent out on missions to exterminate high-level hollows, or they may be used to exterminate human threats.

Characteristics: A Soul Reaper is an undead pseudo-sorta-not-usually-technically-god-of-death. They are, however, dead souls, and are thus invisible to the human eye. They usually carry swords around.

Alignment: Soul Reapers are, ultimately, a force that works for the Good. Therefore, almost all are Good, with a few neutrals. Unless you are amazingly crafty (Int of at least 16), if you are an evil you will not be allowed to become a Soul Reaper.

Religion: The Soul Reapers have a single god, the spirit king Raioh. He lives in a secret, separate dimension that can only be accessed with a single key.

Background: When people die, contrary to popular belief, they don’t go to paradise. They get reborn into the Soul Society with no memories of their previous life. However, they keep their ideals. This induces some to train to become the human race’s warrior-protectors, the Soul Reapers.

Very rarely, a Soul Reaper will channel their powers into a human. This turns the Soul Reaper into a Human, and the Human into a Soul Reaper without the Human ever dying.

Races: Almost all of the time, Soul Reapers are completely human. But as evidenced by Captain Komamura, you will still be accepted into their ranks as long as you are at least part human. Or as long as you are humanoid.

Other Classes: Soul Reapers won’t really care about who you are, under most circumstances. The world is a strange and diverse place, after all. But, you might get on their bad side if you are known for being the embodiment of evil, or if you happen to exorcise all Ghosts you come across.

Role: Soul Reapers can have a variety of roles. Although all are adept with a sword, some choose to branch out into spells, giving them close to mid-range capabilities.

Adaptation: A DM might have an organization of Soul Reapers overseeing the dead, while a separate God also watches over the world. Soul Reapers are usually invisible to the Human eye anyway.

GAME RULE INFORMATION
Soul Reapers have the following game statistics.
Abilities: Strength is always useful for a melee class. Soul Reapers, unlike other dead/undead characters, do have Constitution scores and all that implies. Intelligence is needed for a Ranged Soul Reaper.
Alignment: Any (see above)
Hit Die: d8
Starting Age: Age at Death (see above)
Starting Gold: As Barabarian

Class Skills
The Soul Reaper's class skills are: Balance (dex), Climb (str), Concentration (con), Iaijutsu Focus (cha), Intimidate (cha), Jump (str), Listen (wis), Tumble (dex), Use Magic Device (cha)

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

SOUL REAPERS


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+2

+0
Invisibility, Zanpakuto, Skill Training, Specialization, Reaper Robe, Mighty Stupidity


2nd

+1

+3

+3

+0
Boss Hand Swipe


3rd

+2

+3

+3

+1
Bonus Feat


4th

+3

+4

+4

+1
Weapon Focus


5th

+3

+4

+4

+1



6th

+4

+5

+5

+2
Bonus Feat


7th

+5

+5

+5

+2
2nd Specialization


8th

+6/+1

+6

+6

+2
Perseverance


9th

+6/+1

+6

+6

+3
Bonus Feat


10th

+7/+2

+7

+7

+3
Shikai


11th

+8/+3

+7

+7

+3
Reaper Robe +3


12th

+9/+4

+8

+8

+4
Bonus Feat


13th

+9/+4

+8

+8

+4
Shunpo


14th

+10/+5

+9

+9

+4
Unhealthily Thick Skin


15th

+11/+6/+1

+9

+9

+5
Bonus Feat


16th

+12/+7/+2

+10

+10

+5
Forever Fighting


17th

+12/+7/+2

+10

+10

+5



18th

+13/+8/+3

+11

+11

+6
Bonus Feat


19th

+14/+9/+4

+11

+11

+6
3rd Specialization


20th

+15/+10/+5

+12

+12

+6
Bankai



Class Features
All of the following are class features of the Soul Reaper.

Weapon and Armor Proficiencies: All Simple Weapons and Reaper Robes.

Invisibility (Su): You are, as a supernatural creature, invisible to the regular human eye. You have permanent invisibility and see invisibility, as per the spells. You can see and interact with things on the Ethereal plane as if they were on the Corporeal Plane.

Zanpakuto (Sp): You have a sword, bonded to your very existence. You have a Zanpakuto, which takes the shape of any non-magical sword you choose. You must pick what shape it takes when you become a Soul Reaper, and cannot change it afterwards. It is treated as Masterwork quality, and it is Adamantine. You take no penalties from attacking with your Zanpakuto.

Skill Training (ex): As an immortal spirit, Skill and Experience is more important than base physical ability. You may substitute your Soul Reaper level divided by two (rounded down) in place of the ability modifier for any of your class skills.
Example: Ichigo, a 12th-level Soul Reaper, decides to try to Intimidate someone. He can therefore take a 6 instead of a 1 for his Charisma modifier (he has 12 Charisma). If he wants to try Diplomacy, however, he cannot substitute.

Specialization: As a Soul Reaper, there are two paths you can follow. Close-Combat, or Ranged. You get different bonuses depending on which you pick. Once you make the choice, it cannot be changed.

Close-Combat (ex): Your BAB changes to the fastest progression (like a Fighter). You get a +2 untyped bonus to Natural Armor
Ranged (sp): You begin to learn to cast spells! But first, you must choose an element. Choose Acid, Cold, Electricity, Fire, or Sonic. Your spells do damage of that energy type. You can use the detailed table here (https://docs.google.com/document/d/1RgHnd7k9Dovn-6P6xkTXqxz4XLOdPiLCZlIcxjoi1x8/view) to determine how you want to use your Spell Points.


Reaper Robe (ex): At level 1, you get complimentary low-level equipment. You get a +1 Reaper Robe. You may choose its enchantment(s).

Mighty Stupidity (ex): As a first-level character and Soul Reaper, you have a unique option during character creation. You may permanently lose 2 points of any Mental ability to gain 1 Natural Armor. You can do this as much as you want, as long as each of your Mental Ability scores is at least 8.

Boss Hand Swipe (ex): As a Soul Reaper, you have a deep understanding of the fabric of magic. That, or you’re just awesome. Whenever a spell, psionic power, spell-like ability, or anything else remotely resembling magic (including incantations, etc.) would affect you, you may attempt a Boss Hand Swipe. Instead of making a save, Spell Resistance, or similar check, you may instead choose to add your Strength modifier, Intelligence modifier, Natural Armor, and Spell Resistance. If that number is larger than the opponent’s saving throw’s DC, then you take no damage.

Bonus Feats (ex): Every so often, a Soul Reaper will acquire a new trick through training. He may acquire a Fighter Bonus Feat at the given levels.

Weapon Focus (ex): The Soul Reaper only works with his Zanpakuto when he practices swordplay. Therefore, the he is treated as having the Weapon Focus feat for all attack rolls with his Zanpakuto.

Walking on Sunshine (sp): The Soul Reaper’s power is so amazing that he can walk on air, in any direction he so chooses. He may move, as if on land, in any direction.
Example: Hitsugaya, a Soul Reaper with the Run feat, wants to go upwards as far as possible. He can run at 5x his base land speed (30 feet), and thus moves 150 feet straight upwards.

2nd Specialization: The Soul Reaper continues on his chosen path.

Close-Combat (ex): The untyped bonus to Natural Armor increases by 2. You gain a +2 untyped bonus to Strength.
Ranged (sp): You learn to cast your spells in close combat! You never need a Concentration check to cast a spell.


Perseverance (ex): As a Soul Reaper, you have trained your mind and body to inhumane levels. You get a +1 bonus to Armor Class and Spell Resistance. You no longer fall unconscious from damage. Thus, you can fight until you literally drop dead. You still lose HP, and have all other effects associated with being below 0HP.

Shikai (sp): At level 10, your Soul Reaper powers have advanced to the next level. You unlock a Shikai. This changes based upon your specialization.

Close-Combat: Your Zanpakuto changes into a different weapon, or weapons. You may choose to make it a single weapon of any size, or multiple weapons of up to Huge size.
Kenpachi Zaraki decides to make his Shikai a Colossal Greatsword. He suffers no penalties for attacking with it (as per Zanpakuto ability). It has a base damage of 8d6.
Meanwhile, Ikaku Madarme chooses a Huge Falchion and Shortspear. As per the Zanpakuto ability, he can use both of them without any penalty. He takes no penalty from dual-wielding. Read that again.
Ranged: Your Zanpakuto becomes +2, and you can choose appropriate Special Abilities. Additionally, choose a spell you can cast/you've created. You can apply one metamagic feat to it.


Reaper Robe +3 (ex): To compliment you on your vastly increased powers, your superiors have given you a better Reaper Robe. The enhancement bonus on your Reaper Robe from the Reaper Robe class feature is increased to +3. You can re-pick its enchantments.

Shunpo (ex): Every so often, you can move with extraordinary speed. Once every two rounds, you may make an extra move action.. You can only move during this move action.

Unhealthily Thick Skin (ex): You’re big. You’re bad. But most importantly, you’re buff. So buff, in fact, that you’re skin cells are buffer than the average human’s entire bicep. Add one half your Constitution modifier (rounded down) to your AC. If that amount is negative, you can choose not to.

Eternally Fighting (su): As a level 16 Soul Reaper, you have made a name for yourself. however, as everyone knows, there is a direct relationship between you’re level and the number of fights you get into. Therefore, you are always ready to counterattack. You are never flat-footed. And even if you are, you are so good at pretending you aren’t that nobody can take advantage of you being in that state.

3rd Specialization: You are almost fully done with your development as a Soul Reaper. You are the almost-epitome of your chosen fighting style. You get a few bonuses!

Close-Combat (ex): You get a +2 bonus to Spell Resistance, the old untyped bonus to Strength increases to +4, and you get a +2 bonus to Constitution.
Ranged (sp): You have learned to wield a sword in your defense. While using your Zanpakuto, add a +2 Block bonus to your AC.


Bankai: You have achieved the ultimate form of your zanpakuto. You have perfected its power, and use it to the max.

Close-Combat: Your Zanpakuto can be anything and any size. It obtains a +3 Enhancement Bonus and you can choose appropriate Special Abilities.
Ranged: Your Zanpakuto becomes +5, and you can choose appropriate Special Abilities. Additionally, you may add another metamagic feat to your spell chosen for Shikai.




//-----------------------------------------------------------------------------END OF CLASS------------------------------------------------------------------------------\\




Trait - Spiritually Sensitive: You can see the supernatural, even when you shouldn’t. You have see invisibility as per the spell. You can see and interact with things on the Ethereal plane as if they were on the Corporeal Plane.

Feat - Dodging: You can jump out of the way. Yay! Add your dodge bonus to your Spell Resistance against single-target spells.

Feat - Walking on Sunshine:
Prerequisite: Soul Reaper or Hollow, level 5.
Effect: Your awesomeness is so awesomely awesome that you can walk on air, in any direction you so chooses. It is also so awesome that it does not need proper verb conjugations. You may move, as if on land, in any direction, and at any angle.

Item - Reaper Robe: A light and minor-ly protective robe that most Soul Reapers wear.



Cost:

Armor Bonus:

Max Dex Bonus:

Armor Check Penalty:

ASF Chance:

Speed:

Weight:



Cannot be Bought

2

None

0

0

No Penalty

5 lbs.


The Reaper Robe can only have a few select special abilities. They are: Invulnerability, Shadow, Silent Moves




Class: Hollow
A Hollow is a dead soul, that became a monster due to its unresolved problems in life.

Adventures: A Hollow goes to the Material Plane to eat human souls.

Characteristics: A Hollow is an invisible (but existent) monster.

Alignment: Hollows are evil.

Religion: Hollows have no religion.

Background: When people die, contrary to popular belief, they don’t go to paradise. They linger as souls for a bit. If they have all their worldly desires filled, they go to the Soul Society. If they don't, they become a hollow.

Races: Hollows are a race unto themselves. It is just easier to describe them as a class, because they can grow and change as they get stronger. Therefore, your race before becoming a hollow is completely irrelevant.

Other Classes: As a Hollow, you can only become an Arrancar. And once you become an Arrancar, you can no longer take levels in the Hollow class.

Role: A Hollow runs at you and tries to eat your soul. Simple.

Adaptation: Eat the people.

GAME RULE INFORMATION
Hollows have the following game statistics.
Abilities: Because the Hollow is a purely Melee class, you only need Strength and Dexterity.
Alignment: Any Evil
Hit Die: Variable
Starting Age: 0 Years Old
Starting Gold: 0

Class Skills
The Hollows class skills are:

Skill Points at First Level: (0 + Int modifier) x 4
Skill Points at Each Additional Level: 0 + Int modifier

HOLLOWS


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Invisibility, Shape, Hollow Abilities


2nd

+2

+3

+3

+0



3rd

+3

+3

+3

+1



4th

+4

+4

+4

+1



5th

+5

+4

+4

+1
Gillian,Cero


6th

+6/+1

+5

+5

+2



7th

+7/+2

+5

+5

+2



8th

+8/+3

+6

+6

+2



9th

+9/+4

+6

+6

+3



10th

+10/+5

+7

+7

+3
Adjucha


11th

+11/+6/+1

+7

+7

+3



12th

+12/+7/+2

+8

+8

+4



13th

+13/+8/+3

+8

+8

+4



14th

+14/+9/+4

+9

+9

+4



15th

+15/+10/+5

+9

+9

+5
Vasto Lorde, Pointing Fingers



Invisibility (Su): You are, as a supernatural creature, invisible to the regular human eye. You have permanent invisibility and see invisibility, as per the spells. You can see and interact with things on the Ethereal plane as if they were on the Corporeal Plane.

Shape: Hollows are very strange creatures. They can take almost any shape, as a matter of fact. So, as a hollow, you can choose to take on the appearance of any creature that is between Tiny and Large. You gain none of the abilities of that creature, including those those related to its appearance. Your hit die is a d12.

Hollow Abilities: A Hollow is a generally mindless and stupid creature, but is quite strong physically. You determine your Physical Ability Scores with an 18-point Point Buy. All your mental ability scores are set to 3.

Gillian: At level 5, a Hollow has amassed enough power to transform into its next form: a giant humanoid thing in a black cloak. You become Gargantuan, and are permanently covered in a black cloak. No part of your body is visible. Increase your Strength and Constitution by 10. Your mental ability scores are set to 1. Your hi die becomes a d20.

Cero (sp): A Cero is a huge red beam of destruction. It does large damage, but can only be used every so often. You can use it a number of times per minute equal to your Intelligence Modifier (minimum 1). The blast takes the shape of a 120-foot cone, and deals 1d6 Force damage per Hollow level you have.

Adjucha: At level 10, a Hollow becomes an Adjucha, evolving from its previous Gillian state. Choose a new shape as per the Shape class feature, except that you must be either Medium or Large. Also, you get smart again! You can determine your metal ability scores again with a 12-point Point Buy. Your hit die becomes a d10

Additionally, your Cero changes, and has a few forms it can take:

Normal - Your Cero takes the shape of a 30-foot cone, and deals 1d6 damage per class level to any creature it hits.
Blast - Your Cero shoots out in a 60-foot line, dealing 1d6 damage per class level. It also counts as piercing and bludgeoning to overcome damage reduction.
Wide - Your Cero bursts out in a 60-foot cone, and deals 1d3 damage per class level.


Vasto Lorde: At level 15, your hollow abilities peak. You become a Medium Humanoid, subtype Vasto Lorde. You can choose your appearance as if you were a Human. our hit die stays a d10.

Pointing Fingers (ex): As a Vasto Lorde, you are so immensely powerful that you can fire off Ceros like nobody's business. A number of times per day equal to your Wisom modifier, you can fire a number of Blast Ceros equal to your Intelligence modifier in one round. This number cannot exceed 10.


Class: Arrancar
An Arrancar is an sort-of-evolved hollow.

Adventures: You go around and kill Shinigami, or train.

Characteristics: An arrancar looks human, but with a mask.

Alignment: Arrancars are evil.

Religion: Some arrancars form cults around other powerful arrancars.

Background: Hollows lose their masks. The become an arrancar.

Races: Hollow.

Other Classes: Once you become an Arrancar, you can no longer take levels in the Hollow class.

Role: An Arrancar is usually a melee attacker.

Adaptation: Eat the people.

Prerequisites:
Class: You must have at least 5 levels in the Hollow class.

GAME RULE INFORMATION
Arrancars have the following game statistics.
Abilities: All physical stats are nice. All mental stats are nice too.
Alignment: Any Evil
Hit Die: Variable
Starting Age: Variable
Starting Gold: 0

Class Skills
The Arrancar's class skills are: Appraise, Balance, Bluff, Climb, Diplomacy, Iaijutsu Focus, Intimidate, Jump, Knowledge (Spirits), Listen, Spot, Tumble

Skill Points at First Level: (4 + Int modifier) x 16
Skill Points at Each Additional Level: (4 + Int modifier) x 4
Note that the sudden gift of skill points totals out to the same amount you would have if you were getting them previously.

Arrancars


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Special Ability, Better Self


2nd

+2

+3

+3

+0
Hollow-Like Abilities


3rd

+3

+3

+3

+1
Better Self


4th

+4

+4

+4

+1
Zanpakuto Training


5th

+5

+4

+4

+1
Resurrección, Better Self



Special Ability (sp): Choose a spell, any spell up to level 6. You can use that spell for a number of times/day = to your Arrancar level.

Better Self (ex): The Hollows are constantly improving themselves, can train, and gain access to a number of special abilities. First, every 2 levels you may increase one ability score by 2. Next, you may choose and obtain one of the following abilities:

Experienced Reflexes (ex):[/b] Add your Wisdom modifier as a dodge bonus to your AC.
Boss Hand Swipe (ex):[/b] As per the Soul Reaper class ability
Plunging Hands (ex):[/b] If your Natural Armor + your Strength modifier is greater than their Natural Armor, they lose that bonus to their AC.
Hierro (ex):[/b] Add a +4 Hierro modifier to your Natural Armor. Hierro modifiers stack. Your Hierro modifier cannot exceed your Constitution modifier.


Hollow-Like Abilities: You gain abilities based on what how powerful you were as a hollow. Additionally, add your Arrancar level to your Hollow level to determine Cero damage.



Hollow Level:

Cero:

Hierro:



5

Bala

+2



10

Gran Rey Cero

+2



5

Cero Oscuras

+4


Bala (sp): A single-target cero-like ability, it has a casting time of a Move Action, and does 1d3 damage per Hollow and Arrancar level.
Gran Rey Cero cero shape (as per Hollow ability): A 120-foot cone, it has a casting time of a full-round-action, and does 2d6 damage per Hollow and Arrancar level.
Cero Oscuras cero shape (as per Hollow ability). It has a casting time of 1 standard action. It does 3d6 piercing damage per Hollow and Arrancar level.
Hierro (ex): "Iron Skin:" You have tough skin. You get a bonus to Natural Armor equal to the shown amount. Note that it stacks, so an Arrancar that was a level 15 Hollow gets a +8 Hierro bonus.

Zanpakuto Training (ex): You have learned to use your sword that signifies that you are an Arrancar. Gain a Zanpakuto, as per the Soul Reaper ability.

Resurrección: You can release your power, becoming more primal, but much stronger. You gain 1 ability or physical trait f your Vasto Lorde base form. You gain the adjustment to your physical ability scores that comes with being of that race.
Example: Nnoitora was some kind of large insect as a Vasto Lorde. In his resurrección, he gains the four extra arms he had as a large insect. Grimmjow gains the tail he had as a Jaguar, and Nel gains the lower body/size she had as a Centaur.

Zaydos
2014-04-30, 08:58 PM
Animator

”Life and art are the same side of the same golden coin, to create is to live and to live is to create.”

An animator is someone gifted with the power to create reality from naught but his imagination and desire. Their artistic talents tap into the creative power of the universe and thus they make a new reality with the end of their brush.

Adventures: Excitement! Adventure! Inspiration! Life begets art. To see the world is to have one’s mind widened and creativity stimulated. A man of narrow horizons is one whose mind has narrow vistas. Just like anyone else animators have various reasons for adventure. Perhaps one chases after a famed artifact, the Canvas of the Gods; another desires the love of a certain maiden and sees adventure as a means to capture her heart; yet another seeks to see if his creations can stand against those of the gods themselves.

Characteristics: An animator creates what they need for the situation. They are masters of creation, changing the world to fit their desires. An animator's creations are their shield and sword, and often serve as the same for the animator's companions. Their powers allow them to remove physical obstacles, reshape the battlefield to their choosing, and even create destructive blasts of energy to wear down foes. Ultimately, though, an animator is usually an artist first and a warrior later, and even their destructive powers take on an artistic style, their flames resplendent in a hundred colors, their eidolons an example of their personal flare and taste.

Alignment: Animators may be of any alignment. Like many artists animators tend towards Chaotic, challenging social norms and resenting any authority which tries to control their artistic vision. It is a rare animator indeed who cares enough about social regulations to be considered Lawful. They are more evenly divided between Good and Evil, although animators lean slightly towards Good; they are by nature creators and would prefer to create something new than to take what belongs to another.

Religion: Animators tend to follow artistic gods, or those of creation. Gods of craftsmanship, or beauty attract them. Those that do not worship such gods often either worship no god in particular, or turn towards gods of magic or knowledge.

Background: Animators must study their art. The magic of creation wielded by an animator is no easy skill to master, and most learn it after years of study. Some animators learn their talents from a single master, serving under them in a dedicated apprenticeship. Others study at great colleges of the arts, learning the secret skills to bringing life out from nothing but their own will and artistic spirit.

Races: Elves and gnomes are the most likely to study the art of creation, both having a natural aptitude for both magic and art. Dwarves, artistic craftsmen as they are, rarely have the flare and force of personality needed to become animators. Orcs and other savage people rarely develop the intricate knowledge of magic needed to perform an animator's arts.

Other Classes: Animators are often haughty, seeing their powers of creation as putting them above common people. In wizards and psions they sometimes see equals, for wizards too have the power to rewrite reality itself, and share their years of study. They look at sorcerers with something of envy, they have such power inborn with no need of long training. A religious animator may see themselves as something of a priest, while one that scorns the gods see them as nothing but lap dogs indenturing themselves for power. They see more need of a rogue's cunning than a fighter's sword, their stock animations serving to fulfill much the same function as the warrior's edge.

Role: An animator acts primarily as a summoner. Their animate eidolon and stock animation abilities allow them to create disposable warriors which serve to take hits for the party, and with sheer numbers can drag down powerful foes at an expensive cost to the animator. In this way they can serve as a warrior, using hordes of expendable summons to hold off a foe. Their later abilities allow them to debuff enemies (edit and erase), control the battlefield (backdrop), and eventually even destroy enemies right out (draw hole on the ground, erase). Draw Energy allows them to deal some damage to enemies directly, but is only a minor source of damage at most levels, acting more to finish off already weakened enemies or fill turns in which other abilities are not worth using.

Adaptation: As written animators are a learned technique, much like a wizard, but it could be easily adapted so that instead they spontaneously develop their powers like a sorcerer. Animators could also be divorced from their artistic roots entirely, making it simply the magic of creation and removing the drawn nature of their creations; in that case one might choose to replace Draw Hole with some other ability or remove it entirely.

GAME RULE INFORMATION
Animators have the following game statistics.
Abilities: Many of an animator's powers rely upon Charisma. Dexterity and Constitution both serve to help them defensively, making up in part for their light armor. Intelligence is useful for skill points. Wisdom is used for mental defenses, and Strength is usually of little importance.
Alignment: Any.
Hit Die: d4
Starting Age: As cleric.
Starting Gold: As sorcerer.

Class Skills
The Animator's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Forgery (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Use Magic Device (Cha).

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

ANIMATOR


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
Animate Eidolon, Stock Animation, Artist’s Focus, Artistry, Alchemical Training


2nd

+1

+0

+0

+3
Draw Energy


3rd

+1

+1

+1

+3
Erase 1/day


4th

+2

+1

+1

+4
Creation (Fleeting)


5th

+2

+1

+1

+4
Backdrop 1/day


6th

+3

+2

+2

+5
Erase 2/day, Minor Edit


7th

+3

+2

+2

+5
Draw Hole 1/day


8th

+4

+2

+2

+6
Creation (Momentary)


9th

+4

+3

+3

+6
Edit 1/day, Erase 3/day


10th

+5

+3

+3

+7
Backdrop 2/day, Draw Hole 2/day


11th

+5

+3

+3

+7
Erase Magic


12th

+6

+4

+4

+8
Erase 4/day, Creation (Lasting)


13th

+6

+4

+4

+8
Draw Hole 3/day


14th

+7

+4

+4

+9
Erase Creature, Minor Edit (double)


15th

+7

+5

+5

+9
Backdrop 3/day, Erase 5/day


16th

+8

+5

+5

+10
Draw Hole 4/day, Creation (Persevering)


17th

+8

+5

+5

+10
Edit 2/day


18th

+9

+6

+6

+11
Erase (6/day, limitless objects)


19th

+9

+6

+6

+11
Draw Hole (5/day)


20th

+10

+6

+6

+12
Backdrop (at-will), Creation (True), Double Stock Animation, True Eidolons



Class Features
All of the following are class features of the Animator

Weapon and Armor Proficiencies: An animator is proficient in 3 simple weapons of their choice, as well as light armor.

Animate Eidolon (Sp): An animator’s most basic, and useful, technique is the creation of characters or “toons”. By spending 1 full round an animator may create 1 or more toons. This functions like a Summon Monster spell as cast by a wizard of the animator’s class level except its duration is increased by 1 round, and a spell level of one half the animator’s class level rounded up (at 19th or higher level any creature created by this ability gains +4 to all ability scores and +2 natural armor). This is considered a spell-like ability of the same spell level as the Summon Monster spell replicated. In addition to creatures from the Summon Monster list an animator may use this ability to summon monsters from one of the following spells’ list of creatures, assuming the spell exists and is available in the campaign.

Summon Nature’s Ally
Summon Undead
Conjure Ice Creatures
Summon Desert Ally
Summon Giants
Bat, Rat, or Spider Swarm (this counts as a monster from the Summon Monster III list)


Any creature created with Animate Eidolon appears to be made from paint and color given form, obviously not a normal creature but something somehow drawn.

This ability functions even in an area which precludes dimensional travel, but is otherwise considered a summoning effect, a creature created with this effect and banished is unmade returning to the nothing from which it formed. An animator may create eidolons with any alignment without it being an aligned act, but toons lose access to any spell-like ability they possess that has an alignment descriptor opposed to part of the animator that created them’s alignment.

An animator may use this ability a number of times per day equal to 3 + ½ their Charisma modifier (if positive).

Stock Animation (Su): An animator learns how to create certain toons more easily by reusing the same creation over and over again. At 1st level an animator may select 2 creatures they may summon with Animate Eidolon as Stock Animation, and whenever they gain an animator level they may select a new creature that they can summon as a Stock Animation. At 3rd level and every odd level thereafter an animator may replace 1 Stock Animation they have access to with another creature they can summon. An animator may not select an incorporeal creature or swarm as a Stock Animation with this ability. This ability functions like Animate Eidolon (see above) except it is a supernatural ability (it cannot be dispelled, countered, does not provoke AoOs to use, SR does not apply, etc) and as described below.

An animator may use Stock Animation at will, but may only have 1 creature created with it at a time, and if a creature created with it is destroyed the animator must wait 5 minutes before using it again. Creatures created with Stock Animation last indefinitely and may travel any distance from the animator. The animator may dismiss a creature created by Stock Animation as a full round action; if they do so they must wait 1 minute before using Stock Animation to create another creature. Finally the spells and spell-like abilities of creatures created with Stock Animation are limited. In addition to their normal limits based upon the creature summoned (i.e X/day), any expenditure of a spell or spell-like ability by a toon created by Stock Animation is carried over to all toons of the same kind (i.e. if one unicorn uses a spell-like ability and you later use Stock Animation to make another unicorn it still has that spell-like ability expended), and your Stock Animations may only use a number of spells or spell-like abilities each day equal to your Charisma modifier.

Artist’s Focus: An animator requires tools to perform his arts, a symbolic focus through which to channel the creative energies. To use any Supernatural or Spell-like ability granted by the animator class other than erase the animator must have such a focus in hand. This focus must be some form of drawing or painting utensil: a pen, a brush, a piece of chalk, etc.

Artistry (Ex): An animator learns how to create pieces of visual art. At 1st level an animator gains 4 ranks in any single Craft skill related to drawing or painting, and they gain another rank in that skill for every level in animator they obtain thereafter. If this would put an animator's skill ranks in this skill above their maximum skill ranks based on level they must immediately retrain the excess skill ranks placing them into other skills.

Alchemical Training (Ex): Despite not truly being a spellcaster an animator may make full use of Craft (Alchemy).

Draw Energy (Su): An animator learns to animate short bursts of special effects, a gout of flame, a surge of water, a bolt of lightning. Beginning at 2nd level an animator may 3 + Charisma modifier times per day, as a standard action, create an offensive burst of energy or matter which almost instantaneously vanishes. They may choose one of the following types of damage: fire, cold, electricity, acid, bludgeoning, piercing, or slashing. The effect deals 1d6 damage of the chosen type per two animator levels. The animator may choose one of the following methods of attack: Ranged touch, line (5-ft long per animator level; must be at least 4th level to use), 5-ft square, emanation (5-ft/2 animator levels burst centered on self), cone (5-ft long per 3 animator levels; must be at least 6th level to use), burst (5-ft radius per 4 animator levels; must be at least 10th level to use), or 1 shapeable 5-ft square per 2 levels (must be at least 8th level to use, squares must be contiguous unless you have at least 14 animator levels). Unless the attack is a cone, emanation, or line the effect must be placed within 10-ft + 10-ft per animator level (for burst this only applies to the center), and unless it is a ranged touch a reflex save (DC 10 +1/2 animator level + charisma modifier) is allowed for half damage. Whatever method the animator uses to attack it must be visibly detectable and appears to be drawn with whatever is appropriate to their artist’s focus, and the player is encouraged to be descriptive with the effect.

Beginning at 6th level an animator may instill this energy with a certain level of greater substance. When using Acid, Bludgeoning, Cold, Slashing, or Piercing damage and using any shape other than 5-ft squares if the target suffers damage they must also make a Fortitude save or be pushed away from the source of the effect (center of burst if burst, you if anything else) 5-ft + 5-ft per 3 points by which they failed their save; creatures apply any size modifiers applied to bull rush attempts or bonuses to resist bull rush attempts to this saving throw. When an animator is using Fire a creature damaged must make a second Reflex save or be caught on fire suffering 1d6 fire damage per round for 1 minute or until the fire is extinguished (standard action). When an animator is using Electricity the target must make a second Reflex save or be entangled for 1 round. Using these additional effects costs an additional daily use of Draw Energy. Beginning at 16th level these additional effects may be used at will with no additional expenditure of Draw Energy.

Erase (Su): An animator does not merely draw, sometimes there is a mistake and they must erase what has been made. Beginning at 3rd level an animator gains the ability to erase one object from existence, or a 5-ft cube of an object larger than 25 cubic feet. This ability only affects non-magical objects, and can be used once per day per 3 animator levels. Unattended objects are not allowed saving throws, but attended objects (including the floor beneath someone’s feet) are allowed a Fortitude saving throw (DC 10 +1/2 your animator level + your Charisma modifier). The animator must have line of sight to the object and be within 60-ft of it. Beginning at 11th level this ability may now affect magical items, which are allowed a saving throw even if unattended. Beginning at 14th level an animator may attempt to use this ability on a creature. A creature is allowed a Fort save, and on a failure take 2d6 damage per animator level you possess, if this damage reduces them to 0 or less hp they are destroyed as if disintegrated, if they succeed on the Fort save they take 5d6 damage instead; any effect which prevents disintegration also protects against this ability. Beginning at 18th level when an animator uses this ability against an object it does not count against their daily uses, and they may use this ability against objects with 0 uses remaining.

If an animator erases the ground beneath a creature’s feet it is allowed a Fortitude save as an attended object and the creature is allowed a Reflex save to move 5-ft into an unoccupied square to avoid falling within; if the creature is large size or larger they will not fall regardless.

Creation (Su): An animator learns how to create objects as well as creatures and energy. As a swift action an animator may create an object. This allows the animator to create a weapon or suit of armor made for a creature up to their size, or any object which could be made with a Major Creation spell with a caster level equal to their animator level. At 4th level objects created this way last for only 1 round, at 8th level they last for 1 minute, at 12th level they last for 1 hour, at 16th level they last for 1 day. Beginning at 20th level an animator may expend 1 XP per 5 GP worth of item created to make a permanent item. An animator may only use this ability a number of times each day equal to their Charisma modifier plus 1 (minimum 1). The object must be created within 30-ft of the animator and created on a surface which can support its weight. The object can be created in another creature’s hand, or already worn by another creature, but in that case the creature is allowed a Will save (DC 10 +1/2 your animator level + your Charisma modifier) to prevent its creation. Any creature touching an object made with this ability may spend a Standard action to make a Will save to destroy the object. Objects made by this ability look as if they were drawn by your Artist’s Focus.

To create anything complicated (including weapons and armor) an animator must make a Craft check using a Craft skill related to drawing or painting in place of whatever the normal craft skill for the object would be.

Backdrop (Su): Creation is not limited to the foreground, a background is important as well. Beginning at 5th level an animator may draw a scene for the action to take place in adding terrain features. As a standard action the animator can create one of the following within 10-ft per animator level:

A shapeable wall of material 1-ft by 10-ft by 10-ft per animator level the entire structure must be physically connected and any fragment of a section smaller than this costs the full sized price (a 5’ by 5’ by 5’ box which had all six sides made from this ability would cost the same as a 10’ by 10’ by 10’ one or 6 10’ segments). Regardless of what the wall is drawn to look like it has hardness 10 and 30 hit points per foot of thickness. If the wall would be made adjacent to a creature the creature can make a Reflex save (DC 10 + ½ your animator level + your Charisma modifier) to get to the other side before the wall is finished (this costs 5-ft of movement or a 5-ft step from the creature’s next turn). This wall may not be formed with a creature inside it or with any unattached segments. The wall does not have to be flat or smooth and can be decorated, have arrow slits, doors, or handholds although adding them requires a DC 20 Craft check (with a relevant artistic skill).
4 squares of difficult terrain per animator level. An animator may spend 3 squares of difficult terrain to cause the terrain to cause the square to cost 4 squares of movement to enter instead of 2.
1 solid obstacle unaffected by gravity per 3 animator levels. These obstacles can be up to 5’ by 5’ by 5’ and have hardness 10 and 150 hit points. These obstacles cannot be made in an occupied square. The obstacle does not need to be a specific shape but can only be used to create crude objects and structures and requires a DC 25 Strength check to move (5-ft as part of a move action +5 feet per 10 points over 25) except for the animator who made it and who can move it with a DC 0 check.
Total darkness or shadowy concealment in a 15-ft radius +5-ft per 4 animator levels, centered within the range. This is considered a 3rd level spell of the darkness descriptor for interaction with magical light effects. This is considered magical darkness.
Fog, as the spell Fog Cloud in a 15-ft radius +5-ft per 4 animator levels, centered within the range.


Anything created with Backdrop lasts only 1 round per point of Charisma modifier the animator possesses.

An animator may use backdrop once per day per 5 animator levels, and beginning at 20th level may use it at-will, but an animator may have no more than 3 instances of backdrop active at once.

Minor Edit (Su): An animator is able to make some minor alterations and tweaks to reality as well as their more overt creations and erasures. Beginning at 6th level an animator may, as a standard action, make a single edit to a creature or object. This minor edit may do one of the following:

Reduce a creature’s natural armor by 1 per 2 animator levels up to a maximum reduction of the Animator’s Charisma modifier or to 0.
Remove 1 natural weapon of a creature with more than 1 natural weapon.
Reduce damage dealt by a creature’s natural weapons by 1 die size each.
Reduce a creature’s speed of one type by 10-ft to a minimum of 5-ft.
Reduce a creature’s flight maneuverability by 1 step (perfect becomes good, average becomes poor, etc) if this would reduce it to below clumsy the creature loses its flight speed altogether.
Remove one racial extraordinary quality from the creature, it must have a physical (and visible) component to modify (scent for example could be negated by plugging their nose or sealing it, frightful presence by adding pink bows and other cutesy things, improved grab with oil dripping from their grabbing appendage, but darkvision could not be removed by sealing their eyes as that would also blind them, and poison couldn’t be removed by removing the stinger at least not with this function).
Reduce the target’s Dexterity by 4 points.
Impose a -4 penalty on the target's Bluff, Diplomacy, Gather Information, and Intimidate checks (by making them look totally ridiculous).
Reduce the target’s Damage Reduction or Hardness by ½ your animator level.


The target is allowed a Will save (DC 10 + ½ your Animator level + your Charisma modifier) to resist the change and on a failed save only lasts 1 round per point of Charisma modifier (minimum 1 round). Minor edit is usable at will but using it again undoes the previous use.

Beginning at 14th level you may have 2 instances of minor edit active at once, but only one on a single creature at a time (a 3rd use undoes the earliest active use).

Draw Hole (Su): An animator learns how to paint a hole in the surface of an object allowing themselves, and others, to pass through. Beginning at 7th level an animator may as a standard action create a circular opening in an object within 5-ft per animator level. This opening is up to a 5-ft radius and can pass through up to 10-ft of material per animator level, if the object is thicker than the maximum depth of the hole then it forms a tunnel/pit of its length (for example if a level 7 animator attempted to use this ability on the ground it would create a 70-ft pit). Any creature standing over where the hole is made may make a Reflex save (DC 10 + ½ animator level + animator’s Charisma modifier) to move to an open square adjacent to them to avoid falling. A huge creature that fails its save falls 2-ft per point it failed by before sticking (and can climb up like climbing a chimney). A gargantuan creature is simply knocked somewhat off balance and must spend a move action to right itself or be entangled until it does so. A colossal creature is completely unaffected.

A hole created this way lasts 1 round per point of the animator’s Charisma modifier (minimum 1 round) or until its creator spends a Swift action to close it. Even once closed the painted hole remains visible for 1 minute. Any creature or object within the hole when it closes is ejected to the nearest unoccupied square taking no damage. The DC to climb the walls of the hole created this way is 25, although at 5-ft in radius a large or larger creature may reach opposite sides of the hole to reduce this DC by 10 (see Climb).

At 7th level an animator may use this ability 1/day, gaining 1 additional use per day at 10th, 13th, 16th and 19th level.

Edit (Su): An animator learns to make even more crippling edits to a creature, some of these affecting even non-visual aspects of it (in these cases the edit takes the form of some drawn runes or glyphs across the creature’s skin). Beginning at 9th level an animator may use Edit 1/day on a creature they have line of sight and effect to within 60-ft. This can do any of the following:

Bestow a curse on the creature as the spell Bestow Curse
Reduce a creature’s natural armor to 0.
Remove 1 natural weapon of a creature.
Reduce a creature’s speed for all movement modes by 20-ft.
Remove a creature’s fly speed.
Remove one special attack or quality or class feature of the target (including spellcasting or spell-like abilities).
Reduce the target’s Damage Reduction or Hardness to 0.


A successful Will save (DC 10 +1/2 your animator level + your Charisma modifier) negates this effect. This edit is theoretically permanent, but the target is allowed a Will save every 24 hours to remove the effect, and it can be removed with a Remove Curse, Break Enchantment, Limited Wish, or similar effects (but not Greater Dispel Magic). Beginning at 17th level an animator may use this ability twice per day.

Double Stock Animation: Beginning at 20th level an animator learns how to maintain a stock animation more easily. A 20th level animator may have two creatures created by Stock Animation at once, these creatures must either be the same kind of creature (2 elder earth elementals) or one must be from the Summon Monster VIII list (or equivalent) or lower.

True Eidolons (Su): Beginning at 20th level an animator has mastered the art of creation to such an extent that they may create true life. An animator may create a single truly living member of any species that they can create via animate eidolon. The created creature has no memories, but instinctually knows what it is and how to function as what it is (including alignment) and has no inherent loyalty to its creator. Creating a creature this way takes 200 XP times the created creature's CR and 1000 GP times the created creature's CR, and requires 8 hours of work, and 5 uses of Animate Eidolon, for a number of days equal to its CR.

At the DM's discretion this ability may be used to create creatures not on the lists for Animate Eidolon, and can be used to create wholly new creatures with DM approval.

Zaydos
2014-05-02, 05:18 PM
Claymationist (PrC)

Amongst animators there are some who draw their inspiration from a divine source. These animators turn to clay, the soil of the earth from which life sprang from, and imbue it with a life of its own. These animators specialize in the creation of divine monstrosities, and specials for holy festivals.

Adaptation: For a more serious turn, play up clay and sculpting and their place as mythological wellsprings of life; as well as clay golems which are traditionally divine constructs. In this case you may wish to modify stop motion into a haste ability as opposed to slow, playing off of the clay golem ability.

Prerequisites:
Spellcasting: Able to cast 2nd level divine spells or ability to use at least 2 divine invocations.
Caster Level: 3+ in a class with divine spells or divine invocations.
Animate Eidolon: Ability to animate eidolons from the Summon Monster II list.
Skills: Knowledge (Religion) 8 ranks, Craft (Sculpting or clayworking) 5 ranks, Spellcraft 3 ranks.

Class Features:
Claymationist Hit Dice: d6.

Claymationist Class Skills: The Claymationist's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disguise (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perform (Cha), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).
Skill points per Level: 2 + Intelligence modifier.



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells


1st
+0
+0
+0
+2
Altered Focus, Artistic Advancement, Putty Buddy (magic resistance, damage reduction)
+1 level of existing divine spellcasting class


2nd
+1
+0
+0
+3
Lesser Malleable Form, Skin of Clay
+1 level of existing divine spellcasting class


3rd
+1
+1
+1
+3
Putty Buddy (living construct), Stop Motion 1/day
+1 level of existing divine spellcasting class


4th
+2
+1
+1
+4
Thousand Faces
+1 level of existing divine spellcasting class


5th
+2
+1
+1
+4
Relay Doll, Putty Buddy (Cursed Wound)
+1 level of existing divine spellcasting class


6th
+3
+2
+2
+5
Stop Motion 3/day
+1 level of existing divine spellcasting class


7th
+3
+2
+2
+5
Putty Buddy (Haste)
+1 level of existing divine spellcasting class


8th
+4
+2
+2
+6
Greater Malleable Form
+1 level of existing divine spellcasting class


9th
+4
+3
+3
+6
Putty Buddy (Construct type, Magic Immunity)
+1 level of existing divine spellcasting class


10th
+5
+3
+3
+7
Greater Stop Motion
+1 level of existing divine spellcasting class



Weapon and Armor Proficiencies:A claymationist gains no new armor or weapon proficiencies.

Spellcasting: At each level a claymationist gains additional caster level, spells known, and spells per day as if they had gained a level in a divine spellcasting class they already have levels in.

Altered Focus: A character with levels in claymationist no longer uses the same artistic focus as a regular animator. Instead of a drawing or painting utensil, a claymationist now uses a block of clay as an artistic focus.

Artistic Advancement: Levels in claymationist stack with animator for determining the uses per day and quality of your Stock Animation, Animate Eidolon, Minor Edit, Edit, and Creation abilities of the Animator class; even if you do not have those abilities yet. In addition at each level of claymationist you gain 1 rank in Craft (Sculpting) in addition to your normal skill points.

Putty Buddy: A claymationists stock animation and animated eidolons take the forms of creatures made from clay instead of living drawings. In addition to their cosmetic differences your Stock Animation gains some additional increased functionality. Your stock animation (hereafter referred to as a putty buddy) may, as a full round action, reshape itself into the form of another creature you can summon as a stock animation, taking on the new stats and abilities. Your putty buddy also gains DR X/bludgeoning and adamantine where X is your claymationist level, and spell resistance 10 + your twice your claymationist level. The following spells and effects ignore your putty buddy’s Spell Resistance and now have special effects on it, and it gains no saving throw against any of these effects:

A move earth spell drives the putty buddy back 120 feet and deals 3d12 points of damage to it.
A disintegrate spell slows the putty buddy (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.
An earthquake spell cast directly at the putty buddy stops it from moving on its next turn and deals 5d10 points of damage.
Any magical attack against the putty buddy that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the putty buddy to exceed its full normal hit points, it gains any excess as temporary hit points.

As you gain claymationist levels your Putty Buddy gains additional abilities. Beginning at 3rd level they are considered a Construct with the Living Construct subtype and the Augmented subtype for your previous type. Beginning at 5th level wounds inflicted by your Putty Buddy do not heal naturally and resist magical healing; a character attempting to cast a Conjuration (Healing) spell on a creature damaged by your putty buddy must succeed a DC (10 + your effective animator level for stock animation) caster level check or the spell has no effect on the injured creature. Beginning at 7th level your Putty Buddy may, 1/day as a supernatural ability, duplicate the effects of a Haste spell upon itself as a free action, this effect lasts only for 3 rounds. Beginning at 9th level your Putty Buddy loses the Living Construct type, although it retains its Constitution score but gains the advantages associated with a nonability in Constitution, and gains Magic Immunity (effectively infinite Spell Resistance) which is penetrated by the same effects which ignored its previous spell resistance and does not apply to any spell or spell-like ability you cast or use.

Lesser Malleable Form (Ex): Beginning at 2nd level a claymationist’s physical form become more shapeable like clay. They gain 25% immunity to critical hits and sneak attacks, and may reduce or increase your size in one dimension by 10%, this grants a +5 bonus to escape artist checks to escape bonds or grapples (but not to squeeze through tight spaces as the 10% reduction directly correlates to avoiding needing to make those in cases where it would apply).

Skin of Clay (Ex): Due to your changing physical form, beginning at 2nd level a claymationist gains DR X/adamantine and bludgeoning where X is one half your claymationist level.

Stop Motion (Su): A claymationist learns the art of claymation entertainment. Beginning at 3rd level a claymationist can inflict a slowing curse upon foes once per day. This functions as Slow cast by a caster of twice your claymationist level. Beginning at 6th level a claymationist can use this ability three times per day.

Thousand Faces (Ex): A claymationist can reshape themselves changing their appearance. Beginning at 4th level they gain the Thousand Faces ability as the druid ability of the same name.

Relay Doll (Su): A claymationist learns how to sculpt representational dolls from clay which allow them to channel magic towards the target over longer distances. Beginning at 5th level a claymationist may use a full minute to sculpt a doll representing a creature within line of sight of which they have some part of such as strands of hair, pieces of skin, or bones, etc. Once the relay doll has been formed, you, and only, you may use the relay doll as an additional focus to cast a spell which targets the creature associated with the doll and only that creature. If you do, you do not need line of sight or line of effect to the target and increases the range of the spell. If the spell has a touch range it increases to medium, if it has close range it increases to long, if it has a medium range it now has a range of 2000 ft + 200 ft per caster level, if it has a long range it now has a range of 1 mile + 1000 ft per caster level, if it has another range it is multiplied by 10. You may also use the relay doll when scrying upon a creature, in this case they do not gain a bonus to saves for being on another plane, and suffer a -15 due to the connection. You may only have a number of Relay Dolls in existence equal to your Charisma modifier at any single time, and you must physically destroy an older doll to create a new replacement.

Greater Malleable Form (Ex): A claymationist’s increasingly clay form becomes more and more shapeable. Beginning at 8th level they now gain 75% immunity to critical hits and sneak attacks, and may slip through cracks and holes at least 10% their shoulder width without needing to make a check and gain a +10 bonus to escape artist checks to escape bonds or grapples.

Greater Stop Motion (Su): A claymationist masters the art of Claymation. Beginning at 10th level a claymationist may freeze time around them 1/day as a supernatural ability. This functions as time stop cast by a 20th level wizard.


MGI Technician (PrC)

Amongst some of the younger animators there are those who believe that the best way to progress their art as a whole is by melding it with arcane magic. These animators create images not of paint, charcoal, or chalk but instead use magically generated images made from glamer and shadow. These MGI effects are derided by some for their wildly different appearance, but loved by others. The animator-mages who specialize in these effects have become known as Magically Generated Image Technicians, or MGI Technicians for short, combining the creative ability of animators with magical arts of wizards and warlocks, and a mastery of shadow rivaling even that of a shadowcaster's.

Prerequisites:
Spellcasting: Able to cast 2nd level arcane spells of the illusion school or ability to use at least 2 (arcane) invocations at least one of which duplicates an illusion effect or the ability to use 2nd level mysteries.
Caster Level: 3+ in a class with arcane spells or (arcane) invocations or mysteries.
Animate Eidolon: Ability to animate eidolons from the Summon Monster II list.
Skills: Knowledge (Arcana) 8 ranks, Knowledge (the Planes) 4 ranks, Spellcraft 4 ranks.

Class Features:
MGI Technician Hit Dice: d4.

MGI Technician Class Skills: The MGI Technician's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perform (Cha), Profession (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha).
Skill points per Level: 2 + Intelligence modifier.



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells


1st
+0
+0
+0
+2
Artistic Advancement, Animated Familiar, Draconic Energies, Eldritch Energies, Mental Focus
+1 level of existing arcane spellcasting class


2nd
+1
+0
+0
+3
Quasi-real Animations
+1 level of existing arcane spellcasting class


3rd
+1
+1
+1
+3
Green Screen
+1 level of existing arcane spellcasting class


4th
+2
+1
+1
+4
MGI Painting 1/day
+1 level of existing arcane spellcasting class


5th
+2
+1
+1
+4
Invisible Animations
+1 level of existing arcane spellcasting class


6th
+3
+2
+2
+5
MGI Painting 2/day
+1 level of existing arcane spellcasting class


7th
+3
+2
+2
+5
Greater Green Screen
+1 level of existing arcane spellcasting class


8th
+4
+2
+2
+6
MGI Painting 3/day
+1 level of existing arcane spellcasting class


9th
+4
+3
+3
+6
Greater Invisible Animations
+1 level of existing arcane spellcasting class


10th
+5
+3
+3
+7
Shadow Invocation
+1 level of existing arcane spellcasting class



Weapon and Armor Proficiencies:A claymationist gains no new armor or weapon proficiencies.

Spellcasting: At each level an MGI technician gains additional caster level, spells known, spells per day, invocation known, breath effects, breath weapon and eldritch blast as if they had gained a level in an arcane spellcasting class they already have levels in or mystery using class or invocation using class (etc).

Artistic Advancement: Levels in MGI technician stack with animator for determining the uses per day and quality of your Stock Animation, Animate Eidolon, Draw Energy, Minor Edit, Edit, and Erase abilities of the Animator class; even if you do not have those abilities yet.

Animated Familiar: An MGI technician does not gain the ability to summon a familiar if they do not already have that ability, but if they already have the ability (either through a class feature or feat) an MGI technician loses the ability to summon a familiar and instead their Stock Animation gains all familiar benefits except their natural armor bonus is halved. In addition levels in MGI technician stack with other classes for determining your effective sorcerer level for your familiar abilities.

Draconic Energies: An MGI technician that has the ability to release a breath weapon may combine their breath weapon with their ability to draw energy. When using their breath weapon an MGI technician may expend a use of Draw Energy to add the damage from their Draw Energy ability to that dealt by their breath weapon.

Eldritch Energies: An MGI technician that has the ability to fire eldritch blasts may combine their eldritch blast with their ability to draw energy. When using Draw Energy an MGI technician may add the damage from their eldritch blast and apply a single eldritch essence to that ability. This causes their Draw Energy ability to be considered a spell-like ability (level determined by eldritch essence if any or 1st if no eldritch essence is used) and vulnerable to spell resistance as an eldritch blast (unless vitriolic blast was used).

Mental Focus: A character with levels in MGI technician no longer requires an artistic focus to use their animator abilities nor do they require inexpensive material components or foci, instead just focusing a small amount of shadow energy to do their work. Like a shadow subschool spell this requires access to the plane of shadow, and without such access an MGI technician is required to use an artist’s focus as normal for an animator.

Quasi-Real Animations: Beginning at 2nd level an MGI technician may sacrifice a certain amount of realism in their eidolons for easier creation. When an MGI technician uses Animate Eidolon they may choose to create an eidolon from a list of effects 1 level higher than normally available to them (an animator 3/wizard 3/MGI technician 2 could duplicate SMIV instead of SMIII) but if they do so it becomes an Illusion (Shadow) ability and the eidolon created can be disbelieved as if created by Shadow Conjuration except it is 60% real and only has 60% the normal hit points.

Green Screen (Su): One of the greatest skills of an MGI technician is making people see magical worlds that aren’t truly there. Beginning at 3rd level an MGI technician may duplicate the effects of a Hallucinatory Terrain spell as a wizard of twice their MGI technician level once per day. Doing so is a standard action which does not provoke attacks of opportunity.

MGI Painting (Sp): An MGI technician can make almost anything from a combination of creative skill and magically generated shadowstuff. Beginning at 4th level an MGI technician may use MGI Painting as a spell-like ability with a caster level of twice their MGI technician level once per day. This is the equivalent of a 4th level spell and functions like Shadow Evocation or Shadow Conjuration except: it may only duplicate 3rd level or lower spells regardless of whether it is evocation or conjuration, the effect is 5% real + 5% per MGI technician level you possess (and has a corresponding amounts of hit points if a conjured creature) except you automatically disbelieve the effect and when interacting with you it has 0% reality.

Beginning at 6th level an MGI technician may use this ability an additional time per day, and at 8th they gain a 3rd use each day.

Invisible Animations (Su): An MGI technician learns how to obscure their creations, melding illusion into their very summoning. Beginning at 5th level when an MGI technician uses Animate Eidolon the creature appears invisible (as the Invisibility spell). This effect lasts for 1 round or until its invisibility is broken (as the Invisibility spell).

Greater Green Screen (Su): An MGI technician’s skill with illusory backgrounds continues to improve. Beginning at 7th level an MGI Technician may use the Green Screen ability three times per day. In addition it now may duplicate the effects of Mirage Arcana instead of Hallucinatory Terrain except that when doing so its duration is concentration +2 hours/”caster level” and they may disguise one 30-ft cube/”caster level”.

Greater Invisible Animations (Su): Beginning at 9th level an MGI technician’s Invisible Animations improves. Instead of appearing invisible as the Invisibility spell for 1 round they either appear invisible as the Greater Invisibility spell for 1 round or invisible as the Invisibility spell for 10 minutes. Which of these effects is applied is chosen when the eidolon is created.

Shadow Invocation: At 10th level an MGI technician gains the ability to manipulate shadow stuff in two special ways. First if they have access to Greater Invocations they gain a special Greater invocation called Shadow Invocation. This invocation is the equivalent of a 7th level spell and duplicates either Shadow Conjuration or Shadow Evocation but may duplicate spells up to 6th level and the effects are 60% real, except you automatically disbelieve the effects and they are 0% real to you. Second they gain ability to cast Shadow Invocation as a 7th level spell, adding it to their spells known and gaining the ability to spontaneously convert any 7th level or higher prepared spell to Shadow Invocation instead.



Monster Maker (PrC)
Among animators there is a legendary figure, Haussen the Great. Said to be the greatest master of eidolon creation. Monster Makers are animators who seek to emulate his talents, focusing all their artistic fervor and hard learned skill on creating the most perfect, and powerful, eidolons. In so doing their skills outside of eidolon creation suffer, but it is said that there are no eidolons more powerful than those of a monster maker.

Prerequisites:
Animate Eidolon: Ability to animate eidolons from the Summon Monster III list.
Skills: Craft (any artistic) 9 ranks, Knowledge (the Planes) 9 ranks, Knowledge (Nature) 4 ranks.
Feats: Augment Eidolon

Class Features:
Monster Maker Hit Dice: d4.

Monster Maker Class Skills: The Monster Maker's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Forgery (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Use Magic Device (Cha).
Skill points per Level: 4 + Intelligence modifier.



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+0
+2
Artistic Advancement, Size Shifted Eidonlon I


2nd
+1
+0
+0
+3
Numerous Legions I, Toughened Eidolons


3rd
+1
+1
+1
+3
Edit Size, Extra Animate Eidolon


4th
+2
+1
+1
+4
Chimeric Eidolon


5th
+2
+1
+1
+4
Size Shifted Eidolon II, Numerous Legions II


6th
+3
+2
+2
+5
Greater Toughened Eidolons, Extra Animate Eidolon


7th
+3
+2
+2
+5
Merge into Eidolon


8th
+4
+2
+2
+6
Numerous Legions III


9th
+4
+3
+3
+6
Chimeric Eidolon II, Extra Animate Eidolon


10th
+5
+3
+3
+7
Size Shifted Eidolon III, True Eidolons



Weapon and Armor Proficiencies:A monster maker gains no new armor or weapon proficiencies.

Artistic Advancement: Levels in monster maker stack with animator for determining the uses per day and quality of your Stock Animation, Animate Eidolon, Draw Energy abilities of the Animator class; even if you do not have those abilities yet. In addition at each level in monster maker you gain 1 rank in a Craft skill related to drawing or painting.

Size Shifted Eidolon (Su): Beginning at 1st level a monster maker learns how to cause their eidolons to be differently sized than normal. At 1st level the eidolon must be within 1 size category of its normal size, but at 5th level it may be within 2, and at 10th level it may be of any size. An eidolon of an abnormal size has its Strength, Dexterity, Constitution, and natural armor modified as shown on the table below, but natural armor cannot be reduced to below 0 and ability scores cannot be reduced to below 1 before penalties or damage from other sources. A Monster Maker may only have one eidolon of increased size at any given time, but may decrease the size on any number of Eidolons. At 1st level a Monster Maker must decide the size of eidolons when they are created, but beginning at 3rd level when a Monster Maker gains Edit Size they gain the ability to change an Eidolon’s size after it is created. The creature’s space and reach are modified as normal for its new size, as is the damage from its natural weapons.



Original size
Now Fine
Now Diminutive
Now Tiny
Now Small
Now Medium
Now Large
Now Huge
Now Gargantuan
Now Colossal


Fine
-
+4 Str, +0 Dex, +2 Con, +2 natural armor
+8 Str, -2 Dex, +4 Con, +3 natural armor
+10 Str, -4 Dex, +4 Con, +4 natural armor
+12 Str, -6 Dex, +6 Con, +5 natural armor
+16 Str, -8 Dex, +8 Con, +6 natural armor
+20 Str, -10 Dex, +10 Con, +7 natural armor
+24 Str, -12 Dex, +12 Con, +9 natural armor
+32 Str, -12 Dex, +16 Con, +13 natural armor


Diminutive
-4 Str, +2 Dex, -2 Con, -1 natural armor
-
+4 Str, +0 Dex, +2 Con, +2 natural armor
+8 Str, -2 Dex, +4 Con, +3 natural armor
+10 Str, -4 Dex, +6 Con, +4 natural armor
+14 Str, -6 Dex, +8 Con, +5 natural armor
+18 Str, -8 Dex, +10 Con, +6 natural armor
+22 Str, -10 Dex, +12 Con, +8 natural armor
+30 Str, -10 Dex, +16 Con, +12 natural armor


Tiny
-4 Str, +4 Dex, -4 Con, -3 natural armor
+0 Str, +2 Dex, -2 Con, -2 natural armor
-
+2 Str, +0 Dex, +2 Con, +2 natural armor
+4 Str, -2 Dex, +4 Con, +3 natural armor
+8 Str, -4 Dex, +6 Con, +4 natural armor
+12 Str, -6 Dex, +8 Con, +5 natural armor
+18 Str, -8 Dex, +10 Con, +7 natural armor
+26 Str, -8 Dex, +12 Con, +11 natural armor


Small
-6 Str, +6 Dex, -6 Con, -4 natural armor
-2 Str, +4 Dex, -4 Con, -3 natural armor
+0 Str, +2 Dex, -2 Con, -2 natural armor
-
+2 Str, +0 Dex, +2 Con, +2 natural armor
+6 Str, -2 Dex, +4 Con, +3 natural armor
+10 Str, -4 Dex, +6 Con, +4 natural armor
+16 Str, -6 Dex, +8 Con, +6 natural armor
+24 Str, -6 Dex, +10 Con, +10 natural armor


Medium
-8 Str, +8 Dex, -8 Con, -4 natural armor
-4 Str, +6 Dex, -6 Con, -4 natural armor
-2 Str, +4 Dex, -4 Con, -3 natural armor
+0 Str, +2 Dex, -2 Con, -2 natural armor
-
+4 Str, +0 Dex, +2 Con, +2 natural armor
+8 Str, -2 Dex, +4 Con, +3 natural armor
+14 Str, -4 Dex, +6 Con, +5 natural armor
+22 Str, -4 Dex, +8 Con, +9 natural armor


Large
-10 Str, +12 Dex, -8 Con, -5 natural armor
-6 Str, +10 Dex, -8 Con, -5 natural armor
-4 Str, +8 Dex, -6 Con, -4 natural armor
-2 Str, +6 Dex, -4 Con, -3 natural armor
+0 Str, +4 Dex, -2 Con, -2 natural armor
-
+4 Str, +0 Dex, +2 Con, +2 natural armor
+10 Str, -2 Dex, +4 Con, +4 natural armor
+18 Str, -4 Dex, +6 Con, +8 natural armor


Huge
-12 Str, +14 Dex, -10 Con, -6 natural armor
-8 Str, +12 Dex, -10 Con, -6 natural armor
-6 Str, +10 Dex, -8 Con, -5 natural armor
-4 Str, +8 Dex, -6 Con, -4 natural armor
-2 Str, +6 Dex, -4 Con, -3 natural armor
+0 Str, +4 Dex, -2 Con, -2 natural armor
-
+6 Str, +0 Dex, +2 Con, +4 natural armor
+14 Str, -2 Dex, +4 Con, +8 natural armor


Gargantuan
-16 Str, +16 Dex, -10 Con, -9 natural armor
-12 Str, +14 Dex, -10 Con, -7 natural armor
-8 Str, +12 Dex, -8 Con, -6 natural armor
-6 Str, +10 Dex, -8 Con, -5 natural armor
-4 Str, +8 Dex, -6 Con, -4 natural armor
-2 Str, +6 Dex, -4 Con, -3 natural armor
+0 Str, +4 Dex, -2 Con, -2 natural armor
-
+8 Str, +0 Dex, +2 Con, +5 natural armor


Colossal
-20 Str, +18 Dex, -12 Con, -11 natural armor
-16 Str, +16 Dex, -10 Con, -9 natural armor
-12 Str, +14 Dex, -10 Con, -7 natural armor
-8 Str, +12 Dex, -8 Con, -6 natural armor
-6 Str, +10 Dex, -8 Con, -5 natural armor
-4 Str, +8 Dex, -6 Con, -4 natural armor
-2 Str, +6 Dex, -4 Con, -3 natural armor
+0 Str, +4 Dex, -2 Con, -2 natural armor
-



Numerous Legions: Beginning at 2nd level when a Monster Maker uses Animate Eidolon to make creatures of a lower level than their maximum they make 1d3+1 creatures if they are 1 level below maximum or 1d4+2 if they are 2 levels below. Beginning at 5th level a Monster Maker now creates 2d3 creatures 1 level lower than their highest level or 1d6+2 for creatures 2 levels lower, instead of 1d3+1 or 1d4+2. Beginning at 8th level this further increases to 2d4 or 2d4+3 respectively.

Toughened Eidolon: Beginning at 2nd level any creature made by a Monster Maker’s Animate Eidolon or Stock Animation abilities gains Improved Toughness as a bonus feat. Beginning at 6th level they gain Improved Toughness an additional time as a bonus feat.

Edit Size (Su): Beginning at 3rd level a Monster Maker learns to modify the size of an Eidolon after it is created. By spending a Standard action a Monster Maker can make an eidolon created with their Animate Eidolon or Stock Animation ability either increase or decrease in size within the limit of their Size Shifted Eidolon. A Monster Maker still cannot have more than 1 eidolon at increased size at a single time. An eidolon cannot have its size increased this way unless there is room for it to fit.

Extra Animate Eidolon: At 3rd level, and every 3rd level thereafter, a Monster Maker gains an extra daily use of Animate Eidolon and may have their Stock Animations use 1 additional Spell-like Ability each day.

Chimeric Eidolon: Beginning at 4th level when a Monster Maker uses Stock Animation or Animate Eidolon to create a single creature they may select one natural weapon or natural weapon pair, special attack, special quality, or spell-like ability from a creature on a summon list 2 levels lower than the maximum the Monster Maker can create with Animate Eidolon (hereafter referred to as the donor creature). If they select a natural weapon or natural weapon pair that the creature they are creating lacks it gains that natural weapon or pair as a secondary natural weapon(s) even if it was a primary natural weapon of the donor creature, and its damage dice are normal for the donor creature but modified by (one-half) the created creature’s Strength instead of that from which the weapon was drawn from, and while the dice are unmodified for any intrinsic difference between donor creature and created creature’s size they are modified by any size changes applied to the created creature; if the donor creature has more than 2 natural weapons of the type chosen only 2 are transferred, and if the created creature already possesses that natural weapon none are gained. If they select a special attack that is reliant upon a body part/natural weapon they must have that body part/natural weapon, and all save DCs are recalculated for the new creature’s hit dice and ability scores. If a spell-like ability is chosen the creature created gains only 1 of the spell-like abilities from the donor creature using its caster level and uses per day but its own Charisma score. An ability granted by type, the swarm subtype, or incorporeal subtype cannot be transferred in this way. Beginning at 9th level a Monster Maker may add two abilities to a creature when using this ability and the abilities do not need to be drawn from the same donor creature.

When using this ability with Stock Animation the donor creature(s) must also be one of the creatures selected as a Stock Animation.

Merge into Eidolon (Su): Beginning at 7th level a Monster Maker may, as a full round action, merge into a creature created by their Stock Animation ability that is at least 2 size categories larger than they are. The Monster Maker disappears, becoming part of the eidolon and the eidolon may then make use of any of the Monster Maker's spells, spell-like abilities, or animator class features not requiring an artist's focus, but other abilities of the animator become unusable. When they do so their mind becomes dominant over the eidolons, and they share a Will save with any mind-affecting effects affecting the Monster Maker as well as the creature, and they share a set of actions each round, using the Monster Maker's mental ability scores instead of the eidolon's and using the Monster Maker's ranks in any skill based off of a mental ability score. Any physical effects affect the eidolon instead of the monster maker, until the eidolon is dead at which point the Monster Maker is ejected appearing in one of its squares unable to take any actions other than speaking and suffering a -2 to AC for 1 round. This ability can also be ended as an action taking 1 round and ejecting the Monster Maker into one of the eidolon's squares or an adjacent square.

True Eidolons (Su): Beginning at 10th level a Monster Maker gains the True Eidolon ability as the Animator ability of the same named except that all XP costs for creating a true eidolon are halved.


Feats for Animators

Augment Eidolon
You are able to make more powerful eidolons.
Prerequisites: Animate Eidolon.
Benefit: When you use animate eidolon or stock animation the created creature gains a +4 enhancement bonus to Strength, Dexterity, and Constitution.

Constructive Critic
You are able to use your editing skills to improve allies.
Prerequisites: Minor Edit, Charisma 15+.
Benefit: You may use Minor Edit to grant one of the following benefits:

+4 enhancement bonus to Strength
+4 enhancement bonus to Constitution.
Increase the die size of all the target's natural weapons by 1.
Increase the die size of a targeted weapon by 1.
+1 enhancement bonus to Natural Armor per 3 animator levels (max +5 or Charisma modifier whichever is lower).
+10-ft enhancement bonus to one movement mode.
DR 1/magic per 2 animator levels you possess.
Increase the hardness of targeted object by 1/3 animator levels you possess.


In addition you may use Edit to grant a target one of the following effects for 1 hour.

+2 per 4 animator levels enhancement bonus to 1 ability score.
+2 per 6 animator levels enhancement bonus to all ability scores.
Swim speed equal to their land speed.
Fly speed equal to their land speed with average maneuverability.
Improve the target's fly maneuverability by 2 grades.
DR 1/- per 3 animator levels you possess.
+1 deflection, enhancement bonus to armor, or enhancement bonus to natural armor +1 per 3 animator levels.
+1 resistance bonus to saving throws +1 per 3 animator levels.
Grant a bite attack dealing 1d6 damage as a medium creature, or 2 claw attacks dealing 1d4 damage as a medium creature, or 2 wing attacks dealing 1d3 damage as a medium creature, or a tail attack dealing 1d6 damage as a medium creature to target.


Elemental Toon
Your stock animation incorporates aspects of the inner planes, making it unique compared to others of its kind.
Prerequisites: Knowledge (the Planes) 13 ranks, Stock Animation.
Benefit: When you create a toon with Stock Animation you may select one of the four elemental (air, earth, fire, or water) subtypes. The creature gains that subtype and the following abilities based upon that subtype. If the creature already has an elemental subtype you may not choose an element opposed to it (fire and water are opposed and air and earth).

Air: The creature gains the Air subtype, +4 to its Dexterity, +2 to its Initiative, +10-ft to its speed, and a fly speed equal to its land speed with average maneuverability; if you are 3rd level or lower for the purposes of Stock Animation it must end its movement on solid ground.
Earth: The creature gains the Earth subtype, tremorsense out to 5-ft per effective animator level you possess, +4 to its Strength, and +2 natural armor, and the maneuverability of any fly speed it has is reduced to Clumsy.
Fire: The creature gains the Fire subtype (including cold vulnerability and fire immunity), +4 to its Dexterity, +10-ft to its speed, and any creature it strikes or which strikes it with a melee attack (except with a reach weapon) suffers 1d6 + its hit dice fire damage.
Water: The creature gains the Water subtype, the ability to breathe water, a swim speed equal to its land speed, and +2 to Strength, Dexterity, and Constitution.


Extra Draw Energy
You are able to draw energy into offensive blasts more often each day.
Prerequisites: Draw Energy.
Benefit: You may use Draw Energy 3 additional times each day.
Special: You may take this feat more than once. If you take this feat a 2nd time you gain 4 additional uses (for a total of 7), 5 for a third (total 12 from this feat), 6 from a fourth (total 18), and so forth.

Potent Draw Energy
The power of your animated energies is increased making them both more damaging and harder to evade.
Prerequisites: Draw Energy.
Benefit: Your draw energy deals an additional 1d6 damage +1d6 per 3d6 damage it would normally do (i.e. +1d6 at 2nd-5th level, +2d6 at 6th-11th, and +3d6 at 12th-17th, +4d6 at 18th-23rd, etc). In addition the save DC of your Draw Energy is increased by +1.

Symbolic Drawing
You are able to draw non-physical energies through the use of symbolic representations and visual cues as to the force.
Prerequisites: Draw Energy, Int 13+.
Benefit: You may use Draw Energy to deal Sonic or Force damage, or to deal Positive or Negative Energy damage. If used to create Positive or Negative Energy any healing that results (due to targeting a living creature with positive or an undead with negative) is halved.

Templated Eidolon
You have learned techniques for augmenting your eidolons with certain stylized modifications which grant them additional powers.
Prerequisites: Augment Eidolon, minimum effective animator level dependent upon chosen template.
Benefit: When you take this feat select one template from the table below, you may apply it to any eidolon you create with animate eidolon that is a viable creature to apply the template to, by increasing the effective level of Summon Monster spell needed to create the eidolon (if the total effective level is above the maximum you can create with Animate Eidolon you cannot apply it).


Template
Level modifier
Level requirement


Anarchic (PlH)
+0
3rd


Axiomatic (PlH)
+0
3rd


Celestial
+0
3rd


Dark (ToM)
+0
5th


Elder Eidolon (LoM)
+2
5th


Elemental Creature (each element chosen seperately, MoP)
+0
3rd


Entropic (PlH)
+1
3rd


Fiendish
+0
3rd


Half-Dragon
+2
7th


Necromental (LM)
+1
9th


Pseudonatural (LoM)
+0
3rd


Spellwarped (MMIII)
+1
3rd


Vivacious (PlH)
+1
5th

Special: A character may take this feat multiple times, selecting a new template that can be applied each time.


Universal Editor
You are able to perform more broadly sweeping changes to reality with your edits.
Prerequisites: Edit, Constructive Criticism, Int 13+, Cha 15+.
Benefit: Once per day you may duplicate the use of a wizard spell. You suffer no arcane spell failure when using this ability, nor do you need somatic or verbal components or inexpensive materials or foci; instead you substitute your artist's focus for all of these things. The wizard spell may be of no higher level than shown on the table below. You may use this ability additional times each day by expending a use of your Edit ability per additional use.


Animator Level
Spell Level


8 or lower
2nd


9-10
3rd


11-12
4th


13-14
5th


15-16
6th


17-20
7th


21+
8th



New Item(s)

The Dip:
This green liquid is capable of destroying objects and creatures created by animators. A single ounce will deal 2d6 damage to such a creature or object when used as a splash weapon, or 1d6 damage with a splash, and ignores any hardness, DR, or energy resistance they might possess. Treat this attack as a ranged touch attack with a range increment of 10-ft. Any object or creature made by an animator fully covered in the dip is destroyed. 5 ounces of the Dip poured into a hole created by Draw Hole is enough to destroy it prematurely. Creatures and items created by True Eidolon and True Creation respectively can be destroyed by the Dip, but any creatures given birth to by a True Eidolon is immune.

The dip requires a DC 25 Craft (alchemy) check and it costs 40 GP per ounce.

Beelzebub1111
2014-05-05, 03:03 PM
The Magical Girl

"In the name of Justice! I will punish you!"

A youthful warrior of justice and truth! A Soldier of Love!

Adventures: Magical Girls tend not to seek out adventure. Adventure always seems to find them.

Characteristics: Magical Girls can vary wildly in abilities depending on their aspects, but they always appear in combat as less than intimidating. With Fanciful flourishes and calling the names of her attacks, and the cavalcade of bright colors, the Magical Girl is often a laughingstock to the unfamiliar, but the girl tends to always have the last laugh.

Alignment: Most magical girls are good, with no tendency towards law or chaos. Evil magical girls are rare, but do exist. Often as rivals of good magical girls.

Religion: Religion is not a necessity for a magical girl. Most, being so young, just follow what their parents do or did. A few magical girls are the vessels of the divine, but are not explicitly required to follow the faith's tenants.

Background: Becoming bound to the transformation talisman and its familiar is the extent of any training the Magical Girl receives. Any lessons tend to be on the field. Despite the name, not all Magical Girls are female, even though most are.

Races: Most magical girls are Humans and Half-Elves, although other races are possible. Catfolk are of note as the most frequent case of other races. Those with the blood of extra-planar creatures such as Aasimar and Tieflings are also prime candidates.

Other Classes: Magical Girls tend to team up with other magical girls the most. Others take on Knights or Paladins as guardians. Their nature and penchant for flashiness lets them get along great with bards. Wizards tend to be annoyed with how they tend to treat their practiced art like a game or toy. Rogues and other stealthy classes find their bright colors detrimental to their work.

Role: Depending on the aspects she chooses, a magical girl can be a melee combatant, a magic damage dealer, a support character, or whatever other role that needs to be filled. Although once her selection is made, she tends to focus on that role and none other.

Adaptation: If the bright and colorful has no place in your game world, the Magical Girl could easily be converted to some other sort of mystical warrior that draws strength from a mysterious artifact.

GAME RULE INFORMATION
Magical Girls have the following game statistics.
Abilities: Charisma is the most important ability for Magical Girls, Followed closely by Dexterity. Strength may be important for those with The Chariot aspect.
Alignment: Any
Hit Die: d8
Starting Age: Adulthood minus sorcerer age modifier
Starting Gold: As Sorcerer
Class Skills
The Magical Girl's class skills are Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Craft(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Gather Information(Cha), Handle Animal(cha), Heal(Wis), Intimidate(Cha), Jump(Str), Perform(Cha), Profession(wis), Ride(Dex), Sense Motive(wis), Swim(Str), Tumble(Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Magical Girl


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+2
Talisman Transformation, Primary Aspect, Familiar Mentor


2nd

+1

+0

+3

+3
Divine Grace


3rd

+2

+1

+3

+3
Warding Outfit (+4)


4th

+3

+1

+4

+4
Improved Transformation


5th

+3

+1

+4

+4
Heroic Speech


6th

+4

+2

+5

+5



7th

+5

+2

+5

+5
Secondary Aspect


8th

+6/+1

+2

+6

+6
Improved Transformation


9th

+6/+1

+3

+6

+6
Warding Outfit (+6)


10th

+7/+2

+3

+7

+7
Guardian Familiar


11th

+8/+3

+3

+7

+7



12th

+9/+4

+4

+8

+8
Improved Transformation


13th

+9/+4

+4

+8

+8
Tertiary Aspect


14th

+10/+5

+4

+9

+9



15th

+11/+6/+1

+5

+9

+9
Warding Outfit (+8)


16th

+12/+7/+2

+5

+10

+10
Improved Transformation


17th

+12/+7/+2

+5

+10

+10



18th

+13/+8/+3

+6

+11

+11



19th

+14/+9/+4

+6

+11

+11



20th

+15/+10/+5

+6

+12

+12
Grand Destiny, Improved Transformation



Class Features
All of the following are class features of the Magical Girl

Weapon and Armor Proficiencies: A Magical girl is proficient with All simple weapons and no armor or shields.

Talisman Transformation(Su): A magical girl starts with a small talisman to trigger her magical transformation. This may be a piece of jewelry, a small baton or key, an eye-patch, or a craven sandstone carving of a forgotten god. Any object small enough to be held in one hand may be used. This talisman may not be damaged by mortal means. As a full round-action the Magical Girl undergoes a dazzling transformation sequence, unleashing the power of the talisman. The bright lights and colorful effects given off by this transformation impose a -10 penalty on any hide checks. Her clothing completely changes appearance, and any magical items worn also change their appearance to coordinate with her outfit. Even though the new outfit often does not include any sort of disguise or mask of any kind, unless someone witnesses the magical girl transform in her entirety a DC 35 spot check is required to recognize the transformed magical girl as the same person. While in this transformed state, if she is not wearing armor, she adds her charisma modifier as a dodge bonus to her AC. A magical girl that falls unconscious returns to her ordinary state, otherwise it takes a full round action to end her transformation.

Primary Aspect (Sp, Su, or Ex): A magical girl's transformation gives her a set of powers chosen at creation. The aspect she chooses may not be changed. The powers granted by aspects are only available when she is transformed.

The Magician: While transformed, the magical girl picks three 0-level spells from the sorcerer/wizard list that may be used as spell-like abilities at will and a 1st level spell from the Warmage list that may be used 1/encounter. At 4th level, her chosen Warmage spell may be used at will. at 7th level she gains a 2nd level Warmage spell as an at-will spell-like ability. at 10th level she gains a 1st level spell from the sorcerer/wizard list and a 3rd level spell from the Warmage list as an at-will spell-like ability. at 13th level she gains a 2nd level spell from the sorcerer/wizard list and a 4th level spell from the Warmage list as an at-will spell-like ability. At 16th level she gains a 3rd level spell from the sorcerer/wizard list and a 5th level spell from the Warmage list as an at-will spell-like ability. at 19th level, she gains a 4th level spell from the sorcerer/wizard list and a 6th level spell from the Warmage list as an at-will spell-like ability. Unlike normal spell-like abilities, the Magical girl must still provide any verbal, somatic, and focus components that the spells require, but not material components. The spell keeps its original casting time. The saving throw for these spells are charisma based with a caster level equal to her class level.

The High Priestess: As a standard action, the magical girl can heal wounds with a touch. She can heal a total number of hit points equal to twice her class level times her charisma modifier per day. She may use any or all of her maximum per day with each touch. At third level, she gains the ability to shield one of her allies. As a standard action she touches one of her allies and as long as that ally remains within 60ft that ally gains a +1 deflection bonus to AC and a +1 resistance bonus to saves for every four levels she possesses. Any damage that ally takes is split evenly between them and the magical girl, rounded down for them and rounded up for the Magical Girl. She does not need to touch this ally to use her healing touch. At fifth level she may use Remove Disease at will as a spell-like ability. At 7th level she may neutralize poison at will as a spell-like ability. At 9th level, if the magical girl is Good or Neutral she is continuously surrounded by a Magic Circle against Evil. If she is Evil, she is surrounded by a Magic Circle against Good instead. At 13th level she may cast Restoration at will as a spell-like ability. At 17th level she may cast Regenerate at will as a spell-like ability. At 19th level, if she is good or neutral, the magical girl can cast Holy Aura at will as a spell-like ability. If she is evil, she may cast Unholy Aura instead. The saving throw for these spell-like abilities are charisma based with a caster level equal to her class level.

The Chariot: The magical girl chooses a martial or simple weapon. When she transforms her talisman takes the shape of or produces a weapon of that type and she is treated as proficient with it. The weapon is always beautifully crafted and coordinates with her transformed outfit. If she chooses a light or finessable weapon, she gains the benefits of the Weapon Finesse feat and may her dexterity modifier instead of strength to damage while wielding it. Ranged weapons produce their own ammunition, and composite bows automatically adjust to her strength score. This weapon is of masterwork quality at first level, and gains a +1 enhancement bonus at 5th level. This bonus improves by 1 every three subsequent levels to a maximum of +5 at 17th level. At 3rd level she gains Weapon focus in the selected weapon as a bonus feat. At 6th level she gains Weapon Specialization in the chosen weapon as a bonus feat. At 9th level she gains Greater Weapon Focus with the selected weapon, and at 12th level she gains Greater Weapon Specialization with the selected weapon. At 7th level, the weapon gains the Defending Property. At 10th level, if her alignment is Good or Neutral the weapon becomes Holy, otherwise it becomes unholy. At 14th level the weapon gains the Metalline (MIC38) property. At 18th level, as a move action she may cause her weapon to turn into pure light, this has an effect similar to a brilliant energy weapon except that it can harm undead (if good or neutral) or Deathless (if evil) and it ignores the natural armor of Evil outsiders (if Good or Neutral) or good outsiders (if Evil). She may end this function with another move action. In addition, while transformed, her base attack bonus for this class becomes equal to her class level. In addition to the weapon, the magical girl adds her charisma modifier to her hit points per hit die instead of constitution while she is transformed. Treat the difference between her normal and transformed state as an increase or decrease to her constitution score.

Familiar Mentor (Ex): With great power comes a mentor to try and make sure that you use that power responsibly. This familiar is a tiny outsider that looks something like a stuffed toy or an ordinary animal, though it is intelligent, capable of speech and flight. Use the section below to determine the attributes and abilities of the mentor.

Divine Grace (Ex): At second level, A magical Girl gains a bonus equal to her charisma modifier (if positive) on all saving throws.

Warding Outfit (Su): At third level, the Magical Girl's costume, despite its often delicate appearance and limited coverage, provides protections as armor through its magic. When she is transformed, she gains an armor bonus of +4. At 9th level this bonus increases to +6, and at 15th level it increases to +8. This armor is a force effect and provides its armor bonus against incorporeal touch attacks, but not ordinary touch attacks.

Improved Transformation (Su): At fourth level and every four levels after that the magical girl gains an improvement to her transformation chosen from the list below.

Quick Change: Transforming only takes a move action instead of a full round action. Changing back to normal is still a full round action.

Sweet Flash: When the Magical Girl Transforms, any sighted creatures within 30ft must make a fortitude save (DC 10+1/2 Class level+Charisma Modifier) or be blinded for 1d3 rounds. Those that fail this save do not count as witnessing the transformation for purposes of seeing through the disguise.

Stealthy Change: The Magical Girl no longer takes a -10 hide penalty while transforming. She may not take this improvement and sweet flash.

Inspiring Form: Allies that witness the magical girl transform gain a +1 morale bonus per four levels on attack rolls, damage rolls, caster level checks, and saving throws for 1 round per level.

Terrible Change: The magical girl's transformation becomes a grisly thing to behold. Any opponents that view it must make a Will save (DC 10+1/2 Class level+Charisma Modifier) or become shaken for 1 round per level.

New Persona: The magical girl gains an additional alternate identity when she transforms. Any that have previously seen the magical girl transform must make a new spot check to recognize her when she transforms into this new persona. She must be in her normal form to transform into her new persona.


Heroic Speech (Ex): By 5th level, the magical girl has learned the art of captivating her opponents with a stunning and dynamic speech about how she is going to defeat them. This is often a stock rehearsed speech, but she may have something special ready for a special enemy. First, she must catch the target unaware and announce her presence during the surprise round. When she does she makes a stunning and impassioned speech full of dynamic poses to her opponents. She rolls 1d20 and adds half of her level plus her charisma modifier. If her opponents fail a will save against the result of that roll they are Fascinated for as long as she continues to talk. She can maintain her speech as a full-round action for a number of rounds equal to half her class level rounded down.

Secondary Aspect (Su): At 7th level, the magical girl's power increases, gaining a second aspect when she transforms.

Strength: Despite her often waifish and fragile frame, the magical girl is capable of great feats of strength. While transformed the magical girl gains a +4 enhancement bonus to her strength score. She gains a +4 bonus on all strength checks, and strength related skill checks. Her carrying capacity is multiplied by four, and her unarmed strikes and melee weapon attacks are treated as adamantine for the purposes of overcoming damage reduction and hardness. Her base land speed improves by 10 feet.

Temperance: When she is transformed, the magical girl sprouts luminous gossamer wings from her back. These wings allow her to fly at her land speed with good maneuverability. At 14th level the speed doubles and the maneuverability improves to perfect.

Wheel of Fortune: While transformed, the magical girl reflexively summons a large disk of force energy when she is attacked. This provides a +4 shield bonus to her armor class that also protects against incorporeal touch attacks. By taking a total defense action, she may use the shield to gain Total Cover. The disk does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the disk. She may bash with the disk, dealing 1d8 damage using her charisma modifier to attack and damage instead of strength, although she loses the AC bonus it provides until her next round unless she has the improved shield bash feat. Finally, she may "spin" the disk, giving up its protections for one round, to produce a random effect three times per day. Roll 1d8 and consult the chart below to find out the effect.

rollEffect

1Blackout: The magical Girl loses use of the wheel and all its protections for 1d12 rounds. When it returns she may still attempt to spin again.

2Divine Rejuvenation:The magical girl and up to one creature per level within 30ft heal 2d8+class level hit points. Can damage undead, will half

3The Lady's Favor: For 1 round per two class levels, up to one target per level gains a +1 luck bonus to AC, and rolls attack rolls and miss chances twice, taking the better result.

4Time Dilation:The magical girl and one target per level within 30ft of you are Hasted as the spell. One target per level within 60ft, no two of which are more than thirty feet apart must make a will save or be slowed as the spell. These effects last for one round per level

5Might of the Ancients: For one minute per level, The magical girl and one ally per level gain a +4 enhancement bonus to strength, a +1 enhancement bonus to natural armor per four levels, and 2 temporary hit points per class level.

6Violent Chord: 30ft burst within 100ft takes 1d4 sonic damage per levels (Reflex Half), and must make a fortitude save or be deafened for one hour.

7Dragon's Breath: 60ft cone of fire deals 1d8 fire damage per class level. Reflex half.

8Skyfire Blast: Target opponent within 100ft takes 1d6 electricity damage per class level. 1 secondary bolt per level to additional targets within 30ft of the primary target dealing half damage. A successful reflex saves halves all damage

All saving throws are DC 10+1/2 class level+charisma modifier

Guardian Familiar: At 10th level, once per day the magical girl's Familiar Mentor can take on a vicious guardian form for one hour. In this form its size becomes large. Its strength score improves to 27, its bite attack deals 2d6 base damage, it gains two secondary claw attacks that deal 1d8 points of base damage, it gains the multiattack feat. It gains an enhancement bonus of +4 to its natural armor. Its fly speed improves to 80ft. It gains temporary hit points equal to its maximum hit points.

Tertiary Aspect (Su): At 13th level, the magical girl's power improves even further, gaining a third aspect, in the form of a power she can use while she is transformed.

The Sun: The magical girl is is surrounded by a corona of light while she is transformed. This produces the effect of a daylight spell, giving off strong light in a radius of 60ft and dim light 60ft beyond that. She may concentrate that light into either a 150ft ray, 60ft cone, or a 30ft burst centered on the magical girl as a standard action. In either form, the projection deals 1d8 points of damage per 2 levels and those struck must make a fortitude save (DC 10+1/2class level+cha modifier) or be blinded for 1d3+1 rounds. Undead take 1d6 points of damage per level instead. Undead creatures particularly vulnerable to sunlight (such as vampires or nightstalkers) take 1d8 points of damage per class level. Constructs take only 1d6 damage per 2 levels. The cone and burst version of this attack allowed a reflex save for half damage. Once she uses this ability, she cannot use it again for 1d4+1 rounds. During this time, her corona reduces to that of a candle (shadowy illumination in a 5ft radius)

The Star: The Magical girl can fire 1 shooting star per two levels per day, up to three simultaneously or one at a time. She must make a ranged touch attack for each star she shoots. They deal 1 point of bludgeoning damage per class level upon impact, then deal 2 points of fire damage per class level in a five foot radius in the target square regardless of a hit or miss. A successful reflex save (DC 10+1/2 class level+cha modifier) halves the fire damage.

The Moon: Twice per Day the Magical Girl can, as a full round action, partially extend her transformation to one ally per two levels. For one round per level, those allies equipment and clothing's appearance changes to coordinate with that of the magical girl. During that time those allies and the magical girl gain a +1 luck bonus to hit and +1d6 electricity damage with weapons for every four class levels of the magical girl possesses.

Grand Destiny (Sp or Su): At 20th level the magical girl has achieved her final ascension. Her fate has culminated to this point. She gains one of the following abilities when she transforms:

The Hierophant: The magical girl is a gods emissary on the material plane. The if the magical girl is good or neutral, she can turn undead as a cleric of her class level a number of times per day equal to her charisma modifier. She also gains Good Devotion and one other Domain feat of her patron deity's domains as bonus feats. In addition she gains the following spell-like abilities: At Will--Holy Smite; 3/day--Dispel Evil; 2/day--Blade Barrier; 1/day--Holy Word. If the Magical Girl is evil she instead Rebukes undead, Gains Evil devotion and one other Domain feat of her patron deity's domains, and her spell-like abilities are as follows: At Will--Unholy Blight; 3/day--Dispel Good; 2/day--Summon Undead V; 1/day--Blasphemy. The Caster level for all spell-like abilities are equal to the magical girl's class level and the saving throws are charisma based.

The Empress: The Magical girl is the future leader of a great civilization. Though she may not have her kingdom yet, she has the grace and power deserving of her queenly status. Firstly, if she is good or neutral she gains DR 10/Evil and all her attacks are treated as Good aligned., while if she is evil she gains DR 10/Good and all her attacks are treated as Evil aligned. Secondly, she exudes an aura of pure confidence, unnerving her opponents. Hostile creatures within a 20ft radius must succeed a Will save (DC 10+1/2 her class level+charisma modifier) or take a -2 penalty on attacks, AC, and saves for 24 hours. If they successfully damage the Magical Girl, they are entitled to another saving throw. A creature that resists is immune to the effects for 24 hours. Finally, she gains spell resistance equal to 12+her class level.

The Lovers: The magical girl is a bridge between two worlds. Her Familiar Mentor ascends to its true form. If the magical girl is good or neutral she may choose either a Hound Archon Hero, Shiradi Eladrin (Book of Exalted Deeds) or Astral Deva. If she is Evil, she chooses between a Horned Devil or Glabrezu (The Glabrezu cannot grant wishes). The Familiar Mentor takes on the shape, powers, equipment, and abilities of the chosen form. The Familiar Mentor retains its personality trait and granted bonus, but loses all other familiar-related abilities and statistics.

Beelzebub1111
2014-05-05, 03:04 PM
Familiar Mentor

Bound to the magical girl (or more accurately bound to the power she wields) is an outsider, tasked with guarding and guiding that power and whomever wields it. A Familiar Mentor's appearance can vary wildly from one to the next, taking the appearance of fantastic creatures or normal animals with strange markings. although they all have the same statistics. They can speak whatever languages that the Magical Girl can, as well as Celestial, Infernal, and Abyssal.

Size and Type: The familiar mentor is a Tiny Outsider

Alignment: Alignment is chosen at creation, usually the same as the magical girl but certain personalities can limit or force options.

Hit Dice:For the purpose of effects related to number of Hit Dice, use the Magical Girl’s character level

Hit Points:The familiar mentor has one-half the Magical Girl’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Armor Class: A familiar mentor has a natural armor bonus of half the magical girl's class level rounded up

Speed:The familiar mentor has a land speed of 30ft and a fly speed of 40ft with perfect maneuverability

Attacks:The familiar has a bite attack that deals 1d3 points of base damage. Use the Magical Girl’s base attack bonus, as calculated from all her classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Abilities:A Familiar Mentor's base ability scores are as follows: Str 3, Dex 15, Con 10, Int 10, Wis 10, Cha 11. These abilities are modified by the Familiar Mentor's personality

Saving Throws: A Familiar Mentor uses its own base saving throws (+2 Fort, +2 Ref, +2 Will) or the magical girl's, whichever are higher.

Feats: The familiar mentor has weapon finesse as a bonus feat.

Skills: A familiar mentor has a +20 bonus on disguise checks to seem as either a stuffed toy, or an ordinary tiny animal. Chosen at creation. Otherwise it is considered to have no skill points.

Familiar Mentor Ability Descriptions
Alertness (Ex): When within arm's reach a Familiar Mentor provides the Alertness feat

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar mentor takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Empathic Link (Su): The Familiar Mentor has an empathic link with the magical girl out to a distance of up to 1 mile. They cannot communicate information, but it can sense if the magical girl is in danger as the Status spell.

Magical Lore (Ex): A Familiar Mentor has experience beyond time when it comes to identifying magical creatures. The Familiar mentor can make a special "Lore" roll that encompasses Knowledge(arcana), Knowledge (The Planes), and Knowlede (Religion) when Identifying creatures. It gains a bonus on this roll equal to the magical girl's level + the familiar's intelligence modifier + 3.

Familiar Mentor's Personality
A familiar mentor usually fits into one of the following Personality Archetypes. These alter its mental ability scores, and grant it and the magical girl a unique ability. At 10th level, when the magical girl gains the Guardian Familiar ability, it gains another special ability in its guardian form.

Aloof: The Familiar Mentor doesn't seem to take his job seriously on the surface. Whether he's overly confidant, easily distracted, or consumed by the entertainment that the mortal world has to offer, this mentor can be frustrating to deal with. Even so, it seems to know what its doing and has an awareness of magical danger. If an aberration, construct, dragon, magical beast, outsider, fey, or undead is within 120ft of the Familiar mentor, it gets a shiver up its spine that alerts him to its presence. He cannot tell what or where, only that one is near. Its alignment is always chaotic. When in its guardian form it gains a fire-breath attack that deals 1d8 points of fire damage per two HD in a 60ft cone (Reflex Half DC 10+1/2HD+Charisma modifier) once every 1d4 rounds. Ability Modification: Int +2 Wis -2, Cha +2

Antagonistic: Perhaps the Magical Girl was not the intended recipient of the power, perhaps the capricious gods of fate decided that it would be funny to match them up. Either way, the Familiar Mentor did not get what it was expecting. Even so, it is still loyal to the power that the Magical Girl wields, and will try to make due. If the magical girl is Good or Neutral, the Guardian Familiar's alignment is Evil and she gains abilities as if she were evil. If she is Evil, its alignment is Good and the Magical Girl gains abilities as if she were good. Additionally, she does not take penalties for using magic items of an alignment opposite to her own. When in its Guardian Form, its bite and claw attacks are treated as Unholy if the magical girl is good or neutral, and Holy if the magical girl is Evil. Ability Modifications: Wis +4, Cha -2

Machiavellian: The machinations of this familiar mentor extend far beyond the scope of mortal comprehension The mind of this creature is truly alien, and its thoughts and true desires are complete unknowns. It will give advice, if it sets in motion its grand plan, but seems to withhold information rather than not knowing it. Its alignment is always True Neutral. The familiar mentor acts as if it is under a nondetection spell. This creature extends a small portion of this protection to the magical girl, granting her a +4 bonus on saves against divination spells and if a divination spell ordinarily wouldn't allow a saving throw, you gain a will save to negate it at -4. While in guardian form, it can teleport 60ft as a move action to any location it can see within that range. Ability modifications: Int +2, Wis +2, Cha -2

Matronly: This familiar mentor cares for its Magical Girl as a parent would care for its child. Though from the Magical Girl's perspective it can seem bossy and nagging. Sure it may be tough on her, but it's only because it cares and wants to see her to her best. This love and concern for its charge allows it to stabilize the magical girl automatically with a touch. This personality is always lawful. While in its guardian form, the familiar mentor fights with a ferocity unlike any other. It gains the Pounce extraordinary ability and two secondary rake attacks (1d6 base damage) that may be used on the pounce and while grappling. Ability Modifications: Wis +2

Salacious: Being dormant without a physical body for a long time can make even an ageless immortal spirit a little stir crazy. A familiar mentor with this personality is often distracted by beautiful specimens opposite its gender, sometimes going far out of its way to flirt with one. Because of the familiar mentor's form these pursuits rarely go well. These distractions do, however, allow the magical girl to gain a bit of insight into the opposite gender. She gains a +3 bonus on charisma related skill checks when dealing with the opposite gender. While the familiar mentor is in its guardian form, it gains the improved grab ability for its bite attack and also gains a +4 bonus on grapple checks. Ability Modifications: Wis -2 Cha +4

Subservient: The Familiar Mentor is completely and unwaveringly loyal to the magical girl, no matter any sort of abuse, mistreatment, or neglect from his charge. It may tentatively speak up against her if it believes she is misusing or abusing her powers, but the Magical Girl's word is final. She is the chosen one, after all. This unwavering loyalty leaves it unable to be turned against her, even rendering it immune to charms and compulsions. The Magical Girl is similarly protected, gaining a +4 bonus on saves against these effects. Once per day, while in Guardian Form, if the familiar mentor is within 30ft of the magical girl, it may save her from a killing blow or spell (Damage that would put her hit points to -10 or less, kill her on a failed saving throw, or result in a save for Death by Massive Damage) by taking the damage in her place. If this damage would kill the familiar mentor, the magical girl does not take an experience penalty or constitution damage (See below) Ability Modifications Int +2, Wis +2, Cha -2



Familiar Mentors and Death
A familiar Mentor is an immortal spirit, bound to ancient and mysterious powers. It is not easily killed, but destroying its physical form can take a serious toll on the magical girl. If the Familiar Mentor's hit points are reduced to -10, its physical form dissolves into energy and returns to the transformation talisman to reform. The shock of this can damage the magical girl's powers, she loses 100xp per Magical Girl class level. This cannot reduce her XP to below 0. The magical girl must also make a fortitude save DC 15 or take 1d6 points of constitution damage. A successful save reduces this amount by half. After 1d4 days, the Familiar Mentor regains its physical form at the magical girl's side.



When a magical girl gains an ability based on her alignment, it refers to her alignment at creation. If the magical girl's alignment changes, her abilities do not change until she receives an atonement from a cleric of her new alignment, at which case her powers are altered to the new alignment. This change is always deeply resisted by her Familiar Mentor, and will take every measure short of combat to prevent her from receiving the atonement spell.

caledscratcher
2014-05-17, 08:37 AM
Scamster

Just 25 copper and not a penny more! Come on and find out your hat size!

The scamster is a master of the peculiar inventions known as scams, akin to peculiar and customizable traps whose results are typically unknown, even to him. In battle, he's unpredictable and quick to make the most out of the worst. In the world, money drives him, and he's adept at acquiring it.

Adventures: Scamsters always adventure for money, but the reason they desire that money varies from person to person. It might be to buy their own freedom, to pay the bail on a loved one's imprisonment, or just to get that one thing they've always wanted but could never afford.

Characteristics: The scamster uses scams, special gadgets that activate on various natural rolls of various types, whose effects can bring everything back from the brink of disaster... or maybe send them there in the first place.

Alignment: Any. Scamsters might seek money for their own greed or for the good of others, and they might make it by following the rules or by disregarding them.

Religion: Scamsters follow deities of invention and innovation in most cases, as the scams they make are inherently technological.

Background: Making money is something everyone wants to do, with few exceptions. Taking it from other people is an easy way to do so, but making them think they got their money's worth is something that few think to do. Those that find that to be the best course are the ones who are best suited to the scamming life.

Races: Humans and dwarves are most commonly drawn to the life of the scamster, for their adaptability and their knack for invention, respectively. All other races are found in moderate amounts.

Other Classes: Paladins, druids, and monks are typically a bit annoyed by the constant swindling that scamsters thrive with, as are some barbarians. Fighters and rogues admire the initiative taken by the scamming types. Clerics, wizards, and sorcerers typically both confuse and earn the admiration of scamsters, given their reliance on magic, as well as being able to use it at all. Bards find scamsters to be good sources for stories.

Role: The scamster is highly versatile, taking advantage of his allies' strengths to cover their weaknesses, all by way of their special scams.e

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Scamsters have the following game statistics.
Abilities: Intelligence and Charisma are both key to the scamster, as the first permits the creation of scams and the second improves their effectiveness. Dexterity and Constitution are both nice for survivability, and Wisdom boosts their low Will save.
Alignment: Any.
Hit Die: d8
Starting Age: As bard.
Starting Gold: As sorcerer.

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

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

Scamster


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+2

+0
Scamming


2nd

+1

+3

+3

+0
Startling Strike +1d6


3rd

+2

+3

+3

+1
Favored Hook


4th

+3

+4

+4

+1
Bonus Feat


5th

+3

+4

+4

+1
Startling Strike +2d6, Favored Line


6th

+4

+5

+5

+2
Reslient


7th

+5

+5

+5

+2
Favored Sinker, Bonus Feat


8th

+6

+6

+6

+2
Class Ability


9th

+6/+1

+6

+6

+3
Class Ability


10th

+7/+2

+7

+7

+3
Class Ability


11th

+8/+3

+7

+7

+3
Class Ability


12th

+9/+4

+8

+8

+4
Class Ability


13th

+9/+4

+8

+8

+4
Class Ability


14th

+10/+5

+9

+9

+4
Class Ability


15th

+11/+6/+1

+9

+9

+5
Class Ability


16th

+12

+10

+10

+5
Class Ability


17th

+12/+7/+2

+10

+10

+5
Class Ability


18th

+13/+8/+3

+11

+11

+6
Class Ability


19th

+14/+9/+4

+11

+11

+6
Class Ability


20th

+15/+10/+5

+12

+12

+6
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):

caledscratcher
2014-05-17, 02:22 PM
Reserved for the Scams subsystem and PrCs.

ben-zayb
2014-05-24, 02:45 AM
Monsterbound

http://i.imgur.com/ZqvmL6A.jpg
edited out explicit content from this Tumblr page (http://24.media.tumblr.com/tumblr_me4ecyHZ3n1rlapw2o1_500.jpg), ©Pokemon Ltd.

"You teach me, and I'll teach you..."


Monsterbounds bear the natural gift of the much-maligned soulbond. They possess the ability of forging a deep empathic bond with creatures, sometimes even without the use of words, so much so that the latter become willing to be loyal companions and join him in achieving his goals.


Adventures: Monsterbounds are naturally adventurous people. The majority of them enjoy exploring the world to meet different kinds of monsters.

Characteristics: Monsterbounds, by themselves, are nothing more than your average mundane adventurers with a magical monster manual. However, soulbond turns monsterbounds into invaluable allies. Some companions brawl tooth and nail, some fight with surgical precision, some strike swiftly from the shadows, some rain magical destruction, some charm others to their bidding, and other more have their own little tricks. It all depends on what kind of companion they are looking for.

Alignment: Monsterbounds do not associate themselves with any particular alignment, although the idea of entwining one's soul to another's makes the prospect of pursuing such path less appealing to chaotic characters. Statistically speaking, there are about the same number of good and evil monsterbounds, which says a lot about how one interprets the concept of soulbond.

Religion: monsterbounds do not necessarily adhere to a specific religion. However, some sects of those who worship freedom and liberation deities, such as the Golden Paladins, actively hunt down monsterbounds to extinction.

Background: Being a monsterbound is far from being under some simple profession or field of study that one only chooses to take on a whim. Rather, the path of soulbond is some sort of calling. They come from all walks of life, each having their own paradigm and motivations as far as how and why they pursue this calling. Some of them bond with creatures to have pets, some merely seek equal peers with deeper empathic connections, while some merely treat companions as enslaved meat puppets or living weapons, akin to many summoners and planar-binders. A rare few intellectuals follow their calling for research purposes, bonding with creatures to better study and understand them, and then simply releasing them back to their natural habitat once done with the research.

Races: Many civilized races, particularly elves and gnomes who closely adhere to the philosophy of their major deities, actually shun, ostracize, or even hunt down monsterbounds. It's no surprise that races like the Drow don't mind such concepts, if twisted to their paradigm, and many of them will grab any opportunity to acquire such an immensely powerful ability. More adaptive and open-minded races openly embrace and even associate themselves with monsterbound. Other races worship their own monsterbounds as gods capable of subduing lesser being who opposes them.

Other Classes: Beguilers and enchanters look down or sometimes envy the innate empathic powers of the monsterbound. Druids usually get along with them, until the latter calls out a quasit or a human companion. Fighters, rogues, and barbarians generally don't care as long as they pull their weight on the team. Paladins are always wary of them, keeping a close eye if and when they finally "show their true colors".

Role: While a monsterbound is functionally a summoner, he offers competency on a variety of roles depending on which companions (and techniques) are available. Magical Beasts make for good heavy-hitting toe-to-toe fighters, Fey are great at social situations and subtlety, Giants have the size to subdue foes at great range, etc.

Adaptation: More maneuvers from various homebrew disciplines can also be fully integrated with the techniques, adding a few more related effort abilities as well. Powers and mysteries can also be added or substituted for magic in this manner, depending on how magic, psionics, and shadow magic works in the setting.

GAME RULE INFORMATION
Monsterbounds have the following game statistics.
Abilities: Monsterbounds generally need a high Charisma or Wisdom, depending on how he approaches the soulbond process. Better Charisma helps in imposing his force of personality, while better Wisdom makes him more perceptive of those around him. A good Constitution score also helps in keeping his his body tough and healthy.

Alignment: Any
Hit Die: d6
Starting Age: As bard
Starting Gold: As bard

Class Skills
The monsterbound's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), and Use Rope (Dex)

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

TABLE - MONSTERBOUND
LevelBABFortRefWillSpecial Maximum CompanionsDaily Companions
1st+0+0+0+2Companion, Soulbond, Soulspace33
2nd+1+0+0+3Techniques (Level 1), Monstronomicon33
3rd+1+1+1+3Insignias43
4th+2+1+1+4Share Techniques43
5th+2+1+1+4Techniques (Level 2)53
6th+3+2+2+5Extraordinary Revelation54
7th+3+2+2+5Double Battle64
8th+4+2+2+6Techniques (Level 3)64
9th+4+3+3+6Soulhive74
10th+5+3+3+7Share Items74
11th+5+3+3+7Techniques (Level 4)85
12th+6/+1+4+4+8Mystical Revelation85
13th+6/+1+4+4+8Triple Battle95
14th+7/+2+4+4+9Techniques (Level 5)95
15th+7/+2+5+5+9Soul Immateria105
16th+8/+3+5+5+10Share Immunities106
17th+8/+3+5+5+10Techniques (Level 6)116
18th+9/+4+6+6+11Supernatural Revelation116
19th+9/+4+6+6+11Horde Battle126
20th+10/+5+6+6+12Techniques (Level 7), Touch 'em All126


Class Features
All of the following are class features of the monsterbound.

Weapon and Armor Proficiencies: A monsterbound is proficient with all simple weapons and light armor, but not with shields.


Companion (Ex):
A monsterbound begins play with a companion selected from the following list: Badger, Bat, Cat, Dog, Eagle, Hawk, Lizard, Monkey, Owl, Rat, Raven, Viper (Small or Tiny), Toad, and Weasel. This creature, which now possesses a soulbond with the monsterbound, becomes a loyal companion that accompanies the monsterbound on his adventures.

A 1st-level monsterbound's companion is completely typical for its kind except as noted below (http://www.giantitp.com/forums/showsinglepost.php?p=17516884&postcount=13), and that it loses all innate Extraordinary, Supernatural, Spell-/Psi-Like, and Spellcasting/Manifesting/Initiating/etc Abilities. As a monsterbound advances in level, the companion’s power increases as shown on the table. For companions that don't start out with a fractional Hit Die (such as a Dog with 1 full hit die), subtract its original HD (the amount of Hit Dice at the moment it was successfully soulbound) from the character's effective monsterbound level to determine what the companion gains.


Active Companion: A companion acts on its own Initiative count, but it can't attack creatures and objects (as defined in the Invisibility spell) unless it is the active companion. As a 1-round action, you may select which of your Daily companions becomes the active companion.

Daily Companions: At the start of the day, a 1st-level monsterbound chooses up to three companions to join him for that day, while companions not chosen are automatically returned to the Soulspace (if they aren't there already). As a monsterbound advances in level, this maximum amount increases.

Maximum Companions: A 1st-level monsterbound can have up to a maximum of three companions, which increases as a monsterbound advances in level. These additional companions can be gained via the soulbond ability.

Release: If a monsterbound releases her companion from their soulbond, the creature reverts back to its previous state (statwise) before becoming a companion, except it retains changes caused by time (such as age). Consequently, the monsterbound gains one more spot for a new companion. A companion released while inside the Soulspace gets transported adjacent the monsterbound first before getting released. Additionally, a companion who acquires a template becomes automatically released.

Death: A dead (or destroyed, in some cases) companion can be raised from the dead by the usual means, except that the monsterbound will be the one to take any drawbacks, such as level loss. The bond between the monsterbound and his companion is so strong that even Constructs, Elementals, Outsiders, and Undead companions can also be raised from the dead this way. Alternatively, a monsterbound may just release dead (or destroyed) companions as normal, except that they retain that condition.


Soulbond (Ex): A monsterbound possesses the unique gift of forging a deep empathic bond to creatures, even without the use of words, to such a degree that some creatures are willing to go as far as join him in achieving his goals.

In order to make this special connection, you must be within 10 feet of the target and must succeed on a soulbond check (1d20 + 1/2 monsterbound level + Cha or Wis modifier) against a DC of (10 + 1/2 target's HD + highest mental ability modifier). If the target's hit points is less than half of maximum, you get a +1 bonus to the soulbond check; if it's less than quarter of maximum, you get a +2 bonus instead. A successful soulbond check means the target willingly becomes one of your companions and is transported to your Soulspace. If a monsterbound is still below his maximum companions per Day, he may choose to add the new companion to his companions per Day.

You can only make a soulbond check if you don't have the maximum amount of companions yet (listed on the Table - monsterbound above), and if the target creature meets the following restrictions:
must not have HD less than or equal to the character's monsterbound level
must not have any Class Levels (Including Racial Paragon and Monster Class)
must have neither Bloodlines (as the UA variant) nor Templates
must have neither the Swarm nor the Incorporeal subtypes
must have neither a size smaller than Fine nor a size larger than Small
must not be a recipient of a previous soulbond check (i.e. only one soulbond attempt per creature)
must not be a Player Character (or a player-controlled character)
must not be someone else's companion, animal companion, familiar, special mount, cohort, or follower
must not be conjured via either Summoning, Calling, or Creation effects
must not be bound to any other sort of magical pact or responsibility
Outsider: Formian Worker, Lantern Archon, Vargouille
Animal: Bat, Cat, Badger, Dog, Eagle, Hawk, Lizard, Monkey, Owl, Rat, Dire Rat, Raven, Toad, Small Viper, Tiny Viper, Weasel
Magical Beast: Darkmantle, Stirge
Humanoid: Gnome, Goblin, Halfling, Kobold (without class levels)
Vermin: Tiny Monstrous Centipede, Small Monstrous Centipede, Tiny Monstrous Scorpion, Small Monstrous Scorpion, Tiny Monstrous Spider, Small Monstrous Spider, Giant Fire Beetle
Construct: Tiny Animated Object, Small Animated Object

Soulspace (Su)
A monsterbound has a pocket nondimensional space called the soulspace. This a metaphysical manifestation of a monsterbound's soul, and nobody but those with a soulbond to him can access (not even Gate, Wish, Miracle, or similar effects can affect this). Companions inside the soulspace do not need to eat, drink, breath, or sleep when inside the soulspace, and are also in fact immune to any sort of harm, as though under the effects of the Timeless Body power.

As a move action, you may transport a companion either from anywhere within your line of effect to your soulspace, or from your soulspace to anywhere within you line of effect up to 5 feet of you. This does not count as planar travel, and is in fact akin to a transmutation effect.


Monstronomicon (Su)
A 2nd-level monsterbound gains his own monstronomicon--a tome capable of holding valuable information about specific monsters. A monsterbound gets to decide on the aesthetic appearance of his own monstronomicon, such as colors, textures, or any particular markings.

Materializing and dematerializing the monstronomicon (a Transmutation effect) takes a swift action. While a monstronomicon appears as a tangible material object, it is nothing but a manifestation of your general knowledge about monsters. Thus, whenever it becomes destroyed, you can easily rematerialize a replacement monstronomicon that still retains previous entries.

Encountering a monster while the monstronomicon is conjured automatically records a partial entry containing information on its kind, granting you a +2 circumstance bonus on knowledge checks against the former (as a masterwork tool). Succeeding on a soulbond check against a monster automatically records a full entry containing complete information about its kind (as in Monster Manual entries), as well as increasing the circumstance bonus to +4 per five monsterbound levels (round down).


Techniques (Ex, Su, or Sp)
A monsterbound magnifies the strength of his soulbond, enabling him to tap into his companion's hidden powers, called Techniques. At 2nd, 5th, 8th, 11th, 14th, 17th, and 20th level, a monsterbound's companions gains the ability to cast/initiate up to 1st, 2nd, 3rd, 4th, 5th, 6th, and 7th level Techniques, respectively. Additionally, in each of these class levels, each of his companions learn one Technique.

The save DC for a Technique, if any, is 10 + technique level + companion's highest mental or physical ability score (mental for spell-derived and physical for maneuver-derived techniques).

Techniques
Techniques are derived on either spells or maneuvers, depending on the companion's Technique List, with the following changes:
Spell-derived Techniques
can be cast for up to a number of times per day, as indicated on the table to the right
cast as Spell-like Abilities, with CL equal to monsterbound level
have XP, expensive material, and miscellaneous costs (such as Sacrifice, Drug, etc.), which the monsterbound must pay and have on his person
Maneuver-derived Techniques
can be initiated for a number of times, as indicated on the table to the right, before being considered expended
initiated as Extraordinary Abilities unless noted otherwise, with IL equal to monsterbound level
maximum level that can be initiated isn't based on IL, but have no minimum maneuver requirements
readied at the start of encounter, and can be recovered as Warblade maneuvers.


A companion can only learn Techniques from its own Technique List, and only up to the level that it is able to cast/initiate. Each companion can have a maximum of four Techniques at any one time, but in such cases they can replace any of those Techniques with a newly-learned one. Spells or maneuvers that grant actions, such as White Raven Tactics or Quicksilver Motion, and that instantaneously/permanently create creatures, such as Animate Dead or Beget Bogun, can't be chosen as Techniques.

Technique Lists per Creature Type Aberration: Cavern Domain (SC271), Darkness Domain (SC 272), Madness Domain (SC276)
Construct Type: Artificer's list (ECS), Iron Heart Discipline
Dragon Type: Dragon Domain (SC273), Magic Domain, Diamond Mind Discipline
Elemental Type: Air/Fire/Earth/Water Domain (based on one subtype), Portal Domain, Desert Wind Discipline, Stone Dragon Discipline
Fey Type: Charm Domain (SC 271), Illusion Domain (SC 275), Shadow Hand Discipline
Giant Type: Competition Domain (SC 272), Strength Domain, Setting Sun Discipline
Humanoid Type: Craft Domain (SC 272), Community Domain (SC 271-272), White Raven Discipline
Magical Beast Type: Animal Domain, Competition Domain (SC 272), Tiger Claw Discipline
Monstrous Humanoid Type: Magic Domain, Swordsage's list (ToB)
Ooze Type: Blackwater Domain (SW 109), Cavern Domain (SC271), Slime Domain (SC 280)
Outsider Type: Chaos/Evil/Good/Law (based on one alignment component), Balance (SC 271, for true neutral alignment), Mysticism Domain, Devoted Spirit
Plant Type: Creation Domain, Healing Domain, Plant Domain
Undead Type: Death Domain, Destruction Domain, Undeath Domain (SC281)
Vermin Type: Destruction Domain, Pestilence Domain (SC 278), Spider Domain (SC 280)


Learning additional techniques
A monsterbound can also teach his companion more techniques by simply attuning himself with a scroll or a martial script containing the spell or maneuver to be taught as a technique. This spell or maneuver must be on that companion's technique list, and must be of a level that the companion is able to cast or initiate. Doing this takes one hour of undisturbed meditation, with the scroll or martial script in his person. After the meditation, that particular companion finally learns how to cast or initiate the technique. If it already has four techniques prior to this, it must replace one of those with this newly learned technique.
TABLE - TECHNIQUE LIMITS



Level

Technique Level



0th
1st
2nd
3rd
4th
5th
6th
7th


1st
-
-
-
-
-
-
-
-


2nd
3
1
-
-
-
-
-
-


3rd
3
1
-
-
-
-
-
-


4th
3
1
-
-
-
-
-
-


5th
at will
3
1
-
-
-
-
-


6th
at will
3
1
-
-
-
-
-


7th
at will
3
1
-
-
-
-
-


8th
at will
at will
3
1
-
-
-
-


9th
at will
at will
3
1
-
-
-
-


10th
at will
at will
3
1
-
-
-
-


11th
at will
at will
at will
3
1
-
-
-


12th
at will
at will
at will
3
1
-
-
-


13th
at will
at will
at will
3
1
-
-
-


14th
at will
at will
at will
at will
3
1
-
-


15th
at will
at will
at will
at will
3
1
-
-


16th
at will
at will
at will
at will
3
1
-
-


17th
at will
at will
at will
at will
at will
3
1
-


18th
at will
at will
at will
at will
at will
3
1
-


19th
at will
at will
at will
at will
at will
3
1
-


20th
at will
at will
at will
at will
at will
at will
3
1




Insignias (Ex)
At each indicated level, a monsterbound gains a floating symbol that behaves, and is of the same size, as an Ioun Stone. These symbols, called Insignias, enable a monsterbound to use soulbond on progressively larger creatures. He may choose to suppress or resume the appearance of all Insignias at will as a free action, but he loses the benefit when suppressed.

Cobble: This Insignia, gained at 3rd-level, appears as a small-clump of rock and enables soulbond use on Medium creatures
Stone: This Insignia, gained at 6th-level, appears as a smooth sphere and enables soulbond use on Large creatures
Boulder: This Insignia, gained at 10th-level, this insignia appears as an octahedron and enables soulbond use on Huge creatures
Cliff: This Insignia, gained at 13th-level, appears as a jagged assymetric rock and enables soulbond use on Gargantuan creatures
Volcano: This Insignia, gained at 17th-level, appears as a volcano and enables soulbond use on Colossal creatures


Share Techniques (Ex)
Beginning at 4th level, an active companion may cast or initiate a Technique with a target of "You" on the monsterbound instead of himself, as long as they are within 10ft per monsterbound level of each other. Stances aren't affected by Share Techniques.


Extraordinary Revelation (Ex)
Beginning at 6th level, a monsterbound's companions regain (and no longer lose) the Extraordinary Attacks lost by being soulbond, except for abilities that grant spellcasting, or create creatures (including spawn).


Double Battle (Ex)
Beginning at 7th level, once per day as part of selecting active companion, a monsterbound may instead select up to two active companions. This state of having two active companions lasts for one round, after which you choose the companion who will remains active.


Soul Hive (Ex)
Beginning at 9th level, a monsterbound may use soulbond on creatures with the Swarm subtype.


Share Items (Ex)
Beginning at 10th level, any passive effects from items that the monsterbound wear may also affect his active companion. This ability can be resumed or suppressed as a free action.


Mystical Revelation (Ex)
Beginning at 12th level, a monsterbound's companions regain (and no longer lose) the Extraordinary Qualities and the Supernatural Attacks lost by being soulbond, except for abilities that grant spellcasting, or create creatures (including spawn).


Triple Battle (Ex)
Beginning at 13th level, once per day as part of selecting active companion, a monsterbound may instead select up to three active companions. This state of having three active companions lasts for one round, after which you choose the companion who will remain active.


Soul Immateria (Ex)
Beginning at 15th level, a monsterbound may use soulbond on creatures with the Incorporeal subtype.


Share Immunities (Ex)
Beginning at 16th level, specific Immunities and Resistances that benefit either the monsterbound or his active companion benefits both of them instead. This ability can be resumed or suppressed as a free action.For an Elf monsterbound with a Minotaur as an active companion, the monsterbound becomes immune to Maze effects while his active companion becomes immune to Sleep effects

Supernatural Revelation (Ex)
Beginning at 18th level, a monsterbound's companions regain (and no longer lose) the Supernatural Qualities lost by being soulbond, except for abilities that grant spellcasting or create creatures (including spawn).


Horde Battle (Ex)
Beginning at 19th level, once per day as part of selecting active companion, a monsterbound may instead select up to five active companions. This state of having five active companions lasts for one round, after which you choose the companion who will remain active.


Touch Them All (Ex)
The monsterbound's spiritual connection grows to the point where it not only serves as a special bond with him and another monster, but transforms completely to a hub for every soul to mingle, empower, and empathize with each other.

As part of selecting active companion, you may designate each of your daily companions to an ally of your choice (including you) to have the effects of Share Technique, Share Items, and Share Immunities class features with. An ally loses the benefits of Touch Them All while his or her corresponding companion is an active companion.

ben-zayb
2014-05-24, 02:48 AM
The Monsterbound's Companion
Companion Basics
Use the base statistics for a creature of the Companion’s kind, but make the following changes.

Class Level
The character’s effective monsterbound level. Companion with higher HD gets lower effective monsterbound level: subtract their HD (fractional HD doesn't count) to the character's monsterbound level to determine the effective monsterbound level.
Companion 1: "Benny" the Dog (originally 1HD)
Benefits: as a 5th level Monsterbound (6-1HD=5), including a +5 bonus hit die, up to 5 maximum Effort Abilities, and an Int score of 7 (type becomes Magical Beast)

Companion 3: "Nevermore" the Raven (originally 1/4HD)
Benefits: as a 6th level Monsterbound (6-0HD=6), including a +6 bonus hit die, up to 6 maximum Effort Abilities, and an Int score of 7 (type becomes Magical Beast)

Min Int
A Companion's minimum Intelligence score. The companion gains the indicated Intelligence, if its base intelligence score is less that value. This also means that mindless creatures such as most Construct, Ooze, Plant, Undead, and Vermin Companions gain sentience, gaining the indicated Intelligence score but lose their Immunity to Mind-Affecting effects. Additionally, due to having more than Intelligence score of 2, Animal Companions become Magical Beast Companions, and thus their changed Hit Dice will have to be recalculated.

Bonus HD
Extra Hit Dice, each of which gains a Constitution modifier (excepting Undeads or Constructs), as normal. A Companion gains 1 bonus HD per effective Monsterbound level. A Companion gains improved base attack bonus, base save bonus, additional skill points, ability score increases, size increase (if applicable), and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Nat Armor
The number noted here is an improvement to the Companion’s existing natural armor bonus.

Effort Abilities (Ex)
Through persistence, tenacity, cleverness, and hard work, a Companion can gain permanent abilities called Effort Abilities.
Four hours of one-on-one training with its partner monsterbound
Succeeding on an weapon attack roll against an enemy creature that poses an immediate threat to you
Succeeding on a SR check against an enemy creature that poses an immediate threat to you
Killing an enemy creature of equal or higher HD
Being in an encounter as an Active Companion, for at least one round

These conditions overlap, such that being in an encounter as an active Companion for one round and successfully attacking an enemy that poses an immediate threat grant 2 Effort Abilities. A Companion can have a maximum of one Effort Ability per effective Monsterbound level.

Empathic Link (Su)
The monsterbound has an empathic link with the Companion out to a distance of up to 1 mile. He cannot see through the Companion’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the partner monsterbound has the same connection to an item or place that the Companion does.

Evasion (Ex)
If a Companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Multiattack
A Companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the Companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a Companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Spell Resistance (Ex)
A Companion gains Spell Resistance equal to its HD HD + 10. The Companion may choose to have any spell bypass this Spell Resistance.



Class Level
Min Int
Bonus HD
Nat Armor
Special

0th
6
+0
+0
Effort Abilities, Empathic Link


1st
6
+1
+0



2nd
6
+2
+0
Evasion

3rd
6
+3
+2


4th
6
+4
+2


5th
7
+5
+2



6th
7
+6
+4


7th
7
+7
+4
Multiattack

8th
7
+8
+4


9th
7
+9
+6


10th
8
+10
+6


11th
8
+11
+6


12th
8
+12
+8
Improved Evasion

13th
8
+13
+8


14th
8
+14
+8


15th
9
+15
+10


16th
9
+16
+10


17th
9
+17
+10
Spell Resistance

18th
9
+18
+12


19th
9
+19
+12


20th
10
+20
+12

[/tr]


Effort Abilities List


CORE EFFORT ABILITIES
Compression
Prerequisites: 5 HD, Small or larger
Benefit: Your size decreases by one size category, halving your height and dividing your weight by 8. You gain a -4 size penalty to Strength (minimum of 1), a -2 size bonus to Constitution (minimum of 1), and a +4 size bonus to Dexterity. These size bonuses and penalties stack with other sources.

Compression, Greater
Prerequisites: 11 HD, Tiny or larger
Benefit: Your size decreases by one size category, halving your height and dividing your weight by 8. You gain a -4 size penalty to Strength (minimum of 1), a -2 size bonus to Constitution (minimum of 1), and a +4 size bonus to Dexterity. These size bonuses and penalties stack with other sources.

Deflection Training
Prerequisites: 5 HD + 4 HD/iteration
Benefit: You gain a +2 deflection bonus to AC.
Special: You may select this multiple times.

Expansion
Prerequisites: 5 HD, Medium or smaller
Benefit: Your size increases by one size category, doubling your height and multiplying your weight by 8. You gain a +4 size bonus to Strength, +2 size bonus to Constitution, and a -4 size penalty to Dexterity (minimum of 1). These size bonuses and penalties stack with other sources.

Expansion, Greater
Prerequisites: 11 HD, Huge or smaller
Benefit: Your size increases by one size category, doubling your height and multiplying your weight by 8. You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, and a -4 size penalty to Dexterity (minimum of 1). These size bonuses and penalties stack with other sources.

Marksmanship Training
Prerequisites: 3 HD + 8 HD/iteration
Benefit: You gain a +2 competence bonus to ranged weapon attacks.
Special: You may select this multiple times.

Resistance Training
Prerequisites: 5 HD + 4 HD/iteration
Benefit: You gain a +2 resistance bonus to saves.
Special: You may select this multiple times.

Train Coordination
Prerequisites: 1 HD + 6 HD/iteration
Benefit: You gain a +2 enhancement bonus to Dexterity
Special: You may select this multiple times, increasing the bonus by +2 each time.

Train Interactivity
Prerequisites: 1 HD + 6 HD/iteration
Benefit: You gain a +2 enhancement bonus to Charisma
Special: You may select this multiple times, increasing the bonus by +2 each time.

Train Memory
Prerequisites: 1 HD + 6 HD/iteration
Benefit: You gain a +2 enhancement bonus to Intelligence
Special: You may select this multiple times, increasing the bonus by +2 each time.

Train Perception
Prerequisites: 1 HD + 6 HD/iteration
Benefit: You gain a +2 enhancement bonus to Wisdom
Special: You may select this multiple times, increasing the bonus by +2 each time.

Train Power
Prerequisites: 1 HD + 6 HD/iteration
Benefit: You gain a +2 enhancement bonus to Strength
Special: You may select this multiple times, increasing the bonus by +2 each time.

Train Stamina
Prerequisites: 1 HD + 6 HD/iteration
Benefit: You gain a +2 enhancement bonus to Constitution
Special: You may select this multiple times, increasing the bonus by +2 each time.

SKILL-BASED EFFORT ABILITIESGuided Competence
Prerequisites: 1 HD
Benefit: Your Effort Abilities with the [Skill] descriptor also affect allies within 30ft. radius of you

Information Broker [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Appraise, Knowledge and Gather Information Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.

Light-footed [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Balance, Jump, and Tumble Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.

Meticulous Observer [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Martial Lore, Psicraft/Spellcraft, and Search Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.

Masked Intentions [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Bluff and Disguise checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.

Percipience [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Listen and Spot Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.

Subtlety [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Hide and Move Silently Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.

Yin-Yang Presence [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Diplomacy and Intimidate Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.

Zen Mastery [Skill]
Prerequisites: 1 HD + 4 HD/iteration
Benefit: You gain a +2 competence bonus on Autohypnosis, Concentration, and Sense Motive Checks.
Special: You may select this multiple times, increasing the bonus by +2 each time.

TECHNIQUE-BASED EFFORT ABILITIESAirborne [Descriptor, Domain]
Prerequisites: 1 HD, not taken Earthbloom
Benefit: Add [Air] spells and Air Domain spells to your Technique list, as well as Sky Domain spells once you have the Air subtype.

Astral Link [Subschool, Domain]
Prerequisites: 1 HD
Benefit: Add (Teleportation) spells and Portal Domain spells to your Technique list

Blade Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Iron Heart maneuvers to your Technique list.

Caustic Body [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Acid] spells to your Technique list.

Creativity [Subschool]
Prerequisites: 1 HD
Benefit: Add (Creation) spells to your Technique list.

Deep Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Stone Dragon maneuvers to your Technique list.

Destined [Descriptor, Domain]
Prerequisites: 1 HD, not taken Free Spirit
Benefit: Add [Law]/[Lawful] spells and maneuvers to your Technique list, as well as Destiny Domain spells if you have the Lawful subtype.

Earthbloom [Descriptor, Domain]
Prerequisites: 1 HD, not taken Airborne
Benefit: Add [Earth] spells and Earth Domain spells to your Technique list, as well as Sand Domain spells once you have the Earth subtype.

Eboncraft [Subschool]
Prerequisites: 1 HD
Benefit: Add (Shadow) spells to your Technique list.

Ebon Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Shadow Hand maneuvers to your Technique list.

Ebon Soul [Path]
Prerequisites: 5 HD, Eboncraft
Benefit: Add one Shadowcaster Path's mysteries to your Technique list, you may skip paths when learning them as Techniques. You cast them as Spell-like abilities regardless of effective spell level.

Fatesight [Discipline]
Prerequisites: 5 HD, Future Sight
Benefit: Add Clairsentience Discipline powers to your Technique list. Powers are manifested as Psi-like abilities, automatically augmented to your Hit Die.

Focus Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Diamond Mind maneuvers to your Technique list.

Free Spirit [Descriptor, Domain]
Prerequisites: 1 HD, not taken Destined
Benefit: Add [Chaos]/[Chaotic] spells and maneuvers to your Technique list, as well as Liberation Domain spells once you have the Chaotic subtype.

Frozen Core [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Cold] spells to your Technique list.

Future Sight [Subschool, Domain]
Prerequisites: 1 HD
Benefit: Add (Scrying) spells and Knowledge Domain spells to your Technique list.

Harmony Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Setting Sun maneuvers to your Technique list.

Haunting Echoes [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Fear], [Sonic], and [Language-Dependent] spells to your Technique list.

Hidden Spring [Descriptor, Domain]
Prerequisites: 1 HD, not taken Soul on Fire
Benefit: Add [Water] spells and Water Domain spells to your Technique list, as well as Blackwater Domain spells once you have the Water subtype.

Ideal Adept [Discipline]
Prerequisites: 1 HD, have at least one alignment component
Benefit: Add Devoted Spirit maneuvers to your Technique list.

Inner Force [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Force] spells to your Technique list.

Inner Spark [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Electricity] spells to your Technique list.

Malevolent Scion [Descriptor, Domain]
Prerequisites: 1 HD, not taken Seed of Hope
Benefit: Add [Evil] spells and maneuvers to your Technique list, as well as Destruction Domain spells if you have the Evil subtype.

Mind Games [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Mind-Affecting] spells to your Technique list.

Natural Cure [Subschool]
Prerequisites: 1 HD
Benefit: Add (Healing) spells to your Technique list.

Rally Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add White Raven maneuvers to your Technique list.

Reaper's Presence [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Death] spells to your Technique list.

Savage Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Tiger Claw maneuvers to your Technique list.

Seed of Hope [Descriptor, Domain]
Prerequisites: 1 HD, not taken Malevolent Scion
Benefit: Add [Good] spells and maneuvers to your Technique list, as well as Protection Domain spells if you have the Good subtype.

Soulcasting [Descriptor]
Prerequisites: 3 HD, Soul Awakening
Benefit: Add spells to your Technique list, you can cast these spell-like abilities as though you had the [I]Incarnum Spellshaping feat.

Soul on Fire [Descriptor]
Prerequisites: 1 HD, not taken Hidden Spring
Benefit: Add [Fire] spells and maneuvers to your Technique list.

Tempest Adept [Discipline]
Prerequisites: 1 HD
Benefit: Add Desert Wind maneuvers to your Technique list.

Tricks of the Trade [Subschool]
Prerequisites: 1 HD
Benefit: Add (Figment), (Glamer), (Pattern), and (Phantasm) spells to your Technique list.

Twilight Treader [Descriptor]
Prerequisites: 1 HD
Benefit: Add [Darkness] and [Light] spells to your Technique list.

OTHER EFFORT ABILITIESBlinding Light
Prerequisites: 11 HD, Twilight Treader
Benefit: Your [Light] techniques additionally impose a (-2 per 3 ECL) penalty to Spot and Search checks on enemies within its affected area.

Combat Clairvoyance
Prerequisites: 4 HD, Future Sight, Percipience
Benefit: You gain Uncanny Dodge, using your ECL as rogue levels.

Combat Clairvoyance, Improved
Prerequisites: 8 HD, Combat Clairvoyance
Benefit: You gain Improved Uncanny Dodge, using your ECL as rogue levels.

Corrosive Touch
Prerequisites: 5 HD, Caustic Body
Benefit: Your unarmed and natural weapon attacks gain the Shattermantle weapon ability

Counterbalancing
Prerequisites: 5 HD, Harmony Adept
Benefit: You ignore up to 1 size difference for the purposes of size penalties or size limits on combat maneuvers

Everflowing
Prerequisites: 9 HD, Hidden Spring
Benefit: You gain the Water subtype, and a permanent Freedom of Movement effect, as the spell.

Extinguish
Prerequisites: 15 HD, Reaper's Presence
Benefit: Corpses of creatures you kill can no longer be used for any other purposes (such as Animate Dead, Raise Dead, etc.)

Force Unleashed
Prerequisites: 15 HD, Inner Force
Benefit: Your unarmed strike and natural weapon attacks overcome DR/-.

Freezing Field
Prerequisites: 2 HD, Frozen Core
Benefit: Area within 30ft of you may not be affected by wind effects.

Grip of Darkness
Prerequisites: 11 HD, Twilight Treader
Benefit: Your [Darkness] techniques can't be or penetrated by True Sight, devil's sight and similar effects.

Grounded Strikes
Prerequisites: 5 HD, Bastion Adept
Benefit: Your attacks ignore Hardness and Damage Reduction as long as you're standing on solid ground

Hellfire
Prerequisites: 5 HD, Tempest Adept, Evil
Benefit: Desert Wind Techniques deal Hellfire damage instead of Fire Damage

Leadership by Example
Prerequisites: 5 HD, Rally Adept
Benefit: Allies within 60ft. radius of you gain the benefits of your active stance, although bonuses don't stack.

Mental Preparation
Prerequisites: 5 HD, Focus Adept
Benefit: You may make Concentration checks instead of normal Initiative checks. Bonuses to initiative, such as from the Improved Initiative feat, do not apply.

Mind Screw
Prerequisites: 11 HD, Mind Games
Benefit: Enemies within 10ft. radius of you take a penalty to Wisdom checks and Wisdom-based skill checks equal to half your HD.

Paragon, Anarchic
Prerequisites: 9 HD, Free Spirit
Benefit: You gain the Chaotic subtype and a permanent Magic Circle Against Law effect, as the spell.

Paragon, Axiomatic
Prerequisites: 9 HD, Destined
Benefit: You gain the Lawful subtype and a permanent Magic Circle Against Chaos effect, as the spell.

Paragon, Entropic
Prerequisites: 9 HD, Malevolent Scion
Benefit: You gain the Evil subtype and a permanent Magic Circle Against Good effect, as the spell.

Paragon, Vivacious
Prerequisites: 9 HD, Seed of Hope
Benefit: You gain the Good subtype and a permanent Magic Circle Against Evil effect, as the spell.

Pathfinder
Prerequisites: 9 HD, Earthbloom
Benefit: You gain the Earth subtype, and both climb and burrowing speeds equal to your land speed.

Recharge
Prerequisites: 1 HD, Inner Spark
Benefit: Electricity damage you deal may instead heal Constructs and creatures with Constitution score.

Relentlessness
Prerequisites: 5 HD, Savage Adept
Benefit: You are allowed offhand attacks even when making an attack as a standard action, or an attack of opportunity, as long as it's the same target as the main-hand attack. Penalties for two-weapon or multi-weapon fighting still apply.

Shadow Tag
Prerequisites: 5 HD, Shadow Adept
Benefit: Your first successful attack every round, in addition to dealing damage, removes one of the attacked creature's Immunity (your choice) for 1 round. Once the immunity returns, related persistent effects on the creature are negated (e.g. Charm Person, used while Immunity to Mind-Affecting is removed, is negated once such Immunity returns.)

Skyward
Prerequisites: 9 HD, Airborne
Benefit: You gain the Air subtype, and a perfect flight speed equal to your land speed.

Smite Anathema
Prerequisites: 5 HD, Ideal Adept
Benefit: Add half your ECL as morale bonus to attacks and damage against creatures of opposite alignment

Soulshaping
Prerequisites: 3 HD + 3 HD/iteration, Soul Awakening, Constitution 13
Benefit: You gain Shape Soulmeld, as the feat, and 1 point of Essentia.
Special: You may select this multiple times.

Soul Awakening
Prerequisites: 1 HD, Constitution 13
Benefit: You gain the Incarnum subtype, and 1 point of Essentia.

Spellshaping
Prerequisites: 7 HD, Creativity
Benefit: You may freely apply the effects of Sculpt Spell on area-effect Techniques.

Stealthcraft
Prerequisites: 9 HD, Tricks of the Trade, Subtlety
Benefit: When using either a (Figment), (Glamer), (Pattern), or (Phantasm) technique, you may make a special Hide check as a free action opposed by the targets' Spot checks. Those who fail their Spot checks have their See Invisibility, True Seeing, and other similar effects bypassed.

Superb Healing
Prerequisites: 3 HD, Natural Cure
Benefit: You gain a permanent Healing Lorecall effect, as the spell.

Terminus
Prerequisites: 15 HD, Reaper's Presence
Benefit: Your [Death] Techniques ignore Immunity to Death Effects from a lower level spell or effect.

Trailblazing
Prerequisites: 9 HD, Soul on Fire
Benefit: You gain the Fire subtype, and a permanent Haste effect, as the spell.

Turboblaze
Prerequisites: 5 HD + 10 HD/iteration, Tempest Adept
Benefit: Fire Damage you deal ignores Resistance to Fire, and those with Immunity to Fire still take half damage.
Special: You may select this one more time, to completely ignore Immunity to Fire and deal full damage.

Voices Everywhere
Prerequisites: 15 HD, Haunting Echoes
Benefit: You may have any Technique you cast/initiate with at least one of either the Fear, Sonic, or Language-Dependent descriptor gain all three descriptors. As a benefit, a creature needs all three immunities (Fear, Sonic, and Language-Dependent) to be immune to that Technique.

Warcraft
Prerequisites: 5 HD, Blade Adept
Benefit: You gain an additional +1 enhancement bonus on weapons and armor you currently wield/wear.

ben-zayb
2014-05-24, 05:56 AM
Reserved (Just in Case)

Companion Feats

Xhosant
2014-05-27, 11:28 AM
Scarer

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

Scarers produce fear, and use it to fuel their powers.

Adventures: To experience new fears, and find new 'audiences'.

Characteristics: A Scarer primarily sows panic. He's capable of limited spellcasting and great at applying metamagic as well, on both counts fueled by the terror he harvests. Most importantly, they possess a 'monster form' through which they apply their powers.

Alignment: Any, although the less savory (or at least naughtier) types may have more fuel at their disposal.

Religion: Scarers worship deities independently of their class, but occasionally seem to favor deities of secrets or stealth, magic, monsters or fear.

Background: A scarer needs some training or talent in regards to basic magic and intimidation, the first of which must include the secrets of their shapeshifting. That part is often improvised though, and anyone that could get their hands on the arcane power and mindset required might stumble upon it.

Other Classes: The more uptight classes, or those that are naturally hostile against inhuman creatures, may have a hard time accepting you, and many wizards may look down on your casting. However, spontaneous casters and anyone who values stealth or trickery will likely be intrigued by your talents.

Role: A Scarer offers limited arcane casting. He's also a natural magic device user, and a passable combatant (although on most cases they'd rather keep their distance).

GAME RULE INFORMATION
Scarers have the following game statistics.
Abilities: Charisma is what drives the fear into the hearts and minds of a Scarer's opponents. A high wisdom can fortify them of their own fears, constitution is always of value, and strength or dexterity can be used to fight when fear fails.
Alignment: Any.
Hit Die: d8
Starting Age: As bard.
Starting Gold: As fighter.

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

Intimidate(Cha), Use Magic Device(Cha), Perform(Cha), Craft(Int), Hide(Dex), Move Silently(Dex)

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

Scarer


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+2

+0
Scare Form, Fear Battery, Battery Casting, Scaring 101, Radiation Phobia


2nd

+1

+3

+3

+0
Jump Scares


3rd

+2

+3

+3

+1
-


4th

+3

+4

+4

+1
2nd level spells,


5th

+3

+4

+4

+1
Extra Battery


6th

+4

+5

+5

+2
Form Traits


7th

+5

+5

+5

+2
3d level spells, Grand Scare


8th

+6

+6

+6

+2
Advanced Scaring


9th

+6

+6

+6

+3
Extra Battery


10th

+7

+7

+7

+3
4th level spells


11th

+8

+7

+7

+3
Fuel Portal


12th

+9

+8

+8

+4
Form Traits, Battery Manipulation


13th

+9

+8

+8

+4
Extra Battery, 5th level spells


14th

+10

+9

+9

+4
Grand Scare II


15th

+11

+9

+9

+5
Scream Extractor


16th

+12

+10

+10

+5
6th level spells, Form Traits


17th

+12

+10

+10

+5
-


18th

+13

+11

+11

+6
Extra Battery


19th

+14

+11

+11

+6
7th level spells


20th

+15

+12

+12

+6
Form Traits, Renewable Energy



Class Features
All of the following are class features of the Scarer.

Weapon and Armor Proficiencies: Medium armor, simple weapons, and 2 martial weapons of the player's choice.

Scare Form (Su):
The Scarer has a monster form, to which they can turn into (and vice versa) as an immediate action. All other class features, unless noted otherwise, demand the Scarer to be in this form to function. The form has the same size, functions and attributes as his true form, except for whatever new feature has been gained, but otherwise may be anything (though nearly every time, it's something at least potentially fear-inspiring).

Fear Battery (Ex):
You know how to craft, and tap into, capsules designed to store the fear you inspire as raw arcane energy. This is a size Small metal tube with 10 hardness and 10 hp, weighting about 5 pounds. You may craft a battery with a maximum capacity equal to the highest level of spells you can cast. This battery fills at a rate of 1/3 capacity per stage of fear you inspire per target (So panicking a single target, or shaking 3, fills the battery up), but only 1 battery (total) may be charged per target per day, maximum. Fractional charge levels are possible.

Crafting the battery requires a Craft(Battery) check (for which you're considered trained with 1 point) against a DC of 10+Capacity, and costs Capacity x50 gp, otherwise behaving as a standard craft check. You can take 10 on this check.

You may only possess and charge 1 such battery at 1st level, but that limit increases by 1 at level 5 and every 4 levels after that (maximum 5). You can craft, but not fill, your batteries while not in scare form.

Battery Casting:
Taping into the fear you have stored, you can fuel spells. Treat this feature, for all intents and purposes, as actual spells and not spell-like abilities. You can use this feature while not in scare form.

The spells you can cast are part of the wizard/sorcerer spells: Those of the Illusion school, plus any spell with the fear descriptor, or those that cause or use fear. You cast those spells without preparing them, by expending an amount of charges from a battery (or several batteries) equal to the spell's level.

The spells you can cast are of a level equal to your class level/3, rounded up. Cantrips are considered level 1/2. You can cast without a failure chance in medium or lower armor. The casting is Cha-based.

Scaring 101 (Ex):
You have a given amount of training or talent to ensure efficient extraction of fear.

Your intimidate checks affect the target for 2 turns. In addition, all fear durations (intimidate included) increase by 1 turn per 5 points by which the infliction succeeded (be it a save failed by 5 or more, your intimidate check, an opposed roll or anything else). Finally, you can intimidate a target past Shaken, and can escalate a fear effect caused by intimidate by another intimidate check.

What this means is, Intimidate stacks, even if the first Intimidate was caused by another character or the features bellow, however the features bellow cannot stack over a normal intimidate

You may make an intimidate check, unaffected by the above, as a free action after a successful melee attack against a target.

You can take a full-round action to make an intimidate check (only 1 roll) against every enemy within 30 feet of you.

Radiation Phobia (Ex):
For whatever reason, you are persuaded that while in your terror form, any creature (or their belongings) you have extracted fear from within the last 24 hours is exceptionally toxic to you and your kin. In the event of a touch attack or other sort of contact with the creature or its equipment, you are automatically frightened for a round and shaken for the next 5 (this fear doesn't charge your battery). Instead of trying to flee, you may try to somehow undo the contact (by rubbing, diving in water, removing a fur patch or such) but most of the time it is something inconvenient, humiliating, or both, often imposing a -1 penalty on intimidate for the encounter or day. It's also interesting that you don't consider changing forms after the contact to be of any help. Others sharing your talents will act in similar ways to 'aid' you or flee.

The above belief is, of course, false. Every night after such an incident, make a DC 30 will save with a bonus equal to your class level. After a total of 3 such successes, you realize your mistake and are no longer subject to this class feature (unlike onlooking Scarers not similarly enlightened, sadly, who will still panic over saving you). Instruction or demonstration by a Scarer aware of the truth counts as an incident and grants a +10 untyped bonus on the next save.

Jump Scares (Ex):
Starting at level 2, every time you perform an intimidate check against an enemy who would be considered flat-footed, you can bypass any fear immunity they may have.

Form Traits (Ex):
At levels 6, 12, 16 and 20 you acquire new characteristics for your form applicable to your job. Pick one of the features bellow and add it to your form's characteristics. Making use of any such feature on an intimidate attempt grants a +5 bonus per feature used.

Retractable Spikes: Gives a gore attack. Considered light natural weapons.

Retractable Claws: As above, claw attack.

Detachable Eyes: Some of your eyes can be picked clean off your face, or wherever you had them, as if pinned there. They still send you sight if left within half a mile, but you get a -1 penalty on attack rolls per eye currently watching. Transforming makes the eyes disappear, and reappear back on you. If damaged, they are immediately destroyed (but still reappear the next time you assume your form).

Tongue Lash: 15ft. range slam attack, and you can follow it up with an Improved Grapple.

Size: +1 size category, can be taken multiple times. Each applies the standard attribute modifiers for size.

Jaws: Grants a bite attack, they come in fixed and removable versions (a.k.a. dentures).

Surprise: Through whatever means, you can pass off as perfectly harmless or downright cute until the proper moment. That means you can easily surprise an enemy, and it's unlikely you will be payed any mind as a potential threat, by a guard for example.

Climbing Speed: You gain a climb speed equal to your normal speed.

Swim Speed: As above, but for swimming.

Camouflage: You go nearly invisible when you attempt to hide, meaning you can hide in plain sight and get a +5 bonus on hide checks. You can remain so until you opt to appear or are attacked.

Wails: You can produce creepy sounds to make an enemy Shaken. You can make an intimidate check without being seen and giving away your position, so long as you can be heard by your target, but those that hear you get a +2 bonus to Listen checks to find you. This check is not improved by any of the class' other features.

Player and DMs are encouraged to work together to add new features of similar power.

Grand Scare (Ex):
Your experience on the job is far greater an asset than any characteristic you may possess. Starting at level 7, you get a competence bonus on all intimidate checks equal to your class level/2. At level 14, this increases to a bonus equal to your class level.

Advanced Scaring (Ex):
Starting at level 8, any fear effect inflicted by a margin of 10 or more is one tier stronger than it would have been per 10 points of margin. This extra amount of fear drops by 1 tier before the subject's every turn, but not bellow what their fear level would normally be at that point.

Fuel Portal (Su):
Starting at level 11, you can infuse a portal of any kind (magical, a hole on the wall, a threshold, a drawn door etc.) with up to 3 charges of your accumulated fear, or alternatively place a battery near it to fuel it, and initiate it with 10 minutes of work. You can either specify another portal as a location (per the Teleport spell, except it will only target another portal as the destination), or a random location with 'prey' present (an isolated creature, capable of feeling fear, typically 1-3 HD lower than you (or occasionally far less, 5% chance) and with their guard lowered, such as being asleep). In any case, every creature (along with up to their maximum load) that crosses the threshold is transported instantly to the other side of the portal, consuming 1 charge. The portal remains until all charges have been exhausted.

You can use this feature while not in scare form.

Battery Manipulation (Sp):
Starting at 12th level, you understand new uses of the energy you collect, owing to its unstructured arcane nature.

You can apply metamagic to your Scarer spells, provided you possess the necessary feats or equipment, even if the total level would exceed your allowed maximum, so long as you pay for the level adjustment in charges normally.

You can fuel wands, staffs, and other such items that run on finite charges using your stored fear, by paying the cost of the spell normally instead of consuming charges of the item.

You can use this feature while not in scare form.

Scream Extractor (Su):
At 15th level, you can forcefully extract great amounts of terror from your subject. If a target is already panicked by your efforts, an intimidate check surpassing your highest (among those that currently affect the target) or the DC of spells used, whichever is higher, the target is subjected to a Will and a Fortitude save against their terror. Failing either inflicts them with 6 points of Wisdom or Constitution damage, respectively, while failing both instantly kills them by sheer terror.

Whatever the outcome of the saves, you gain energy as if you panicked 3 creatures. This goes beyond the '1 battery per target per day' rule, but is similarly limited to once per creature per day on its own.

Renewable Energy (Ex):
Once you have reached 20th level and are free of your radiation phobia, you come upon a very interesting piece of knowledge: apparently laughter caries that much more energy than terror.

You can make a special Perform(Comedy) check. You and your target treat this for all intents and purposes as an intimidate check, meaning any bonuses and penalties on both sides apply as such. However, success does not inflict fear upon your enemy, nor do your efforts annoy them in any way. Also, you get 3 times the energy you would have gained should this be an intimidate check.

Jester of Doom
2014-05-30, 02:24 PM
Mecha Ace

Gundam Mecha Fight all set! Ready… Go!

A Mecha Ace is a masterful pilot that specializes in operating large mecha, a specialized form of elementally powered construct.

Adventures: War, War, Ending war, fighting in tournaments used to replace war, as child soldiers to defend the world from invading angels, and leading humanity up to the surface once more.

More seriously, a mecha ace may adventure to recover lost relics and pieces of technology, or may be forced to travel due to many governments frowning upon free agents possessing such powerful magical war machines. Many mecha aces are soldiers fighting for their homelands, or mercenaries.

Characteristics: A mecha ace is capable of piloting an elementally powered construct, bringing out the greatest potential of their Ace Mechas with various techniques, such as resonating their spiritual frequencies with the energy of the mecha, continuously modifying and improving their mecha in ways that even wizards have difficulty reproducing, and various other intricate techniques.

Alignment: A mecha ace may be of any alignment. Mecha Aces which pilot taint elemental powered mechas tend to gravitate towards Evil and are more often Chaotic than Lawful.

Religion: Mecha Aces tend to worship a wide variety of deities. However, common deities tend to be those whose portfolios contain War, Peace, or Magic.

Background: Many Mecha Aces start upon their path by sheer chance, such as merely falling into a cockpit and suddenly revealing an unnatural level of talent; others are trained from near birth to serve as soldiers, or set forth to hunt down their taint-mecha piloting older brother.

Races: Gnomes and dwarves are the most likely to become Mecha Aces. In worlds where they exist, warforged are also known to have an aptitude for piloting mecha.

Other Classes: Mecha Aces get along extremely well with artificers, followed by wizards. Many feel a kindred spirit with fighters and other warrior classes. Their relationships with clerics and other divine casters are typically determined by religion. They are willing to make friends with more roguish classes but are typically more suspicious of them.

Role: A Mecha Ace primarily serves as front line melee with their mecha’s high Durability coupled with size and reach. They can also become effective ranged combatants through the combination of a variety of modules and a high survivability.

Adaptation: A DM might decide that each Power Core is a relic of a lost civilization treating them more as minor artifacts, removing the Mecha Ace’s ability to create them directly instead forcing them to rely upon finding them. Alternatively the DM might decide to remove the Mecha Ace’s ability to create their own power core and Hands of the Machinist making the Mecha Ace themselves purely mundane.

GAME RULE INFORMATION
Mecha Aces have the following game statistics.
Abilities: The most obvious ability for a Mecha Ace is Wisdom, as it gives them a better Will save. However, Constitution increases their survivability if their mecha is disabled as well as increasing their resistance to dangerous Necromantic effects. Charisma increases their ability to repair their mecha, and Intelligence gives them more skill points.
Alignment: Any.
Hit Die: d6
Starting Age: As barbarian, or younger at DM’s discretion.
Starting Gold: 4d4 x 10 GP.

Class Skills
The Mecha Ace's class skills (and the key ability for each skill) are...
Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Swim (Str) and Use Magic Device (Cha).

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

MECHA ACE


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Least Build Points
Lesser Build Points
Moderate Build Points
Greater Build Points
Grand Build Points


1st

+0

+0

+2

+2
Ace Mecha, Least Modules, Resistance I, Piercing I
2
-
-
-
-


2nd

+1

+0

+3

+3
Enhancement Bonus (+1), Hands of the Machinist
5
-
-
-
-


3rd

+2

+1

+3

+3
Mecha Armor (+6), Resistance II, Piercing II
9
-
-
-
-


4th

+3

+1

+4

+4
Lesser Modules, +1 Potency
9
2
-
-
-


5th

+3

+1

+4

+4
Huge Mecha, Compression, +2 Strength
9
5
-
-
-


6th

+4

+2

+5

+5
Mecha Armor (+7)
9
8
-
-
-


7th

+5

+2

+5

+5
Enhancement Bonus (+2), Resistance III, Piercing III
9
12
-
-
-


8th

+6/+1

+2

+6

+6
Second Slam Attack, Moderate Modules
10
12
2
-
-


9th

+6/+1

+3

+6

+6
Mecha Armor (+8), +2 Strength, +1 Potency
11
12
5
-
-


10th

+7/+2

+3

+7

+7
Gargantuan Mecha
12
12
8
-
-


11th

+8/+3

+3

+7

+7
Resistance IV, Piercing IV
13
12
12
-
-


12th

+9/+4

+4

+8

+8
Greater Modules, Mecha Armor (+9), Enhancement Bonus (+3)
14
13
12
2
-


13th

+9/+4

+4

+8

+8
+2 Strength
15
14
12
5
-


14th

+10/+5

+4

+9

+9
+1 Potency
16
15
12
8
-


15th

+11/+6/+1

+5

+9

+9
Colossal Mecha, Mecha Armor (+10), Resistance V, Piercing V
17
16
12
12
-


16th

+12/+7/+2

+5

+10

+10
Grand Modules
18
17
13
12
2


17th

+12/+7/+2

+5

+10

+10
Enhancement Bonus (+4), +2 Strength
19
18
14
12
5


18th

+13/+8/+3

+6

+11

+11
Mecha Armor (+11)
20
19
15
12
8

19th

+14/+9/+4

+6

+11

+11
-
21
20
16
12
12


20th

+15/+10/+5

+6

+12

+12
Enhancement Bonus (+5), Transcendent Module
22
21
17
12
12


Class Features
All of the following are class features of the Mecha Ace.

Weapon and Armor Proficiencies: Mecha Aces are proficient in all martial weapons and light armor. Additionally, they are proficient in all mecha weapons.

Mecha: At first level, a Mecha Ace gains a Mecha, a sort of powerful golem incapable of independent action. This golem requires someone to pilot it by entering the golem and directing its actions. As such, this golem lies somewhere in-between a traditional construct and a piece of equipment. It has hit points, saving throws, and ability scores like a creature, however, its ability scores are non-standard and it does not make will saves.

Mecha Subtype: a mecha is a mindless Construct with the new “Mecha” subtype. Effects of the Mecha subtype include:
Features:
—No base attack bonus (see “Piloted” below).
—Good Fortitude save.
—As all mecha are mindless, they never gain skill points or feats.
Traits:
—No mental ability scores.
—A Durability score.
—A Potency score.
—Mecha lack Low-light vision and darkvision.
—Mecha do not gain bonus hit points from size.
—Mecha cannot wear armor.
—All Mecha have the “Piloted” racial feature.
-A Mecha is not destroyed at 0 hit points instead rendered non-functional while at 0 or less hit points. A Mecha reduced to -10 hit points is destroyed.

Piloted: A creature with the Mecha subtype is incapable of acting on its own. Instead, it must be piloted. A piloted mecha uses the pilot’s mental ability scores, skill ranks (using the mecha’s ability score modifiers, when applicable), feats, class features, and base attack bonus. The pilot is magically tied to the mecha while piloting it; as such, spells and similar effects that target a piloted mecha affect the pilot instead; this includes mind affecting effects and other effects that the mecha itself would be immune to. Damaging spells & effects (extraordinary effects triggered by this damage, such as poison or disease, are applied to the mecha instead) damage the mecha rather than the pilot, unless they are negative/positive energy based or belong to the school of Necromancy. This link applies regardless of the distance between the pilot and the Mecha, including extraplanar distances (of course, this assumes you found a way to pilot your mecha from another plane). Typically, piloting a mecha requires an equivalent action to that which the mecha takes: making the mecha perform a standard action requires a standard action from the pilot, a swift action requires a swift action, et cetera. The pilot acts on the mecha’s initiative.

Mecha Ability Scores: Mecha have scores in the following abilities; Strength, Dexterity, and Durability. Strength and Dexterity function normally. Durability is a measure of the mecha’s overall toughness of materials and construction, and is equivalent to a living creature’s Constitution. Durability grants bonus hit points and a bonus to Fortitude saves, like Constitution, but unlike Constitution, it grants Natural Armor equal to its ability score modifier. Durability is not affected by abilities that would damage or drain Constitution.

Potency: Potency is a measurement of the bound elemental’s raw power, and its “potency rating” is used to determine the saving throws DC of a mecha’s abilities similar to and in place of a Constitution or Charisma modifier. If potency is lowered to 0, the mecha shuts down and becomes totally inoperable (with the exception of the cockpit and power core’s emergency releases) until its potency is raised back to 1 or more. Potency is recovered to its maximum value if the mecha is powered down for at least 8 hours.

Power Core: Mecha are typically powered by a Power Core, a magic item that contains the elemental spirit that powers the mecha; as Potency is a measurement of the elemental’s power, Potency is technically a property of the Power Core, not the mecha itself.

Power Core: Power Cores are powerful magic items used by mecha pilots, and they contain the elemental spirits used by their mecha. Mecha Aces have special connections to their Power Cores, vaguely similar to Wizards and their familiars. A Mecha Ace can only have one such bonded core at a time, but they may sever their connection at any time as a purely mental action. Any Mecha Ace that attempts to pilot a mecha whose Power Core is not bonded to them must make a mecha ace level check against a DC of 5 + caster level of the Power Core + its Potency each round or take damage as if hit by the mecha’s Energy Cannon. Bonding to an unbonded Power Core requires a week of daily meditation.

A Power Core is treated as having a caster level equal to the Mecha Ace level of the last Mecha Ace to be bonded to it, and radiates an aura of Abjuration. While within a mecha a power core is unaffected by effects which would dispel it, including Mage’s Disjunction. A power core weighs 120 lbs, has 30 hit points per point of Potency, and a hardness of 10 + 3 per point of Potency.

Crafting and Elemental Binding: A Mecha Ace can craft a new bonded Power Core over the course of a week at the cost of 500gp worth of raw materials, however, a newly built Power Core lacks the bound elemental. In order to bind an elemental into the core, the bonded Mecha Ace must perform a minute-long ritual while a wizard or other spellcaster summons the elemental. Summon Monster is the usual spell for these rituals, as Planar Ally and Planar Binding require making deals with the summoned creature, and only Taint Elementals will ever willingly accept this binding. The elemental must be of an appropriate size, based on the Power Core’s Potency rating, in order to be bound properly. At 2 or 3 Potency, a Small elemental is needed. At 4 Potency, a Medium or Large elemental is needed. At 5 Potency, a Huge or larger elemental is needed. Note that since every Ace Mecha is specifically designed for the element that powers it, you must always have a new mecha built if you change elemental type. A Mecha Ace can eject the elemental currently occupying his bonded core with a minute-long ritual of expulsion, assuming that the core itself is present.

DMs may wish to allow wizard and other spellcasters to craft Power Cores with the Craft Wondrous Item feat.

Ace Mecha Features:

The following are features of the mecha models used by the Mecha Ace class.

Hit Dice: an Ace Mecha has d10 hit dice. It gains a new hit die whenever its pilot gains a new level in Mecha Ace, and gains maximum hit points on its first hit dice.

Size: By default, a Mecha Ace’s Ace Mecha is Large size. When an Ace Mecha gains its 5th hit die, it becomes Huge, at 10 hit dice it becomes Gargantuan, and at 15 hit dice it becomes Colossal. When a mecha’s size increases, it receives various improvements to its melee and ranged abilities, according to the following table:



Size
Strength Bonus
Natural Armor Increase
Ranged Attack Roll Bonus


Huge
+2
+1
+1


Gargantuan
+6
+3
+3


Colossal
+14
+7
+7



These bonuses do not stack with bonuses from a smaller size. If a mecha is increased in size via external means, (such as an Enlarge Person spell) they do not gain these bonuses.

Note on Ace Pilot Size: If the Ace Pilot is larger than medium size, their mecha starts at one size category larger than the pilot. The mecha gains the bonuses it would normally receive from size, and increases by one size category every 5 levels to a maximum of Colossal size. Compress has a minimum size 1 category greater than the pilot. If the pilot is smaller than medium, the mecha nonetheless begins at Large size and increases in size and strength as normal.

Cockpit (Ex): An Ace Mecha has a cockpit that the pilot must occupy in order to pilot the mecha. The pilot is contained within the mecha, occupying its space, but due to the degree of cover caused by the cockpit they cannot normally be attacked or targeted (although spells that target the mecha are still transmitted to the pilot). Area effects do not penetrate the cockpit, however, the cockpit is neither air-tight nor water-tight, meaning that gas based effects (such as Stinking Cloud) penetrate the cockpit, as well as allowing for the potential risk of drowning if the mecha is submerged. The pilot may open or close the cockpit at any time as a move action that provokes attacks of opportunity, and while the cockpit is open the pilot may be attacked or targeted as normal. The cockpit is a weak point in the mecha, and any time that the mecha would suffer a critical hit, sneak attack, or other form of precision damage, all such damage is dealt to the cockpit. This is an exception to the normal rule that Constructs don’t receive precision damage. The cockpit has 1/3rd the health of the mecha, and if reduced to zero hit points, the cockpit is blasted open, leaving the pilot open to attack. Any damage dealt to the cockpit is also dealt to the mecha’s main health total, and anything that would heal the mecha’s main health total also heals the cockpit by the same amount. If the cockpit is destroyed, you must spend 1 minute jury-rigging it before it can be healed again via magical or mundane repairs. When the mecha is reduced to 0 hp or less, you are ejected into an adjacent square of your choice. While inside the mecha it is treated as a worn item, resulting in such things as it merging into you when Polymorphed or sizing up when Enlarge Person is cast on you.

Clumsy (Ex): The mecha lacks the fine motor control of a living creature, giving it several penalties. It receives a penalty to Grapple and Trip attempts against smaller creature equal to -4 per size category smaller than the mecha. Mecha cannot swim without a swim speed and automatically fail all swim checks unless they possess one. The mecha has a -5 armor check penalty, counts as heavy armor, and has 50% arcane spell failure.

Armor: An Ace Mecha has an intrinsic Armor Bonus to AC of 5. This increases by 1 at 3rd level and every three levels thereafter.

Slam Attack: An Ace Mecha has a slam attack dealing 1d6 damage as a primary natural weapon. This slam attack scales with size as normal (1d8 at Huge, 2d6 at Gargantuan and 3d6 at Colossal). When an Ace Mecha gains its 8th hit die, it gains a second identical slam attack.

Build Type: All Ace Mecha are unique. Even before the addition of modules, they vary substantially in initial design. When making an individual Ace Mecha, you must select a build type that determines its starting ability scores and provides discounts on various modules. The available build types are:

Standard build: 18 Strength, 8 Dexterity and 16 Durability.

Power build: 20 Strength, 8 Dexterity and 14 Durability.

Light build: 16 Strength, 14 Dexterity and 14 Durability.

And Heavy build: 16 Strength, 6 Dexterity and 20 Durability.

Bound Elemental: Similar to normal golems, Ace Mecha are powered by bound elemental spirits. Unlike normal golems, however, they draw more directly upon elemental power, therefore the specific nature of the bound elemental has a far greater impact on the performance of the construct. The element of the elemental bound affects the ability scores of the mecha, the modules it may have installed, damage type of its Energy Cannon & Energy Weapon, and the nature of several of its other intrinsic abilities. The available elementals, and their basic effects, are below:

Fire: +2 Dexterity, Fire damage.
Smoke: +2 Dexterity, Fire damage.
Air: +2 Dexterity, Sonic damage.
Ice: +2 Constitution, Cold damage.
Water: +2 Constitution, Acid damage.
Ooze: +2 Constitution, Acid damage.
Earth: +2 Strength, choice of Slashing, Piercing, or Bludgeoning damage (chosen independently for Energy Weapon & Energy Cannon). This is affected by DR as a normal weapon would be.
Magma: +2 Strength, Fire damage.
Storm: +2 Strength, Electricity damage.
Shadow: +2 Dexterity, Cold damage.
Taint: +1 Potency, choice of Slashing, Piercing, or Bludgeoning damage for Energy Weapon; like Earth this is affected by DR as a normal weapon would be. The Energy Cannon deals untyped damage (unaffected by DR or energy resistance) and any creature struck by it must make a Fortitude save (DC 10 + ½ pilot’s Mecha Ace level + the mecha’s Potency) or take 1 point of corruption per 2 points of Potency possessed by the mecha. However, whenever a pilot activates the mecha’s Energy Cannon they must make a Fortitude save (against the same DC) or take 1 point of corruption.

Energy Weapon (Su): Each Ace Mecha has a weapon of elemental energy. As each Ace Mecha is unique, there is no standardization in the shape and appearance of these energy weapons; some are articulated in the shape of conventional weapons and others are merely coronas of energy that form around the mecha’s hands. They deal 2d6 energy damage (based on the bound elemental) and scales with size (3d6 at Huge, 4d6 at Gargantuan, 6d6 at Colossal). They are built into the mecha and cannot be disarmed or sundered, however, they are treated as manufactured weapons and gain additional attacks as normal. They are treated as one-handed weapons for the purposes of Strength to damage, Power Attack, and similar effects. They can effectively be drawn or sheathed as a free action. They cannot be used in the same round as a natural weapon.

Energy Cannon (Su): Each Ace Mecha is also equipped with a ranged cannon that fires raw elemental energy. This is a ranged touch attack that deals 1d6 energy damage, +1d6 for every 2 hit dice above 1. It has a base range of 60ft, with the base range increasing to 90ft. at Huge, 120ft. at Gargantuan and 150ft. at Colossal. This is before other modifiers are applied. Earth element is special in that it is not a ranged touch, and as compensation it deals damage in d8s instead of d6s and has a range increment equal to the base range. Note that these damage and range bonuses are removed if any or other effect would make it a touch attack or remove the attack roll.

[b]Volley (Ex): Ace Mecha do not gain multiple attacks per round from BAB for their Energy Cannon or ranged modules; instead, as a full-round action, they may fire all of their ranged attacks at once, gaining their full attack bonus on each attack.

Repair & Construction: A mecha ace may repair damage to an ace mecha equal to twice its hit dice by spending 8 hours of labor, and no valuable materials.

If an ordinary golem is destroyed, the elemental spirit is released from its bindings and the golem is rendered beyond repair. However, an Ace Mecha’s elemental spirit is contained within a special type of magic item, a Power Core (described under Mecha Subtype). When the mecha is destroyed, the Power Core remains functional, preventing the elemental spirit from escaping; however, such damage to the mecha itself is still difficult to repair. A new mecha body can be built with raw materials costing 200gp x (½ Mecha Ace Level2), with a minimum of 100gp. When you build a new mecha in this way, you may select a new build type and modules, however in order to change elements you must modify the Power Core. If the broken mecha can be provided, it can be repaired at a 25% discount, however you may not change build and modules if this is done.

Resistance: An Ace Mecha typically has energy resistance of the same energy type dealt by its Energy Weapon. This starts at 5, increases to 10 at 3 HD, increases to 20 at 7 HD, increases to 30 at 11 HD, and becomes immunity at 15 HD. An earth mecha instead gains Damage Reduction/adamantine, beginning at DR 1 and increasing by +1 each time their Energy resistance would increase, to a maximum of DR 5/adamantine. A taint mecha gains damage reduction like earth, however, they receive DR/good instead of DR/adamantine.

Piercing: An Ace Mecha has the ability to treat energy resistance as though it had a lower value. They may only pierce the same type of energy resistance that their Energy Weapon would normally deal, i.e. a fire mech could pierce fire resistance and an air mech could pierce sonic resistance. At 1 HD their attacks treat energy resistance as though it were 3 points lower, at 5 HD this improves to 5 points, at 7 HD this improves to 10 points, at 11 HD this improves to 15 points, and at 15 HD they ignore all energy resistance and deal only half damage to energy immune creatures. Note that this applies to any attack the Ace Mecha possesses that uses the proper energy type, not just their Energy Weapon and Energy Cannon. An earth or taint elemental instead receive the ability to pierce DR more effectively. At 5 HD they pierce all damage type based DR, at 7 HD earth pierces DR & Hardness as adamantine with all physical attacks, and all of taint’s attacks count as evil weapons. At 11 HD both types choose either silver or cold iron to deal damage as, and at 15th level they receive the other.

Modules: Each level, a Mecha Ace’s Ace Mecha gains a number of “Build Points” that can be used to buy things called modules. Modules grant your Ace Mecha new abilities, including new attacks, new ranged weapons, and other various bonuses. Each module costs from 2-4 build points, and most grant a 1 point discount to certain build types. Others require a certain elemental in order to be purchased. Each module has a rank, and build points also possess a rank. You may not use build points to purchase a module with a higher rank than the points have, but you can use build points to purchase modules with a lower rank than the points have. If you buy a module with 1 or more higher ranked points, note the number and rank of the points spent on that ability on your character sheet.

Certain modules have special tags; [Non-Volleyable] indicates a ranged attack that can’t be used in a volley, and [Energy Effect] both indicate abilities that can be applied to your Energy Cannon, and cannot be combined with other such modifiers with the same tag. [Super Modes] are special modes that grant you large bonuses for a short time but cost you Potency to activate. There are two types of Super Modes; one where you pay a point of Potency at the end of each round and may end at any time, and one where the Super Mode has a fixed length and requires you to “allocate” several points of Potency when you enter the mode that cannot be spent for other abilities but are not actually removed from your total until the Super Mode ends. You may not activate more than one Super Mode at a time.

Any time a module would call for a saving throw, unless otherwise noted, the DC formula is 10 + ½ pilot’s Mecha Ace level + the mecha’s Potency. If the ability is spell-like, the formula is instead DC 10 + the spell level + the mecha’s Potency. The default maximum range on all ranged modules is your Energy Cannon range/range increment. Each module may only be purchased once unless otherwise noted.

Starting at 4th level, every time you gain a level you may “sell” up to 4 points of modules that are not of your highest level, and purchase new modules with these points.

Unless otherwise noted, all modules are abilities for your Ace Mecha, and references to “you” in the description actually refer to your mecha.

[b]Enhancement Bonus (Su): At 2nd level a Mecha Ace’s Ace Mecha gains a +1 enhancement bonus to attack rolls. This increases to +2 at 7th level, +3 at 12th level, +4 at 17th level, and +5 at 20th level. This does not apply to any touch attacks. This is only a bonus to attack rolls, and does not increase damage in any way.

Hands of the Machinist (Su): Beginning at 2nd level a Mecha Ace with a Charisma score of 12 or higher can repair damaged constructs by touch. Each day they can repair a total number of hit points of damage equal to their Mecha Ace level × their Charisma bonus. For example, a 7th-level Mecha Ace with a 16 Charisma (+3 bonus) can repair 21 points of damage per day. A Mecha Ace may choose to divide their healing among multiple recipients, and they don’t have to use it all at once. Using hands of the machinist is a standard action.

Compression (Su): Beginning at 5th level a Mecha Ace’s Ace Mecha is capable of reducing its size down to as small as large or return to its normal size as an action that takes 1 full round and provokes attacks of opportunity. An Ace Mecha cannot return to its full size unless their sufficient room for it to do so. If this ability is suppressed (such as by an anti-magic field) the Ace Mecha does not immediately return to its normal size, but instead loses the ability to change size while it is compressed.

Transcendent Module: At 20th level, you gain a module of incredible power. You receive a single module of the transcendent rank. This counts as possessing a rank higher than Grand for the purposes of retooling modules at level-up.

Jester of Doom
2014-05-30, 02:25 PM
Least Modules:
Line Blast (Su)

Requirements: fire, water, smoke or storm element.
Cost: 3
At will, you may fire your energy blast in the form of a line. The line has a length equal to twice your melee reach and creatures caught in the blast get a reflex save for half damage.

Shield (Ex)
Cost: 3
Discounts: Standard, Heavy
You gain a shield that grants you a +2 shield bonus to AC.

Finesse (Ex)
Cost: 4
Discounts: Light
You may add your Dexterity bonus to melee attack rolls in addition to your Strength bonus.

Aquatic Adaptation (Ex)
Requirements: water, ooze, or ice element.
Cost: 2
Your mecha has been modified for underwater activity. It can filter breathable air from water, therefore granting the pilot and anyone inside the Passenger Bay waterbreathing, (air masks attached to the interior of the cockpit are provided if you do not have Environmentally Sealed) and it gains a swim speed equal to its base land speed.

Enhanced Movement (Ex)
Cost: 3
Discounts: Light
Your Mech’s movement rate increases by 10ft.

Auxiliary Cannon (Ex)
Cost: 3
Your mech gains an additional ranged attack, which deals 1d6 piercing damage with a max range equal to half normal range.

Destructive Enhancements (Ex)
Cost: 3
Discounts: Power
Your mech’s attacks deal double damage to objects.

Gale Force (Su)
[Energy Effect]
Requirements: air element
Cost: 3
Once per encounter, you may fire a version of your energy blast that knocks opponents prone if they fail a Reflex save.

Tremor (Ex)
Requirements: earth or magma element
Cost: 4
Discounts: Power, Heavy
Once per encounter, as a standard action, you may have your mecha stomp the ground, creating tremors that force all adjacent creatures to make reflex saves or fall prone.

Environmentally Sealed (Ex)
Cost: 2
Your mech has an air tight seal, protecting the interior from flooding and gas, and contains enough air for a medium-sized pilot to survive for a number of hours equal to its Durability, and this is time is doubled for each size category above large. Remember, however, that large creatures use twice the air as medium ones, and that small creatures use half. Warning: if the cockpit is destroyed the pilot (and any passengers from the passenger bay module) is exposed to outside conditions and loses benefit from this ability.

Passenger Bay (Ex)
Cost: 2
Your mech has space inside for additional passengers. It can hold one creature one size smaller than it, or 2 creatures 2 sizes smaller than it, or 4 creatures 3 sizes smaller than it, or 8 creatures 4 sizes smaller than it, etc. This includes the pilot, however, meaning that a mech that is 1 size greater than the pilot cannot benefit from this ability.

Drench (Su)
Requirements: water element
Cost: 2
The mech may channel the elemental in its touch to put out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The mech can dispel magical fire it touches as dispel magic (caster level equals the mech’s HD + potency).

Create Water (Su)
Requirements: water or ice element
Cost: 2
The mech can Create Water, once per day per level, as a caster of twice its level.

Turret Mode (Ex)
Cost: 4
Discount: Heavy, Standard
Your mech may add its Durability bonus to ranged attacks if you do not use your move action for movement on that turn.

Dazzling Blast (Su)
[Energy Effect]
Requires: fire, storm, or ice element
Cost: 3
At will, you may fire a version of your Energy Cannon that dazzles opponents for one round if they fail a fortitude save.

Corruption-Shielded Cockpit (Su)
Requires: taint element
Cost: 3
The mecha’s pilot receives a +3 bonus on fortitude saves to resist corruption. This only applies while they are piloting, and it stops applying if the cockpit is opened or destroyed.

Sickening Blast (Su)
Requires: smoke, ooze or taint element
Cost: 3
At will, you may fire a version of your Energy Cannon that sickens opponents for one round if they fail a fortitude save.

Lesser Modules:
Strength Enhancement (Su)
Cost: 2
The mech’s strength score gains a +2 enhancement bonus. This stacks with all other Strength Enhancement modules from other ranks.

Dexterity Enhancement (Su)
Cost: 2
The mech’s dexterity score gains a +2 enhancement bonus. This stacks with all other Dexterity Enhancement modules from other ranks.

Durability Enhancement (Su)
Cost: 2
The mech’s durability score gains a +2 enhancement bonus. This stacks with all other Durability Enhancement modules from other ranks.

Enhanced Plating (Ex)
Cost: 3
Discount: Heavy, Power
Your mecha’s DR increases by 2. If it does not already have DR, it gains DR 2/adamantine.

Rocket (Ex)
Cost: 4
Discount: Power, Heavy, Standard
The mech gains an additional ranged weapon, a rocket usable 1/day per 4 levels. It deals 1d8 bludgeoning damage on a successful hit, then, regardless of whether or not it hit, it explodes in a 10ft. radius dealing 3d6 fire damage to all creatures caught in the explosion. Creatures receive a reflex save for half damage; however, a creature successfully hit by the initial attack roll receives no save. You may choose to detonate the rocket at a point in the air rather than hitting a target.

Crushing Blow (Ex)
Cost: 3
Discount: Power, Heavy
Once per encounter, you may declare one of the mecha’s melee attacks a “Crushing Blow.” Any creature hit by a Crushing Blow must make a Fortitude save or be staggered, being only capable of taking a move action or a standard action on their next turn.

Shatter (Sp)
Requires: air or storm element
Cost: 3
3/day the mech may Shatter, as the spell, as a caster of twice its level.

Explosive Blast (Su)
[Blast Shape]
Requires: fire or magma element
Cost: 3
At will, you may fire your energy blast in an explosive form. The blast has a radius of 5ft. and creatures caught in the blast get a Reflex save for half damage.

Deafening Blast (Su)
[Energy Effect]
Requires: air or storm element.
Cost: 3
At will, you may fire a version of your energy blast that deafens the target for one round if they fail a fortitude save.

Ultra-high Pressure (Su)
[Energy Effect]
Requires: water element
Cost: 3
At will, you may fire a version of your energy blast that knocks the target away 5ft. for every 4 mecha levels if they fail a reflex save.

Great Tremor (Su)
Requires: earth or magma element, tremor
Cost: 3
When you use tremor, it affects all creatures within your melee reach.

Multi-Directional Sensors (Ex)
Cost: 2
Your mecha has ocular and auditory sensors on every side of its body, granting immunity to flanking and a +4 bonus on Spot and Listen checks.

Heavy Shield (Ex)
Requires: Shield
Cost: 3
Discounts: Standard, Heavy
Your shield grants an additional +2 shield bonus to AC.

Shock Absorber (Su)
Cost: 2
The first time each day that your Potency would go down, your potency is reduced by one less. As a module, this does not modify your Power Core in any way, and has no effect on its Potency rating after being removed from the mecha.

Submersible Mode (Ex)
Requires: Environmentally Sealed
Cost: 2
Your mecha gains a swim speed equal to its base land speed.

Draining Touch (Su)
Requires: shadow element
Cost: 4
Discount: Power, Light
All of your slam attacks now also deal 1 point of Strength damage. You may also spend a standard action to make a melee touch attack that deals 2 points of Strength damage.

I-Field (Ex)
Cost: 4
Discount: Standard, Heavy, Light
You gain a 20% miss chance that applies only to ranged attacks.

Entangling Blast (Su)
[Energy Effect]
Requires: ice or shadow element
Cost: 3
At will, you may fire a version of your Energy Cannon that entangles foes for 1 round if they fail a reflex save.

Earthbinding Blast (Su)
[Energy Effect]
Requires: earth, magma, or ooze element
Cost: 3
At will, you may fire a version of your Energy Cannon that “earthbinds” foes for 1 round if they fail a will save. “Earthbound” foes lose any fly speed they may possess, and if the target was currently flying, they fall to the ground at Feather Fall speeds. This has no effect on other forms of movement, or even on effects that might grant airborne movement without granting a fly speed (such as jumping or levitate or air walk spells).

DG Cells (Ex)
Requires: taint element
Cost: 3
Your mecha gains fast healing 1. You may activate or suppress this ability as a free action. Every (pilot’s Constitution x 2) rounds while this ability is active, the pilot must make a fortitude save or suffer 1 point of corruption. They must also make this save when you deactivate this ability.

Crusher Mode (Su)
[Super Mode]
Cost: 3
Discount: Power
You gain a +8 bonus to strength. You must pay one point of potency each round to maintain this mode.


Moderate Modules:
Strength Enhancement (Su)
Cost: 2
The mech’s strength score gains a +2 enhancement bonus. This stacks with all other Strength Enhancement modules from other ranks.

Dexterity Enhancement (Su)
Cost: 2
The mech’s dexterity score gains a +2 enhancement bonus. This stacks with all other Dexterity Enhancement modules from other ranks.

Durability Enhancement (Su)
Cost: 2
The mech’s durability score gains a +2 enhancement bonus. This stacks with all other Durability Enhancement modules from other ranks.

Enhanced Plating (Ex)
Cost: 3
Discount: Heavy, Power
Your mecha’s DR increases by 2. If it does not already have DR, it gains DR 2/adamantine.

Heavy Cannon (Ex)
Requires: Auxiliary Cannon.
Cost: 3
Discount: Heavy, Light.
The Auxiliary Cannon has its damage increased to 3d6 and gains a range increment equal to the normal range.

Elemental Lensing (Su)
Cost: 2
Select an elemental type other than taint. Anytime that you fire your Energy Cannon, you may fire that elemental type’s Energy Cannon instead. When you do this, you may not apply any [Blast Shape] or [Energy Effect] modules that the other chosen elemental could not buy. This does not give you any ability to purchase modules as though you had the other elemental. Unlike other modules, you may select this one multiple times, selecting a new element each time.

AT Field (Su)
Cost: 3
Discounts: Light, Standard
Your mecha produces a repulsion field that grants it a +2 deflection bonus to AC.

Wind Flight (Su)
Requires: air, storm, ice or smoke element
Cost: 3
Discount: Light
Your mecha gains a fly speed equal to its base land speed with good maneuverability.

Haze (Su)
Requires: smoke or shadow element
Cost: 4
Discount: Light
A cloud of particulate elemental matter obscures your mecha’s appearance, granting you concealment. You may engage or disengage this ability as a free action.

Improved Elemental Weapon (Su)
Cost: 3
You add ½ Potency rating x 1d6 to your Elemental Weapon’s damage.

Magic Rocket (Su)
Requires: Rocket
Cost: 3
Your rocket damage is increased to 6d6, and when you fire your rocket you may now choose for your rocket to deal the same energy type of damage as your Energy Cannon (this includes taint’s corruption damage & backlash). If you have elemental lensing, you may also choose to have it deal the same type of energy selected then.

Storm Lensing (Ex)
Requires: storm element
Cost: 4
Sonic is now treated as the Storm elemental energy type, in addition to Electricity. Your Energy Cannon, Energy Weapon, and all abilities that build off of their energy type (including Piercing and Resistance) now use Sonic whenever you wish for it to apply.

Burn (Su)
Requires: fire or magma element
Cost: 3
Discount: Power
Your slam attack deals 2d6 additional fire damage and any creature struck must make a reflex save or catch on fire, taking 1d6 damage per round for 1d4 rounds until they spend a move action to smother the flames or are doused in water. Any creature that hits you in melee with a natural weapon or unarmed strike takes 1d6 damage and must make a reflex save or catch fire. You may raise or lower this ability as a free action, and while it is active you shed light as a hooded lantern.

Blinding Blast (Su)
[Energy Effect]
Requires: fire, smoke, shadow, or ice element
Cost: 3
At will, you may fire a version of your Energy Cannon that blinds foes for 1 round if they fail a fortitude save.

Dimension Door (Sp)
Requires: taint element
Cost: 3
3/day you may spend a move action to emulate the effects of the Dimension Door spell. This version of the spell cannot transport touched creatures, only the mecha and its occupants. However it does not prevent you from taking other actions after using it.

Speed Mode (Su)
[Super Mode]
Cost: 4
Discount: Light, Standard
You gain all the benefits of the Haste spell. Additionally, you may pay 1 point if Potency whenever you make a full attack to gain a second extra attack at your full attack bonus. You must allocate 1 point of Potency to activate this mode for 4 rounds.


Greater Modules:
Strength Enhancement (Su)
Cost: 2
The mech’s strength score gains a +2 enhancement bonus. This stacks with all other Strength Enhancement modules from other ranks.

Dexterity Enhancement (Su)
Cost: 2
The mech’s dexterity score gains a +2 enhancement bonus. This stacks with all other Dexterity Enhancement modules from other ranks.

Durability Enhancement (Su)
Cost: 2
The mech’s durability score gains a +2 enhancement bonus. This stacks with all other Durability Enhancement modules from other ranks.

Potency Amplifier (Su)
Cost: 2
The mech’s Potency rating is increased by 1. This stacks with the Grand version of this ability. As a module, this does not modify your Power Core in any way, and has no effect on its Potency rating after being removed from the mecha.

Enhanced Plating (Ex)
Cost: 3
Discount: Heavy, Power
Your mecha’s DR increases by 2. If it does not already have DR, it gains DR 2/adamantine.

Rocket Volley (Ex)
[Non-Volleyable]
Requires: Rocket
Cost: 4
Discounts: Heavy
You receive a number of small rockets each day equal to triple your level. As a full-round action, you may fire any number of small rockets, to a maximum of twice your level in rockets. All must be placed within your Energy Cannon range, and each small rocket explodes in a 15 foot radius for 1d6 fire damage (reflex save for half). Small rockets may be placed in overlapping positions. If any creature is caught in more than one small rocket explosion, total up the damage dice of the rockets and treat it as one attack with one saving throw. If you have Magic Rocket, you may choose to have your small rockets instead deal the same energy type of damage as your Energy Cannon (taint’s corruption damage only applies once to each enemy, & the backlash only applies once to you) or the energy type selected in Elemental Lensing.

Improved AT Field (Su)
Requires: AT Field
Cost: 3
Discount: Light, Standard
The deflection bonus granted by your AT Field increases by 2.

Rocket Flight (Ex)
Requires: Must [b]not be earth, magma, or ooze element
Cost: 3
Discounts: Light
You gain a fly speed equal to twice your base land speed at average maneuverability. If you also have Wind Flight, you gain perfect maneuverability.

Extreme Flight (Ex)
Requires: Rocket Flight
Cost: 2
If you fly in a straight line for at least 1 minute, your mecha may speed itself up to a speed of 200mph. You may only sustain this flight for 1 hour per Mecha Ace level.

Eathbinding Aura (Su)
Requires: earth, magma, or ooze element
Cost: 3
Any enemy that comes within your melee reach must make a will save or immediately be “Earthbound” (see Earthbinding Blast) until they leave this area. Creatures that remain within this area must make will saves each round until they are earthbound.

Draining Blast (Su)
[Energy Effect]
Requires: shadow element, Draining Touch
Cost: 3
Discount: Light
Once per encounter, you may execute a version of your Energy Cannon that deals 2 points of damage to all physical ability scores. This is in addition to its normal damage.

Debilitating Blast (Su)
[Energy Effect]
Requires: taint element
Cost: 3
At will, you , you may fire a version of your Energy Cannon that deals 2 points of Constitution damage to any target that fails a fortitude save. This is in addition to its normal damage.

Autocannon (Ex)
Requires: Heavy Cannon
Cost: 4
Discount: Heavy, Light, Standard
Any time you attack with your Heavy Cannon, you may choose to make two extra attacks with it, but all attacks made with the Heavy Cannon this round take a -2 penalty on attack rolls.

Funnels (Su)
Cost: 3
You gain 2 “funnels,” floating energy guns that are synchronized to your mecha. Any time that you fire your Energy Cannon, you may fire your funnels as well as a free action. The funnel shots are ranged touch attacks that deal 1d6 damage of the same energy type as your Energy Cannon and have half the range. If you fire multiple funnels at the same target, you may choose to combine them into one attack, making a single attack that deals damage equal to the number of funnels x 1d6. If you have Elemental Lensing, you may apply its effect to your funnels. Earth funnels are not touch attacks, deal d8 damage, and have a range increment equal to half your Energy Cannon range. Taint funnels do not inflict a save vs taint.

Cone Blast
[Blast Shape]
Cost: 3
At will, you may fire your Energy Cannon in the form of a 30-ft. cone. Creatures caught in the cone receive a reflex save for half.

Nauseating Blast (Su)
[Energy Effect]
Requires: smoke, ooze or taint element
Cost: 3
At will, you may fire a version of your Energy Cannon that nauseates enemies for 1 round if they fail a fortitude save.

True DG Cells (Su)
Requires: taint element
Cost: 3
Your DG Cells now grant Fast Healing 5.

Rocket Mode (Su)
Requires: Rocket
Cost: 4
Discount: Heavy, Standard
All rockets you fire deal 3d6 extra damage. While this mode is active, you may pay 1 Potency to fire a rocket without spending a daily use, you may spend 1 Potency when firing a Rocket Volley to gain extra small rockets equal to your Mecha Ace level, or you may pay 2 Potency when firing a Rocket Volley to gain extra small rockets equal to twice your Mecha Ace level. You must allocate 1 Potency to activate this mode for 4 rounds.


Grand Modules:
Strength Enhancement (Su)
Cost: 2
The mech’s strength score gains a +2 enhancement bonus. This stacks with all other Strength Enhancement modules from other ranks.

Dexterity Enhancement (Su)
Cost: 2
The mech’s dexterity score gains a +2 enhancement bonus. This stacks with all other Dexterity Enhancement modules from other ranks.

Durability Enhancement (Su)
Cost: 2
The mech’s durability score gains a +2 enhancement bonus. This stacks with all other Durability Enhancement modules from other ranks.

Potency Amplifier (Su)
Cost: 2
The mech’s Potency rating is increased by 1. This stacks with the Greater version of this ability. As a module, this does not modify your Power Core in any way, and has no effect on its Potency rating after being removed from the mecha.

Enhanced Plating (Ex)
Cost: 3
Discount: Heavy, Power
Your mecha’s DR increases by 2. If it does not already have DR, it gains DR 2/adamantine.

Tower Shield (Ex)
Requires: Heavy Shield
Cost: 3
Discounts: Standard, Heavy
The shield bonus granted by Heavy Shield increases by 2. Additionally, you may spend a standard action to bunker down behind your titanically large shield. If you do so, you, all creatures sharing your square, and all creatures behind you gain total cover.

Extra Funnels (Su)
Requires: Funnels
Cost: 3
You gain 3 additional funnels. They function identically to those described in the Funnels module.

Dazing Blast (Su)
[Energy Essence]
Requires: fire, smoke, magma, or ice element
Cost: 3
At will, you may fire a version of your Energy Cannon that dazes foes for 1 round if they fail a fortitude save.

Stunning Blast (Su)
[Energy Essence]
Requires: air, storm, or taint element
Cost: 4
At will, you may fire a version of your Energy Cannon that stuns foes for 1 round if they fail a fortitude save.

Aura of Corruption (Su)
Requires: taint element, Corruption-Shielded Cockpit
Cost: 4
Your mecha emits an aura of concentrated taint. Any creature that comes within your melee reach must make a fortitude save each round or gain a point of corruption and take 2 points of Constitution damage.

Impeccable Sensors (Ex)
Requires: smoke, air or storm element
Cost: 4
Your mecha gains blindsight out to 60ft.

Enervating Blast (Su)
[Energy Effect]
Requires: shadow or taint element
Cost: 3
At will, you may fire a version of your Energy Cannon that inflicts 2 negative levels on any target that fails a fortitude save. This is in addition to its normal damage.


Transcendent Modules:
Monolithic Potency Amplifier (Su)
Requires: N/A
Your Potency rating is increased by 3.

Funnel Pyramid (Su)
Requires: Extra Funnels
You may have your funnels arrange themselves around you like the five corners of a pyramid and generate a shield of harmful energy. You may activate or deactivate this ability as a swift action, and while this ability is active, you may not use your funnels. Any creature that makes a melee attack against you takes 5d6 damage of the same energy type as your Energy Cannon. The energy pyramid also protects you from energy damage, halving all energy damage you would take. Earth receives extra damage with this ability, and Taint inflicts taint like the Energy Cannon. If you have Elemental Lensing, you may change your Funnel Pyramid’s energy type as a swift action. Your Funnel Pyramid gives you immunity to the matching energy type (Earth & Taint pyramids provide no such benefit).

Incorporeal Mode (Su)
[Super Mode]
Requires: shadow element
As a move action, you may allocate 1 point of Potency to activate this mode for 3 rounds. While this mode is activated, your mecha (and all of its contents, including the pilot and any passengers) becomes incorporeal. All of its attacks become incorporeal touches, and it gains all the effects of the incorporeal subtype.

Cloud of Smoke (Su)
Requires: smoke element
As a swift action you may pay 2 points of Potency to emit a cloud of smoke that radiates out to your melee reach for 1 minute. The smoke is impossible to see through with normal vision, and grants total concealment to all creatures inside. Additionally, all breathing creatures inside the cloud that are not immune to poison take 2d6 damage per round that they remain inside.

Thunder and Lightning (Su)
Requires: storm element
Once per minute as a full-round action you may emit a blast of thunder coupled with a bolt of lightning. The thunder affects every creature within 60ft. dealing 12d6 damage (fortitude save for half). The lightning takes the form of a 120ft. line that deals 24d6 damage (reflex save for half).

Volcanic Blast (Su)
Requires: magma element
As a full-round action you may pay 1 point of Potency to spew lava into a 10ft. square within your melee reach. All creatures in the affected area that make successful Reflex saves take 6d6 points of fire damage, provided they can physically escape the area on their next turn. Creatures that fail their saves, or those unable to escape the area, take 20d6 points of fire damage in each round they remain in the area. Creatures in the lava have their speed reduced to 5 feet and take a –2 penalty on attack rolls and to Armor Class. Even after leaving the area of the spell, creatures that were exposed to the lava take half damage (either 3d6 or 10d6) for 1 additional round. The pool of lava cools after 2d6 hours.

Devouring Ooze Blast (Su)
[Energy Effect]
Requires: ooze element
You may pay 1 point of Potency to fire a version of your Energy Cannon that washes targets in pure, hyper-concentrated ooze. Targets so bathed must make fortitude saves or else the elemental ooze merges with their being and begins eating them from the inside out. Each round, afflicted targets take damage as if they were hit by your Energy Cannon. There is no maximum duration on this effect; it lasts until the subject receives a Heal spell (or stronger effect) or dies.

Ultimate Ice Beam (Su)
[Non-Volleyable]
Requires: ice element
You may spend a standard action and pay 1 point of Potency to fire a beam of ice that seals opponents in blocks of pure elemental ice. The max range is equal to your base range. Targets are sealed in ice if they fail a fortitude save, and if they succeed they take 30d6 cold damage. Incorporeal creatures and creatures coated in magical flames automatically succeed on their saves. Creatures sealed in ice are still alive, perfectly preserved. They do not age, breathe or require sustenance while frozen. The elemental ice cannot be melted by mundane heat, and may only be damaged by magical flame. Creatures being thawed do not take damage from the flame, but the thawing process itself is harmful and they must make a fortitude save or be reduced to -9 hit points and dying (1 hit point if they are constructs or undead).

Burning Incandescence (Su)
[Super Mode]
Requires: fire element
As a swift action you may allocate 1 point of potency to activate this mode for 5 rounds. While in this mode, all of your attacks that deal fire damage automatically wreath enemies in powerful elemental fire. Creatures set on fire this way take 5d6 fire damage each round for 1d4 rounds. This flame is harder to extinguish than normal, and can only be removed with a full-round action or dousing with magical water.

Diamond Beam (Su)
[Energy Essence]
Requires: earth element
You may pay 1 point of Potency to fire a version of your Energy Cannon that petrifies enemies. All affected creatures must make fortitude saves or be turned to stone as per the Flesh to Stone spell.

Tidal Wave (Su)
Requires: water element
You may spend a full-round action to pay 1 point of Potency and generate a massive wave. The wave goes out in all directions and deals 20d6 bludgeoning damage to all creatures within your melee reach (no save). Creatures damaged are automatically knocked prone and are shoved outside of the area. Additionally, affected creatures must make fortitude saves or be stunned for 1 round.

Tornado Mode (Su)
[Super Mode]
Requires: air element
You may spend a swift action and pay 1 point of Potency to activate this mode for 3 rounds. While this mode is active, you produce a deadly whirlwind that extends as far as your melee reach. When you activate this mode, you must choose to either form a Repelling Whirlwind or an Attracting Whirlwind. Any creature the same size or smaller than your mecha that enters or begins their turn inside this whirlwind takes 5d6 sonic damage and must make a fortitude save or be knocked prone. If a creature smaller than your mecha fails their save they are also moved outside of the whirlwind’s area (if a Repelling Whirlwind) or moved adjacent to you (if an Attracting Whirlwind).

Death Ray (Su)
[Energy Effect]
Requires: taint element
You may pay 1 point of Potency to fire a version of your Energy Cannon that is charged with pure death. Any creature affected must make a fortitude save or die. This is a death effect.

spikeof2010
2014-05-30, 03:22 PM
The Incredible

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Look what I can do!

An incredible is just that, incredible. They start out as weak rookies, and then turn out to be a great hero (or not, you can decide).
Adventures: Incredibles adventure to better themselves, interact with the people of the land and try to gain power.

Characteristics: Incredibles are varied, but most are front field battlers.

Alignment: Incredibles tend to extremes, neutral Incredibles are rare.

Religion: Any deity that inspires courage or power are prime canidates for Incredibles..

Background: Incredibles have had innate abilities their whole life, whether they know it or not.

Races: Humans are the most common Incredibles as they tend to experiment and find out their true self.

Other Classes: Druids are weary around Incredibles while fighters and rogues welcome them among their ranks. Wizards are indifferent, as are clerics.

Role: An incredible can vary, depending on the powers you pick.

Adaptation: DMs may rule out certain origins or add their own to see fit.

GAME RULE INFORMATION
Incredibles have the following game statistics.
Abilities: It really varies, for each build..
Alignment: Any.
Hit Die: d8
Starting Age: As barbarian.
Starting Gold: As cleric.

Class Skills
The Incredibles's class skills (and the key ability for each skill) are...
Spot(Wis),Knowledge [Local](Int),Profession(Int),Disguise(Cha),Bluff(Cha),Dip lomacy(Cha)[If Good]/Intimidate(Cha)[If Evil] (Note that neutral characters pick one of the two listed.
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+0

+0
Origin


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
Origin Increase +1


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
Origin Increase +2


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
Origin Increase +3


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):

Temotei
2014-06-01, 12:20 AM
The contest is closed. Here (http://www.giantitp.com/forums/showthread.php?353254-Base-Class-Challenge-XXII-Voting-Thread&p=17556908)'s the voting thread. Everyone can vote!