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  1. - Top - End - #1
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default GiTP Pathfinder Grab Bag Competition III - Playgrounders Assemble!

    Playgrounders Assemble!





    "I have an army."

    "We have a Hulk!"



    ~~~~~~~~~~


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

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

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

    Rules

    1. You will be creating an original Base Class or Monster or Prestige Class or Race that is themed around the titular Avengers, any of the Villains from the previous movies, Nick Fury an organization like S.H.I.E.L.D., Deadpool or Superheroes in general. Example entries could be a base class that controls storms, a monster that grows more powerful as the encounter goes on, a prestige class that is part of a cabal of super spies or a race of humanoids who appear to lack skin on their skulls.

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

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

    4. Post all entries for the contest in this thread. Do not post any conversations regarding the entries here. Any and all discussions regarding this contest will take place on a separate thread: Here

    5. Only one entry is allowed per participant.

    6. Entries submitted must be original works that were created for this contest and this contest alone. Submitting plagiarized or previously posted work will result in said entry being automatically disqualified and may lead to inability to compete in this contest from then on.
    6a. Entries submitted to this contest may not be posted in a separate thread or format until the contest has come to a close. Any entries that are discovered to have been posted elsewhere during the contest's duration (such as to garner further attention and critiques) will be automatically disqualified.

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

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

    -*-*-*-

  2. - Top - End - #2
    Ettin in the Playground
    Join Date
    Nov 2009
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    Male

    Default Re: GiTP Pathfinder Grab Bag Competition III - Playgrounders Assemble!

    Base Class Name

    Put an image of your class here!

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

    A general description of what your class is!


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

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

    Hit Die: dx

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    20th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability[/table]

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

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

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

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



    Spoiler
    Show
    [CENTER][b][SIZE="3"][U]Base Class Name[/U][/SIZE][/b]

    Put an image of your class here!

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!


    [b]Role:[/b] What your class does in and for a party.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Hit Die:[/b] dx

    [b]Starting Gold:[/b] 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.).

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

    [B]Skill Points at First Level:[/B] (x + Int modifier)


    [B]C[SIZE="1"]LASS NAME[/SIZE][/B]
    {table=head][b]Level[/b]|[b]Base Attack Bonus[/b]|[b]Fort Save[/b]|[b]Ref Save[/b]|[b]Will Save[/b]|[b]Special[/b]

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    11th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    12th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    13th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    14th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    15th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    16th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    17th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    18th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    19th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    20th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] 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.)!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]

  3. - Top - End - #3
    Ettin in the Playground
    Join Date
    Nov 2009
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    Default Re: GiTP Pathfinder Grab Bag Competition III - Playgrounders Assemble!

    Name

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

    Defenses

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

    Offenses

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

    Statistics

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

    Special Abilities

    Special abilities go here.

    Ecology

    Environment
    Organization
    Treasure

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

    Spoiler
    Show
    [center][SIZE=5]Name[/SIZE][/center]

    [i]Short Physical Description[/i]
    [b]Name[/b] [b]Challenge Rating[/b]
    [b]XP X[/b]
    <Alignment> <Size> <Type>
    [b]Init[/b] +X; [b]Senses[/b] ; Perception +X

    [size=4][b]Defenses[/b][/size]

    [b]AC[/b] X, Touch X, flatfooted X; ( modifiers )
    [b]hp[/b] (dX+X);
    [b]Fort[/b] + X, [b]Ref[/b] +X, [b]Will[/b] +X

    [size=4][b]Offenses[/b][/size]

    [b]Speed[/b] X ft.
    [b]Melee[/b] Weapon +X (dX+X)
    [b]Space[/b] X ft.; [b]Reach[/b] X ft.
    [b]Special Attacks[/b]

    [size=4][b]Statistics[/b][/size]

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

    [size=4][b]Special Abilities[/b][/size]

    Special abilities go here.

    [size=4][b]Ecology[/b][/size]

    [b]Environment[/b]
    [b]Organization[/b]
    [b]Treasure[/b]

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

  4. - Top - End - #4
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition III - Playgrounders Assemble!

    Prestige Class Name

    Put an image of your class here!

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

    A general description of what your class is!


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

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

    Hit Die: dx

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

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

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


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

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

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

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

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

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

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

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

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

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

    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability[/table]

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

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

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

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


    Spoiler
    Show
    [CENTER][b][SIZE="3"][U]Prestige Class Name[/U][/SIZE][/b]

    Put an image of your class here!

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!


    [b]Role:[/b] What your class does in and for a party.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Hit Die:[/b] dx

    [size=4][b]Requirements[/b][/size]
    To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
    :
    :
    :
    :

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

    [B]Skill Points at First Level:[/B] (x + Int modifier)


    [B]C[SIZE="1"]LASS NAME[/SIZE][/B]
    {table=head][b]Level[/b]|[b]Base Attack Bonus[/b]|[b]Fort Save[/b]|[b]Ref Save[/b]|[b]Will Save[/b]|[b]Special[/b]

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] 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.)!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]

  5. - Top - End - #5
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition III - Playgrounders Assemble!

    RACE NAME

    A brief overview of the race.

    Physical Description: Speaks for itself.

    Society: Speaks for itself.

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

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

    Adventurers: Reasons members of the race take up adventuring.

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

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

    ---

    RACIAL TRAITS

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


    ---

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

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

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


    Spoiler
    Show
    [spoiler][SIZE="4"]RACE NAME[/SIZE]

    A brief overview of the race.

    [b]Physical Description:[/b] Speaks for itself.

    [b]Society:[/b] Speaks for itself.

    [b]Relations:[/b] What the race thinks of other races, and what other races think of them.

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

    [b]Adventurers:[/b] Reasons members of the race take up adventuring.

    [b]Male Names:[/b] A list of sample names males usually take.

    [b]Female Names:[/b] A list of sample names females usually take.

    ---

    [SIZE="3"][B]RACIAL TRAITS[/B][/SIZE]

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

    ---

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

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

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

  6. - Top - End - #6
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Intersex

    Post Re: GiTP Pathfinder Grab Bag Competition III - Playgrounders Assemble!

    Tainted Scion of Venom
    Spoiler
    Show

    I shall destroying you for rejecting us! From now on we're poison to the Spider Blood Assassins. WE ARE VENOM!

    During the first years of the Spider Blood Assassins, a young assassin known as Petros came into contact with an ooze from the Far-Realm. This ooze covered Petros forming a powerful armor, increasing his strength, speed, and agility. He brought this ooze, now known as a Symbiote, back to the Spider Blood Assassins and soon there were several assassin's with this ally. But there was a high price, the ooze fed off raw emotions and twisted their host's minds, plummeting them into a state of murderous rage in order to sup a more nourishing meal. Hating the idea of losing their free-will, the remaining Spider Blood Assassins rejected the symbiotes.

    But years later the Symbiotes returned, with memories of hatred and rejection in their minds, they seeked those who loathed the Spider Blood Assassins.

    The who embraced the Symbiotes were changed, becoming known as "The Tainted Scions of Venom". These Scions gain access to the true power of the Symbiotes; they can reshape their forms creating disguises, and weapons from their flesh and using talents that where once unique to Spider Bloods.

    The Tainted Scion are completely new beings, gestalts of the person they once were and the Symbiote attached to them.

    Role: Tainted Scions act as frontline fighters who use mobility and fast movement to their advantage. Using their natural weapons they can deal out large amounts of damage while surviving against enemy strikes because of their hard exoskeleton.

    Alignment: Because of the rage the Symbiote generally induces it is hard for them not to lash out at others; despite this a Tainted Scion who has a strong can hold back these urges. Thus a Tainted Scion can be of any alignment, it is simply harder to be good.

    Hit Die: d10

    Starting Gold: As Barbarian.

    Class Skills
    The Tainted Scion's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Sleight of Hand (Dex), Stealth (Wis), and Swim (Str).

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

    Tainted Scion of Venom
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|AC Bonus|Fast Movement

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |Allied Memory, Embrace Carnage, Symbiote, Weapon of Agony - Muscle Mass|+0|+0 ft.

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Step of the Web, Weapon of Agony - Claws|+0|+0 ft.

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    |Fast Movement, Natural Guise|+0|+10 ft.

    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Armored Flesh, Weapon of Agony - Fangs|+1|+10 ft.

    5th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |DR 5/-, Phage|+1|+10 ft.

    6th|
    +4
    |
    +5
    |
    +2
    |
    +2
    |Corpse Visage, Weapon of Agony - Blood Spike|+2|+20 ft.

    7th|
    +5
    |
    +5
    |
    +2
    |
    +2
    |Shifting Figure, Toxic Strength|+2|+20 ft.

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +2
    |Weapon of Agony - Whipfist, Web of Blood|+3|+20 ft.

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +3
    |Camouflage, Extended Assault|+3|+30 ft.

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +3
    |DR 10/-, Sense of the Hunter, Weapon of Agony - Blade|+4|+30 ft.

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +3
    |Anima Aperture, Tendril Swing|+4|+30 ft.

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +4
    |Focused Strike, Weapon of Agony - Executor|+5|+40 ft.

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +4
    |Gifts of the Flesh, Venomous Flesh|+5|+40 ft.

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +4
    |Skilled Camouflage, Weapon of Agony - Tendril|+6|+40 ft.

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +5
    |DR 15/-|+6|+50 ft.

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Weapon of Agony - Scorpion Fangs|+7|+50 ft.

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Birth of Carnage|+7|+50 ft.

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +6
    |Weapon of Agony - Hammerfists|+8|+60 ft.

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +6
    |Mastered Weaponry|+8|+60 ft.

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +6
    |Eternal Armor, Vile Legion|+10|+60 ft.[/table]

    Class Features
    All of the following are class features of the Tainted Scion of Venom.

    Weapon and Armor Proficiencies: A Tainted Scion of Venom is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

    Allied Memory (Ex): The Symbiotes once were allied to the Spider Blood Assassins and because of such they were ignored by their blindsight. Even though the Symbiotes are now the enemy of the Spider Bloods they retain this trait.

    While Embracing Carnage, a Tainted Scion of Venom cannot be detected by the Blindsense of a Spider Blood Assassin.

    Embrace Carnage (Ex): A Tainted Scion of Venom has been corrupted by the Symbiote that he has merged with. As a Swift action, the Scion can Embrace the Symbiote and manifest its power or dismiss it. This corruption grants great power, but it comes with a price, your mind and form are twisted into a new being.
    While Embracing Carnage the following effects occur:
    • Firstly, the Symbiote envelops you acting as a second skin. This is very noticable and the Tainted Scion takes a -10 untyped penalty to all disguise checks.
    • Secondly, the Symbiote which covers you grants you a +5 untyped bonus to all intimidate checks.
    • Lastly, during this state, your mind and that of the Symbiote form a gesalt consciousness and you must make a Will Check (DC = 10 + Symbiotes Ego). If the host succeeds, he is dominant. If he fails then the symbiote is dominant.

    Spoiler
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    • Dominance lasts for one day, until you end Embracing Carnage, or until a critical situation occurs (such as a major battle, a serious threat to either the symbiote or the host and so on - DM's discretion). If Dominance ends while Embrace Carnage is still active then a new Will Check must be made.
    • Should the symbiote gain dominance, it resists the character's desires and demands concessions such as any of the following:

    Spoiler
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    • Removal of associates who are hostile to the symbiote or allied with Spider Blood Assassins
    • The character divesting himself of items which are specifically harmful to the symbiote.
    • Obedience from the host so the symbiote can direct where they go for its own purposes.
    • Immediate seeking out and slaying of creatures hated by the symbiote.
    • That the character continues to remain in Embrace Carnage without willingly ending it.
    • Force its host into combat
    • Refuse to strike opponents
    • Hinder its host or his associates
    • Force its host to surrender to an opponent
    • Force its host to end Embrace Carnage

    • Naturally such actions are unlikely when the Symbiote and the Host are similarly minded.



    Embrace Carnage is automatically ended if the Tainted Scion of Venom takes fire or sonic damage equal to or greater than his Tainted Scion of Venom level.

    Symbiote: The Symbiote you are host to acts as an intelligent magical item in many ways. The symbiote is for all purposes acts as an intelligent magical item except for the following:
    • Ego Checks only need to be made when Embrace Carnage is activated.
    • It weighs 0 lb.
    • It takes up no space
    • Its Mental Ability Scores are determined by your level (see below).
    • Its Communication is determined by your level (See below).
    • Its has no capabilties.
    • Its Ego is determined by your level (See below).
    • Its senses are determined by your level (see below).
    • If it is some how destroyed, it comes back after 1d4 days.
    • It merges with you when you Embrace Carnage.


    Weapon of Agony (Ex): While Embracing Carnage, Tainted Scions of Venom can reshape their bodies to suit their needs, the main function of this is to create weapons from their bone and flesh. As a move action, the Tainted Scion can replace one or more of his limbs with a natural weapon, the limb (or limbs) used by the natural weapon loses the ability to use its normal attacks which that limb would normally grant access to (for example; unarmed strike, claws, slam). These weapons all function as natural weapons except for the following:
    • The Tainted Scion can select one natural weapon he currently has to act as the Primary Natural Weapon as a free action, all others are counted as secondary. He may only select a Primary Natural Weapon once per turn though.

    The Tainted Scion slowly gains several Weapons of Agony as he advances (see above), these are detailed in below.

    Weapons created this way can be dismissed as a free action or when Embrace Carnage ends.

    Step of the Web (Ex): Using thin tendrils the Tainted Scion of Venom can grip to nearly any surface. As of second level, while embracing Carnage the Tainted Scion can walk and travel on vertical surfaces or even traverse ceilings as well as a spider does.
    The Scion doesn’t need his hands free to climb in this manner and can use his feet. The subject gains a climb speed equal to his land speed; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down) or slopes. A creature with this ability retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.

    Fast Movement (Ex): At 3rd level, a Tainted Scion gains an enhancement bonus to his land speed, as shown on Table: Tainted Scion of Venom. A Tainted Scion in medium or heavy armor or carrying a medium or heavy load loses this extra speed.

    Natural Guise (Ex): As of 3rd level, while you Embrace Carnage you can choose for the second skin to take the appearance of your natural form. While Natural Guise is active you don't gain the bonus to intimidate or the penalty to disguise caused by Embrace Carnage. Natural Guise can be activated or dismissed as a free action.

    Armored Flesh (Ex): When unencumbered and Embracing Carnage, the Tainted Scion of Venom of 4th level gains +1 natural armor. The amount of protection granted by the natural armor increases as the Tainted Scion gains levels as seen on the Table.

    Damage Reduction (Ex): While Embracing Carnage, a Tainted Scion of 5th level or above gains Damage Reduction 5/-. This Damage Reduction increases by 5 every levels therafter until Damage Reduction 15/- at level 15.

    Phage (Ex): The Symbiote feeds off emotion but it loves the taste of blood and fills its host with the urge to feed on flesh. As a full round action, a Tainted Scion of 5th level can devoured a corpse that has died within the last 10 minutes (or 100 rounds). This heals 1d8 points of health per HD of the devoured creature. This ability can only be used a number of times per day equal to your Tainted Scion of Venom level + Constitution Bonus (If any).

    This ability can only be used on the corpse of a creature with the following types: Aberration, Animal, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Outsider without the Elemental Subtype, and Vermin. Once this ability is used on a corpse it cannot be used again on that specific corpse.

    Corpse Visage (Ex): The Symbiote's disguises slowly grow more adaptable, allowing you to take the forms of others. As of 6th level, a Tainted Scion can change his appearance at will, as if using the Alter Self spell, but only while Embracing Carnage, you can only select humanoids you have previously used the Phage Ability in the last week.

    This disguise ends if dismissed (free action) or if Embrace Carnage ends.

    Shifting Figure (Ex): As the symbiote shifts the form of its host, it can eventually cause it to grow bulkier or even lithe in shape. A Tainted Scion of Venom of 7th level or above can change his size as a move action, while Embracing Carngage. When this ability is used the Tainted Scion can become one size larger, as the Enlarge Person Spell, or one size smaller, as the Reduce Person Spell.
    The Caster level for both effects is equal to his Tainted Scion of Venom Level. This ability functions for 1 minute/Tainted Scion of Venom level, until dismissed (free action), or until Embrace Carnage ends.

    Toxic Strength (Ex): The Symbiote's power enhances the power of its host. While Embracing Carnage a Tainted Scion of Venom of 7th level or above gains a +1 Strength Bonus per five Tainted Scion levels.

    Web of Blood (Ex): Tainted Scions of Venom of 8th level can create thin but strong tendrils while Embracing Carnage. A single tendril is strong enough to support the Tainted Scion and one creature of the same size. Creating a tendril is a standard action and creates 30ft or less long strand of tendril.

    Tendrils created this way must either be vertical or horizontal in nature. Verticle Tendrils must be attached to a ceiling, and each end of a horizontal tendril must be attached to a solid verticle surface (Such as two walls).

    Camouflage (Ex): At 9th level a Tainted Scions control over his appearance grows and can change the color of their bodies allowing them to disappear in the Urban environments. While Embracing Carnage the Tainted Scion can use the Stealth skill, even if the terrain doesn’t grant cover or concealment.

    Extended Assault (Ex): Upon attaining Ninth level, your Symbiote form is much more flexible than your normal body and can extend its limbs during combat. While you are Embracing Carnage your reach with melee weapons (including all natural weapons) increases by 10 feet.

    Sense of the Hunter (Ex): At 10th level a Tainted Scion learns to sense his prey by feeling the vibrations in the air, he gains Blindsight with a radius of 40ft.

    Anima Aperture (Su): A Tainted Scion of 11th level or above can create a small portal to an extradimensional space inside of the Symbiote as a move action. The inside of the Aperture is larger than its outside dimensions. Regardless of what is put through the portal,the symbiote doesn't weigh more.This extradimensional space can hold up to 500 lb. or 70 cu. ft. of materials.

    Placing things into or taking things out of the Anima Aperature is a free action. This ability can only be used while Embracing Carnage.

    Tendril Swing (Ex): As of 11th level a Tainted Scion of Venom that is Embracing Carnage can launch a thin tendril and use it for travel as a Move Action. As part of this action he may move up to 50' in a straight line (as viewed from above).
    If he is at ground level he must first jump at least 5 feet off the ground. This may be done as part of the same move action used to swing but the movement consumes part of the 50'.

    Each time he uses this ability he must anchor the strand to an object at least 10 feet above him (at least 15' off the ground) and halfway between his current position and new position (as viewed from above). After this movement he ends his turn the same height above the ground. On his next turn he may release the Tendril as a free action to jump, sling again or to perform some other action.

    These Tendril's last for 2 hours before decaying.

    Focused Strike (Ex): Upon reaching 12th level a Tainted Scion has learnt how to focus his talents with his Weapons of Agony. If at any time a Tainted Scion is currently only using one type of Weapon Of Agony he gains the Focused Strike associated with that Weapon. The Focused Strikes are detailed in their weapons description.

    Gifts of the Flesh (Ex): A Symbiote slowly learns how to adapt the biology of other to itself. Upon reaching 13th level, once per day when he uses the Phage ability on a creature of 10 or less HD than the Tainted Scion he can select an extraordinary ability from that creature that is on the available list. The Tainted Scion gains this extraordinary ability while Embracing Carnage.

    The Symbiote can grant up to 5 extraordinary abilities, any excess uses of this ability replace a previous extraordinary ability. The bonuses or effects granted by these extraordinary abilities don't stack with each other or your own abilities. The DM can add any extraordinary abilities he wishes to the list of available.

    List of Available Extraordinary Abilities:
    Spoiler
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    • All Round Vision
    • Amorphous
    • Amphibious
    • Attach
    • Bleed
    • Blindsense
    • Capsize
    • Channel Resistance
    • Compression
    • Disease
    • Distraction
    • Fast Swallow
    • Ferocity
    • Hold Breath
    • Jet
    • Keen Scent
    • Rock Catching
    • Scent
    • Sound Mimicry
    • Tremorsense
    • Waterbreathing

    Venomous Flesh (Ex): Once the Symbiote is fully aclimatised to its host is starts to be toxic to other creatures. As of 13th level, while Embracing Carnage, whenever the Tainted Scion is hit by unarmed attack or natural weapons, the attacker must make a Fort Save or be poisoned. This poison can also be applied to his weapons (including natural weapons) as a Move Action.

    The Poison has the following statistics: Contact; save Fort DC 20, frequency 1/round for 10 rounds, effect 1d4 Con, cure 2 consecutive saves; Location: Weapons or Flesh (See above).

    Skilled Camouflage (Su): At 14th level a Tainted Scions control over his appearance grows and can change the color of their bodies allowing them to disappear. While Embracing Carnage Tainted Scion can cast the invisibility spell on themselves at will as a move-action.

    The caster level of this ability is equal to your Tainted Scion of Venom level, but instead of duration being determined by level, it lasts as long as the Tainted Scion doesn't move and is Embracing Carnage.

    Birth of Carnage (Ex): Upon reaching 17th level, the Symbiote of a Tainted Scion is fully mature, and can create new life. Once per year as a full-round action a Tainted Scion of Carnage can attempt to infect an adjacent creature with the Seed of a Symbiote. The creature can resist this and a this is negated with a successful Fortitude Save (DC is equal to 5 + Tainted Scion of Venom level). If the target has 5 HD or more and is willing or fails the save then they either gain the Tainted Spawn Template (see below). If the target has less than 5 HD and is willing or fails the save then they are dealt 2d12 damage, if this damage kills the target then they are automatically affected by the Phage ability.

    The Tainted Scion of Venom has no control over the created spawn. This ability can't be used on a person with levels in the Tainted Scion of Venom Class.

    Mastered Weaponry (Ex): Upon reaching 19th level a Tainted Scion has learnt how to master his talents with his Weapons of Agony. If at any time a Tainted Scion is currently only using one type of Weapon Of Agony he gains the Mastered Weaponry associated with that Weapon. The Mastered Weaponries are detailed in their weapons description.

    Eternal Armor (Ex): At 20th level the Symbiote becomes perfectly merged with the Tainted Scion. He is forevermore treated as an Aberration rather than as a humanoid (or whatever the Tainted Scion's creature type was) for the purpose of spells and magical effects. This has the added effect that the Tainted Scion of Venom stops naturally aging and is immune to being magically aged.

    Also while Embracing Carnage the Tainted Scion gains Regeneration 15 (Fire or Sonic).

    Vile Legion (Sp): At level 20, the symbiote gains a degree of control over other its spawn. The Tainted Scion of Venom can cast the Dominate Monster spell on a creature that he granted the Tainted Spawn template within 20 feet, 1/day as a standard action. The caster level for this spell is 20.

    For every Spawn he currently has a Dominated within 80 feet the Symbiote gains 1 extra point of intelligence, wisdom, and charisma. In addition he can choose to use the skill ranks of any of Dominated Spawns rather than his own when making Knowledge checks.

    You can only increase your symbiotes intelligence, wisdom, and charisma by 5 points at any time through use of this ability.

    Weapons of Agony
    Muscle Mass
    Spoiler
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    When this Weapon of Agony is used it turns your arms into huge hulking arms which deal out amazingly strong punches. Muscle Mass grants a Slam Attack for each arm it replaces. Mass Mass has the following statistics: Critical x2, Type Bludgeon, Special Blocking/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    1-3|1d3|1d4|1d6
    4-7|1d4|1d6|1d8
    8-11|1d6|1d8|1d10
    12-15|1d8|1d10|2d6
    16-19|1d10|2d6|3d6
    20|2d6|3d6|3d8[/Table]

    Focused Strike - Throw: When Focused Strike is used with Muscle Mass the Tainted Scion of Venom gains proficiency and +3 racial bonus on attack rolls with thrown "rocks". A creature can hurl rocks up to two categories smaller than its size; for example, a Large Tainted Scion can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The Tainted Scion can hurl the "rock" up to five range increments. Damage from a thrown "rock" is equal to twice the Scions base slam damage plus 1-1/2 its Strength bonus.

    Mastered Weaponry - Push: A Tainted Scion of Venom with this Mastered Weaponry can choose to make a free combat maneuver check with a slam attack. If successful, this check pushes a creature directly away as with a bull rush by 20ft. This ability only works on creatures of a size equal to or smaller than the pushing Tainted Scion. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.


    Claws
    Spoiler
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    When this Weapon of Agony is used it turns your hands into razor sharp claws which slice through flesh and bone. Claws grants a Claw Attack for each arm it replaces. Claws has the following statistics: Critical 19-20/x3, Type Slashing, Special Deadly/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    1-3|1d3|1d4|1d6
    4-7|1d4|1d6|1d8
    8-11|1d6|1d8|1d10
    12-15|1d8|1d10|2d6
    16-19|1d10|2d6|3d6
    20|2d6|3d6|3d8[/Table]

    Focused Strike - Pounce: When a Tainted Scion of Venom with this Focused Strike makes a charge, it can make a full attack (including rake attacks if the Tainted Scion also has the rake ability).

    Mastered Weaponry - Rake: In addition to the options available to all grapplers, a Tainted Scion with this Mastered Weaponry gains two free claw attacks that it can use only against a grappled foe or during a pounce attack. The attack bonus of these attacks is +10 and deals 2d6 each. A Tainted Scion with this Mastered Weaponry must either begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn or during a Pounce attack.



    Fangs
    Spoiler
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    When this Weapon of Agony is used it turns your mouth into hungry maw filled with razor sharp fangs which can rend flesh and bone. Fangs grants a Bite Attack for each head it replaces. Fangs have the following statistics: Critical x2, Type Bludgeon/Slashing/Piercing, Special Deadly/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    4-7|1d6|1d8|1d10
    8-11|1d8|1d10|2d6
    12-15|1d10|2d6|3d6
    16-19|2d6|3d6|3d8
    20|3d6|3d8|4d6[/Table]

    Focused Strike - Grab: When the Tainted Scion with this Focused Strike hits with the his Bite Attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the Tainted Scion of Venom.
    The Tainted Scion has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
    A successful hold does not deal any extra damage and each successful grapple check it makes during successive rounds automatically deals the damage as a Bite Attack.

    Mastered Weaponry - Swallow Whole: When a Tainted Scion of Venom with this Mastered Weaponry begins its turn with an opponent grappled in its mouth (see Focused Strike - Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the Tainted Scion of Venom.
    Being swallowed causes a creature to take 2d8 acid damage each round. A swallowed creature keeps the grappled condition, while the Tainted Scion that did the swallowing does not. A swallowed creature can try to cut its way free with by dealing damage with a light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple.
    The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity.
    If a swallowed creature cuts its way out, the Tainted Scion cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.

    Any creature swallowed is automatically affected by the Phage Ability.


    Blood Spikes
    Spoiler
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    When this Weapon of Agony is used it turns your hands into thick spiked maces which crush and cut. Blood Spikes grants a Blood Spike Attack for each arm it replaces. Blood Spikes have the following statistics: Critical x2, Type Bludgeon/Piercing, Special Blocking/Monk/Shield State (Heavy Steel Shield). The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    4-7|1d3|1d4|1d6
    8-11|1d4|1d6|1d8
    12-15|1d6|1d8|1d10
    16-19|1d8|1d10|2d6
    20|1d10|2d6|3d6[/Table]

    Focused Strike - Powerful Charge: When a Tainted Scion of Venom with this Focused Strike makes a charge, attack deals 2d8 bludgeon and piercing damage in addition to the normal benefits and hazards of a charge.

    Mastered Weaponry - Towering Shield: While a Tainted Scion of Venom has this Mastered Weaponry, whenever he turns his Bloodspikes into shields, he can choose to turn them into Tower Shields.


    Whipfist
    Spoiler
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    When this Weapon of Agony is used it turns your arm into long extending tendril with a bladed end. Whipfist grants a Tentacle Attack for each arm it replaces. Whipfist have the following statistics: Critical x4, Type Slashing, Range 30ft, Special Extendable/Deadly/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    8-11|1d4|1d6|1d8
    12-15|1d6|1d8|1d10
    16-19|1d8|1d10|2d6
    20|1d10|2d6|3d6[/Table]

    Focused Strike - Pull: When a Tainted Scion of Venom with this Focused Strike makes a successful attack with Whipfist he can choose to make a free combat maneuver check. If successful, this check pulls an opponent closer by 50ft. This ability only works on creatures of a size equal to or smaller than the pulling creature. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.

    Mastered Weaponry - Grab: When a Tainted Scion of Venom has this Mastered Weaponry and succeeds with the Pull ability functions as normal and attempts to start a grapple as a free action without provoking an attack of opportunity. The Tainted Scion has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage and each successful grapple check it makes during successive rounds automatically deals the damage that would be dealt by Whipfist. The Tainted Scion of Venom can choose to not deal this damage if it wishes not to.

    Tainted Scions with this Mastered Weaponry receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

    Grab works only against opponents no larger than the same size category as the Tainted Scion.


    Blade
    Spoiler
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    When this Weapon of Agony is used it turns your hands into razor sharp Blades which slice through flesh and bone. Blades grants a Blade Attack for each arm it replaces. Blade has the following statistics: Critical x2, Type Slashing, Special Deadly/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    8-11|1d8|1d10|2d6
    12-15|1d10|2d6|3d6
    16-19|2d6|3d6|3d8
    20|3d6|3d8|4d6[/Table]

    Focused Strike - Merge State: When this focused strike is active and two of his arms are Blades the Tainted Scion can spend a full-round action to move the mass over to one blade. This turns it into a two handed Blade rather than two one-handed Blades, this increases the damage causing it to deal damage as if it was one size larger.

    Mastered Weaponry - Whirlwind: In addition to the options available to all chargers, a Tainted Scion with this Mastered Weaponry gains three free Blade attacks that it can used during a charge. The attack bonus of these attacks is +10 and deals 3d6 each.


    Executor
    Spoiler
    Show
    When this Weapon of Agony is used it turns your hands into razor sharp Axes which destroy flesh and bone. Executor grants an Executor Attack for each arm it replaces. Executor has the following statistics: Critical x3, Type Slashing, Special Deadly/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    8-11|1d8|1d10|2d6
    12-15|1d10|2d6|3d6
    16-19|2d6|3d6|3d8
    20|3d6|3d8|4d6[/Table]

    Focused Strike - Merge State: When this focused strike is active and two of his arms are Executors the Tainted Scion can spend a full-round action to move the mass over to one Executor. This turns it into a two handed Executor rather than two one-handed Executor, this increases the damage causing it to deal damage as if it was one size larger.

    Mastered Weaponry - Execute: When a Tainted Scion of Venom with this Weapon of Agony makes a coup de grâce he doesn't need to make a check to succeed.


    Tendril
    Spoiler
    Show
    When this Weapon of Agony is used it turns your arms into a twisting mass of tendrils which burst forward with each attack and wrap around foes. Tendrils grants an Tentacle Attack for each arm it replaces. Tendril has the following statistics: Critical x2, Type Bludgeon, Special Extendable/Monk/Reach. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    12-15|1d8|1d10|2d6
    16-19|1d10|2d6|3d6
    20|2d6|3d6|3d8[/Table]

    Focused Strike - Entrap: While this Focused Strike is active, any creatures hit by the Tendril attack must make a Fortitude save (DC 10 + Tainted Scion of Venom level) or become entangled for 1d20 rounds. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save (Same as above) or become helpless for 2d6 minutes. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed.
    The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 greater than the saving throw DC. Destroying the entrapping material frees the creature.

    Mastered Weaponry - Constrict: While this Mastered Weaponry is active, the Tainted Scion can crush an opponent, dealing 1d10 bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage) or entangled. The Tainted Scion of Venom can choose to not use this Mastered Weaponry as a free action, and reactivate it as a swift action.


    Scorpion Fangs
    Spoiler
    Show
    When this Weapon of Agony is used it can turn your hands into hungry maw filled with razor sharp fangs which can rend flesh and bone. Scorpion Fangs grants a Bite Attack for each arm it replaces. Fangs have the following statistics: Critical x2, Type Bludgeon/Slashing/Piercing, Special Deadly/Monk. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    16-19|1d10|2d6|3d6
    20|2d6|3d6|3d8[/Table]

    Focused Strike - Grab: When the Tainted Scion with this Focused Strike hits with the his Bite Attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size smaller than the Tainted Scion of Venom.
    The Tainted Scion has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.
    A successful hold does not deal any extra damage and each successful grapple check it makes during successive rounds automatically deals the damage as a Bite Attack.

    Mastered Weaponry - Swallow Whole: When a Tainted Scion of Venom with this Mastered Weaponry begins its turn with an opponent grappled in its mouth (see Focused Strike - Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to two size categories smaller than the Tainted Scion of Venom.
    Being swallowed causes a creature to take 1d8 acid damage each round. A swallowed creature keeps the grappled condition, while the Tainted Scion that did the swallowing does not. A swallowed creature can try to cut its way free with by dealing damage with a light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature's total hit points), or it can just try to escape the grapple.
    The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity.
    If a swallowed creature cuts its way out, the Tainted Scion cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker's mouth, where it may be bitten or swallowed again.

    Any creature swallowed is automatically affected by the Phage Ability.


    Hammerfist
    Spoiler
    Show
    When this Weapon of Agony is used it turns your arms into titantic hulking arms which are so powerful they can create tiny earthquakes. Hammerfist grants a Slam Attack for each arm it replaces. Hammerfist has the following statistics: Critical x2, Type Bludgeon, Special Monk/Shockwave. The damage dealt is dependent on the Tainted Scion's level and size (See table below).

    {table=head]Level|Damage (Small)|Damage (Medium)|Damage (Large)
    16-19|1d10|2d6|3d6
    20|2d6|3d6|3d8[/Table]

    Focused Strike - Push: A Tainted Scion of Venom with this Focused Strike can choose to make a free combat maneuver check with a successful slam attack. If successful, this check pushes every creature hit by the slam attack creature directly away as with a bull rush by 10ft. This ability only works on creatures of a size equal to or smaller than the pushing Tainted Scion. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.

    Mastered Weaponry - Tremor: A Tainted Scion of Venom with this Mastered Weaponry can create a small earthquake as a full-round action, once per day. This ability functions as the Earthquake Spell, except for the following:
    The effect is non-magical in nature.
    Its range is reduced to 5ft.


    Symbiote
    {Table="head"]Level|Mental Ability Scores |Communication|Senses|Ego
    1-2|2 at 12, 1 at 10|Empathy|30 ft. vision & hearing|2
    3-5|2 at 13, 1 at 10|Empathy|60 ft. vision & hearing|2
    6-7|2 at 14, 1 at 10|Speech|120 ft. vision & hearing|4
    8-10|2 at 15, 1 at 10|Speech|60 ft. darkvision & hearing|4
    11-12|2 at 16, 1 at 10|Speech|60 ft. darkvision & hearing|6
    13-15|2 at 17, 1 at 10|Telepathy|120 ft. darkvision vision & hearing|6
    16-17|2 at 18, 1 at 10|Telepathy|120 ft. darkvision, blindsense & hearing|8
    18-20|2 at 19, 1 at 10|Telepathy|120 ft. darkvision, blindsense & hearing|8[/table]

    Empathy: The Symbiote can only communicate through emotion to its host.
    Speech: The symbiote can verbally communicate, in addition to Empathy.
    Telepathy: The Symbiote can communicate through telepathy with a range of 60 feet, in addition to Speech and Empathy.

    New Weapon Traits
    Extendable: When a Full Attack is made with a weapon, its reach increases by 10ft.
    Shield State: As a standard action the wielder of this weapon can cause it to act as a shield, which shield it acts as is mentioned in the weapons description. This weapon can be turned back into a weapon as a free action.
    Shockwave: When a weapon with this trait is used to attack, instead of attacking a specific target everything in a 5 ft. radius acts as the target. The attack roll is rolled once, and the result is used as the attack roll against each target.

    Tainted Spawn Template
    “Tainted Spawn” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most Tainted Spawn were once humanoids, fey, or monstrous humanoids. A Tainted Spawn uses the base creature's stats and abilities except as noted here.

    CR: Same as the base creature + 2.

    Type: The creature's type changes to Aberration (augmented). Do not recalculate class Hit Dice, BAB, or saves.

    Senses: A Tainted Spawn gains darkvision 60 ft.

    Armor Class: Natural armor improves by +5.

    Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected.

    Defensive Abilities: A Tainted Spawn gains DR 10/-. A Tainted Spawn also gains fast healing 5.

    Speed: Same as the base creature.

    Melee: As a Full-round action a Tainted Scion can gain a Claw attack by replacing one of their limbs with the claw. The claw's damage is determined by HD rather than level (see table below). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

    Any Claws created this way can be dismissed as a swift action.

    Special Attacks: A Tainted Spawn gains Blood Drain.

    Blood Drain (Su): A Tainted Spawn can suck blood from a grappled opponent; if the Tainted Spawn establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The Tainted Spawn heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

    Special Qualities: A Tainted Spawn gains the following.

    Change Shape (Su): A Tainted Spawn can use change shape to assume the form of a humanoid he has touched, as Alter Self.

    Spider Climb (Ex): A Tainted Spawn can climb sheer surfaces as though under the effects of a Spider Climb spell.

    Ability Scores Str +4, Dex +2, Con +2, Int +1, Wis +1, Cha +1.

    Skills Tainted Spawn gain a +8 racial bonus on Acrobatic, Climb, Escape Artist, Perception, and Stealth checks.

    Feats Tainted Spawn gain Alertness, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

    Claw Damage
    {table=head]HD|Damage (Small)|Damage (Medium)|Damage (Large)
    1-4|1d3|1d4|1d6
    5-8|1d4|1d6|1d8
    9-12|1d6|1d8|1d10
    13-16|1d8|1d10|2d6
    17-20|1d10|2d6|3d6[/Table]
    Last edited by Milo v3; 2015-03-14 at 06:25 PM.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  7. - Top - End - #7
    Bugbear in the Playground
     
    Golden Ladybug's Avatar

    Join Date
    Sep 2011
    Location
    Behind Me... Wait, what?
    Gender
    Female

    Default Re: GiTP Pathfinder Grab Bag Competition III - Playgrounders Assemble!

    Wasplings



    Wasplings are a cheeky breed of fey who, while not as cruelly mischievous as some of their kind, cause trouble wherever they go. They are small, feminine creatures who fly on gossamer wings; or at least, that's all they are at first glance, but on closer inspection their lips hide a maw of needle sharp teeth. They often steal clothing and jewellery from humans.

    They can be vindictive and cruel, but are often friendly (albeit blissfully unaware of any problems they cause). They possess the ability to grow and shrink, and can fire bolts of energy from their fingertips.

    Wasplings CR 5
    XP 1,600
    Chaotic Neutral Tiny Fey [Psionic]
    Init +10; Senses ; Perception +13

    Defenses

    AC 18, Touch 18, flatfooted 12; (+6 Dex, +2 Size)
    HP (8d6+16); 44
    Fort +4, Ref +12, Will +8
    DR 5/Cold Iron

    Offenses

    Speed 20 ft, Fly 60 ft (Good).
    Melee Bite +10 (1d3-2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Wasp's Sting
    Psi-Like Abilities (ML 8th)
    At will - Burst, Expansion, Compression

    3/day Concussion Blast
    Statistics

    Str 6, Dex 25, Con 14, Int 16, Wis 15, Cha 21
    Base Atk +4; CMB -1; CMD +14
    Feats Ability Focus (Wasp's Sting), Alertness, Flyby Attack, Improved Initiative, Weapon FinesseB
    Skills Perception +13, Bluff +16, Fly +22, Stealth +26, Use Magic Device +16
    Languages Common, Sylvan

    Special Abilities

    Sizeshifter (Ex)

    Any Wasplings that change size category (whether by their Psi-Like Abilities or other abilities) may remain at that size until they choose to return to normal, even past the normal duration of the effect.

    A Waspling can return to Tiny Size as a swift action, even if it would otherwise be unable to.

    Wasp's Sting (Su)

    A Waspling is able to fire bolts of energy from their hands, stunning their enemies. As a standard action, a Waspling can make a ranged touch attack. If it hits, the target must make a DC 21 Fortitude Save or be stunned for 1d4 rounds. Success reduces the stunning to 1 round.

    Ecology

    Environment Forests
    Organization Solitary, 3-6 (Gang) or 10-30 (Swarm)
    Treasure Standard

    Wasplings are an enigmatic breed of Fey; they do are almost completely removed from Fey society, and as a species, have no affiliation with the Seelie or Unseelie Courts. For the most part, Wasplings like to spend time around human towns, stealing clothing, jewellery and other things they deem to be pretty. These items are often shrunk down to the Waspling's natural size, making it very difficult for their rightful owners to retrieve them.

    Wasplings are flighty, preferring to run rather than fight, and cause mischief wherever they go. However, they are all but unaware of the trouble they cause, and are not intentionally malicious.

    When threatened, they are likely to use their Compression Ability to become smaller, and harder to hit. They then use their Wasp's Sting ability to stun their enemies, attempting to escape while they are immobilised. When things look dire, they use their Concussion Blast Psi-Like Ability to try and smash their foes to pieces. Before using their Bite Attacks, Wasplings prefer to use their Expansion Power to grow to Medium Size.
    Last edited by Golden Ladybug; 2012-05-30 at 05:23 AM.


    Quote Originally Posted by LTwerewolf View Post
    Forgive me for being ignorant, but how would 15/adamantine protect the dragon from hitting the ground at over 4,4 billion newtons?

  8. - Top - End - #8
    Dwarf in the Playground
     
    NinjaGuy

    Join Date
    Mar 2012
    Location
    Florida, USA
    Gender
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    Default Re: GiTP Pathfinder Grab Bag Competition III - Playgrounders Assemble!

    Titan of Steel

    Spoiler
    Show

    -One of Anthony Stark's Iron Man suits


    "I do have a responsibility to keep my inventions from evil hands – but I have a greater responsibility to oppose that evil any way I can. So Tony Stark may have done his bit out there, but only Iron Man can do what has to be done... " -Anthony Stark, AKA Iron Man, the original Titan of Steel.
    '
    (I encourage any suggestions you might have for this class, I will see it on the chat thread if you post it).

    A general description of what your class is!


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

    Alignment: Any, as the Titan Armor does not have any influence on the choices of the Titan of Steel.

    Hit Die: d10/d8 - d10 when wearing his Titan Armor, d8 when not wearing his Titan Armor.

    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 Titan of Steel's class skills (and the key ability for each skill) are... Acrobatics (DEX), Appraise (INT), Bluff (CHA), Craft (INT), Diplomacy (CHA), Fly (DEX), Intimidate (CHA), Knowledge (Arcana)(INT), Knowledge (Dungeoneering)(INT), Knowledge (Engineering)(INT), Linguistics (INT), Perception (WIS), Profession (WIS), Ride (DEX), Sense Motive (WIS)

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


    Titan of Steel
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Upgrade Points|Charge Points

    1st|
    +1
    |
    +x
    |
    +x
    |
    +x
    |Suit Up, Titan Armor MK I, Starting Pack|
    +x
    |
    x

    2nd|
    +2
    |
    +x
    |
    +x
    |
    +x
    |Upgrade Pack (Tier 1)|
    x
    |
    x

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

    4th|
    +4
    |
    +x
    |
    +x
    |
    +x
    |Upgrade Pack (Tier 1)|
    +x
    |
    x

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

    6th|
    +6/+1
    |
    +x
    |
    +x
    |
    +x
    |Upgrade Pack (Tier 1)|
    +x
    |
    x

    7th|
    +7/+2
    |
    +x
    |
    +x
    |
    +x
    |Upgrade Pack (Tier 1)|
    +x
    |
    x

    8th|
    +8/+3
    |
    +x
    |
    +x
    |
    +x
    |Upgrade Pack (Tier 1)|
    +x
    |
    x

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

    10th|
    +10/+5
    |
    +x
    |
    +x
    |
    +x
    |Upgrade Pack (Tier 2)|
    +x
    |
    x

    11th|
    +11/+6/+1
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    +x
    |
    x

    12th|
    +12/+7/+2
    |
    +x
    |
    +x
    |
    +x
    |Upgrade Pack (Tier 2)|
    +x
    |
    x

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

    14th|
    +14/+9/+4
    |
    +x
    |
    +x
    |
    +x
    |Upgrade Pack (Tier 2)|
    +x
    |
    x

    15th|
    +15/+10/+5
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    +x
    |
    x

    16th|
    +16/+11/+6/+1
    |
    +x
    |
    +x
    |
    +x
    |Upgrade Pack (Tier 2)|
    +x
    |
    x

    17th|
    +17/+12/+7/+2
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|
    +x
    |
    x

    18th|
    +18/+13/+8/+3
    |
    +x
    |
    +x
    |
    +x
    |Upgrade Pack (Tier 3)|
    +x
    |
    x

    19th|
    +19/+14/+9/+4
    |
    +x
    |
    +x
    |
    +x
    |Upgrade Pack (Tier 3)|
    +x
    |
    x

    20th|
    +20/+15/+10/+5
    |
    +x
    |
    +x
    |
    +x
    |Bleeding Edge Titan Armor, Upgrade Pack (Tier 3), Omega Upgrade|
    +x
    |
    x
    [/table]

    Class Features
    All of the following are class features of the Titan of Steel.

    Weapon and Armor Proficiencies: A Titan of Steel is proficient with all simple weapons, firearms, and weapons integrated into his Titan Armor, light armor, medium armor, and his Titan Armor.

    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):


    Starting Pack (Ex): At 1st level, a Titan of Steel may choose one item from each section of starter list. These items come installed in the armor automatically and can be removed to be replaced by items in the upgrade packs (the starter items count as taking up Upgrade Points). They come installed in any set of Titan Armor you build.

    Starter Item list
    Sensor
    Spoiler
    Show

    1. Detect Good 15 feet.
    2. Detect Evil 15 feet
    3.Detect Lawful 15 feet
    4. Detect Chaotic 15 feet
    5. Detect Life 15 feet
    6. Detect Secret Doors 15 feet.
    7. Blindsight 10 feet
    8. Tremorsight 10 feet


    Transportation List
    Spoiler
    Show

    1. Jump 20 feet*
    2. Fast Movement +5 feet
    3. Swim 10 feet

    *You jump high into the air and come falling down. You are unable to using any ranged weapon system while it is in use.


    Spoiler
    Show
    To be continued later.


    Upgrade Packs (Ex): At level 2 and every two levels after (except for levels 7 and 19), you gain an Upgrade Pack. An Upgrade Pack is a set of blueprints that you spend 1 hour studying and constructing to make one of the upgrades from the blueprints. You can then spend 1 hour installing the upgrades to your Titan Armor so that they can be used. You can use items from various upgrade packs when installing them to your armor. The amount of Upgrade Points that you have limits the amount of items that can be installed into your armor.

    Each Tier of Upgrade Packs will contain upgrades for items from the last pack of its set and/or new items. To unlock a pack of a higher tier, you must have its pack from the previous tier (to gain Tier Three Melee Weapons, you must have Tier Two Melee Weapons, and to gain Tier Two Melee Weapons, you must have Tier One Melee Weapons).

    Spoiler
    Show
    The Upgrade Packs are incomplete, examples of packs will be the following.
    Sensors, Melee Weapons, Ranged Weapons, Transport, Shields, Computers, Recharge, Stealth.
    I am thinking about adding in some custom packs that will contain a few things from the other packs. An example of this would be a Tank Pack (as in taking damage), a Scout Pack, etc.


    Spoiler
    Show
    I will post all the packs in this spoiler when they are complete or I have at least started them.

    Stealth Pack - Stealth as a class skill (needs to be installed to install the other upgrades in this pack). +1/4 ToS level to stealth checks (bonus will increase each tier). Can use stealth in any environment. Ability to make Oil of Silence at market price, taking 2d10 minutes.

    Recharge Pack - The charge of the Titan Armor lasts longer (length to be decided later, after I decide how long the charge on the Titan Armor will normally last). Comes with a recharge kit to charge the Titan Armor on the go (has a limited charge before you need to make a new one or recharge it using an external source).

    Melee Pack - To be made later, will have a list of weapons that can be installed, including unarmed strike (your wearing the magic equivalent of power armor, your punches are going to do a lot of damage) and a Pulse Blade.

    Ranged Pack - To be made later, will have a list of weapons that can be install, later tiers will include rays, the unibeam, lasers, pulse bolts, etc.

    Transportation Pack - To be made later, will contain a list of different alternate forms of travel, including flight (with the ability to hover), possibly burrowing, fast movement.

    Sensor Pack - To be made later, will contain various sensors and forms of sight, including Blindsight, Blindsense, Thermographic vision, Tremorsight, Tremorsense. Will also include a bonus to perception checks equal to 1/4 your ToS level (bonus will increase each tier).


    Omega Upgrade (Ex): Upon reaching level 20, the Titan of Steel may choose one pack that he has reached Tier 3 with to gain an item for that pack known as an Omega Upgrade.

    Spoiler
    Show
    Omega Upgrades (list is incomplete)

    Ranged Weapons Pack - Omnibeam

    Melee Weapons - To be made later


    Titan Armor (Ex): The Titan of Steel is equipped with a suit of Titan Armor. There are a variety of Titan Armors for the Titan of Steel to choose from. Most Titan Armors require the Titan of Steel to have a certain Tier of an Upgrade Pack to be able to build, or it may require having a Tier of multiple Upgrade Packs. Some Titan Armors have special abilities that the others do not have, while some have better strength and durability.
    Titan Armor can only be used by the maker, and cannot be made for someone else since the armor is synced to the maker.

    List of Titan Armor (incomplete)
    Spoiler
    Show
    {table=head]Armor Name|Upgrade Pack(s)|Pack Tier(s)|AC bonus|Maximum Dex Bonus|notes

    Titan Armor MK I|
    none
    |
    0
    |
    +5
    |
    +3

    War Titan Armor MK I|
    Ranged
    |
    1
    |
    +x
    |
    +x

    War Titan Armor MK II|
    Ranged
    |
    2
    |
    +x
    |
    +x

    War Titan Armor MK III|
    Ranged
    |
    3
    |
    +x
    |
    +x

    Titan Stealth Armor MK I|
    Stealth
    |
    1
    |
    +x
    |
    +x

    Titan Stealth Armor MK II|
    Stealth
    |
    2
    |
    +x
    |
    +x

    Titan Stealth Armor MK III|
    Stealth
    |
    3
    |
    +x
    |
    +x

    Scionbuster Titan Armor MK I|
    x
    |
    x
    |
    +x
    |
    +x
    |This is meant as a joke, not meant to be me thinking I'll win the contest, there just isn't a Hulk-based class.

    Scionbuster Titan Armor MK II|
    x
    |
    x
    |
    +x
    |
    +x
    | Now that I think about it, should I keep it as Scionbuster, or change it to something like Tarrasquebuster or Dragonbuster?

    Scionbuster Titan Armor MK III|
    x
    |
    x
    |
    +x
    |
    +x

    Destroyer Titan Armor|
    x
    |
    x
    |
    +x
    |
    +x

    [/table]
    Last edited by masterstalker2; 2012-05-24 at 06:54 PM.
    "I do not suffer from insanity, I enjoy every moment of it" - Edgar Allen Poe


  9. - Top - End - #9
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition III - Playgrounders Assemble!

    With the last week of the competition upon us, rise from the depths of oblivion oh contest of heroes!

  10. - Top - End - #10
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition III - Playgrounders Assemble!

    It's the last day of the competition everyone!

  11. - Top - End - #11
    Dwarf in the Playground
     
    DruidGirl

    Join Date
    May 2012

    Default Re: GiTP Pathfinder Grab Bag Competition III - Playgrounders Assemble!

    Olympian

    Spoiler
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    Image done by RubusTheBarbarian. Used with his permission =)


    "The tale is the greatest treasure you'll find here! Let us call this one 'The Folly of Dragons'."
    - Sardon Torne, an olympian, standing on a fallen dragon

    Legends are filled with creatures and persons who are mountains of physical strength. Those who reach for strength above all else are olympians -- pointful and direct people, who are always teaching themselves the best applications of brute force. While weapons and coins and languages change, might is universal. And an olympian aims to show it.


    Role: Olympians are front-line fighters, able to take hits as mean as the ones they dish out. Although their speed is nothing impressive, they are adept at keeping a fight moving by concentrating their power into brief strikes while on the move, tossing their enemies around, and rolling with a strong blow that hits them back. They can even do the opposite -- rooting a battle in its place by wrestling their opponent to the ground.

    Alignment: Any.

    Hit Die: d12

    Starting Gold: 2d6 x 10 gp

    Class Skills
    The olympian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Swim (Str).

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


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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +0
    |AC Bonus, Unarmed Strike, Tremendous Blow +1d6, Forceful Combat

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +0
    |Olympian Talent, Improved Overrun

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +1
    |Tremendous Blow +2d6

    4th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Olympian Talent, Wrestling Expertise

    5th|
    +3
    |
    +4
    |
    +1
    |
    +1
    |Tremendous Blow +3d6, Fantastic Origin, Subdual Methods +2

    6th|
    +4
    |
    +5
    |
    +2
    |
    +2
    |Olympian Talent

    7th|
    +5
    |
    +5
    |
    +2
    |
    +2
    |Tremendous Blow +4d6

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +2
    |Olympian Talent

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +3
    |Tremendous Blow +5d6, Subdual Methods +3

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +3
    |Olympian Talent, improved Fantastic Origin

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +3
    |Tremendous Blow +6d6

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +4
    |Olympian Talent

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +4
    |Tremendous Blow +7d6, Subdual Methods +4

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +4
    |Olympian Talent

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +5
    |Tremendous Blow +8d6

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Olympian Talent

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    |Tremendous Blow +9d6, Subdual Methods +5

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +6
    |Olympian Talent, improved Fantastic Origin

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +6
    |Tremendous Blow +10d6

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +6
    |Olympian Talent, Heroic Form[/table]

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

    Weapon and Armor Proficiency: Olympians are proficient with all simple weapons. Olympians are not proficient with any armor or shields.

    AC Bonus (Ex): When unarmored, an olympian adds his Charisma bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the olympian is flat-footed, immobilized, or helpless. He loses this bonus when he wears any armor or carries a shield.

    Unarmed Strike: At 1st level, an olympian gains Improved Unarmed Strike as a bonus feat. An olympian's attacks may be with fists, elbows, knees, feet, and forehead. This means that an olympian may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for an olympian striking unarmed. An olympian may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually an olympian's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. An olympian's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. An olympian also deals more damage with his unarmed strikes than a normal person would. A Medium olympian deals 1d6 damage with his unarmed strikes instead of 1d3, while Small olympians deal 1d4 and Large olympians deal 1d8. At 6th level, an olympian's unarmed strike is considered to be magical for the purposes of overcoming damage reduction. In addition, an olympian's Tremendous Blow adds more damage to an unarmed strike (see its description for details).

    Forceful Combat: An olympian gains Improved Grapple and Improved Bull Rush as bonus feats at 1st level.

    Tremendous Blow (Ex): An olympian's unarmed strike deals an additional +1d6 damage at 1st level, and increases by another +1d6 at every odd-numbered level. After a successful attack with Tremendous Blow's full damage, however, only half its damage dice (round down) are added to the olympian's attacks until the start of his next turn. Tremendous Blow can add lethal or nonlethal damage, at the user's option. In addition, Tremendous Blow can be used in place of the Power Attack feat for qualifying for feats or prestige classes. At 3rd level, an olympian may use Tremendous Blow with a melee weapon rather than an unarmed strike, but even his first successful attack each round adds only half the damage dice. At 5th level, an olympian may add one third of his Tremendous Blow dice to ranged attacks made with thrown weapons.

    Improved Overrun: An olympian gains Improved Overrun as a bonus feat at 2nd level.

    Olympian Talents: Starting at 2nd level, an olympian gains one olympian talent. He gains an additional olympian talent for every 2 levels of olympian attained after 2nd level. Unless its description states otherwise, an olympian cannot select an individual talent more than once.

    Spoiler
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    Bonus Feat: The olympian gains a bonus feat from the following list: Athletic, Defensive Combat Training, Diehard, Endurance, Great Fortitude, Greater Bull Rush, Greater Grapple, Greater Overrun, Improved Great Fortitude, Improved Iron Will, Improved Vital Strike, Iron Will, Leadership, Persuasive, Throw Anything, Toughness, Vital Strike. The olympian must meet all of the prerequisites for the selected feat. An olympian can take this talent more than once, selecting a different feat each time.

    Armored Warrior (Ex): The olympian's Charisma bonus is still applied to his AC when he wears light armor or uses shields other than tower shields, but the bonus can't exceed the armor's Maximum Dex Bonus. This talent does not give him any proficiency in armor or shields.

    Armsman (Ex): When using a melee weapon, the olympian's first hit each round adds his full Tremendous Blow damage, as if he were attacking unarmed. He adds half of his Tremendous Blow dice when he attacks with a thrown weapon. An olympian must be at least 4th level before choosing this talent.

    Brutal Force (Ex): When the olympian scores a critical hit, any damage dice applied to that attack from Tremendous Blow increase to d8's.

    Center of Attention (Ex): The olympian gets a +1 morale bonus to Will saves for every 5 bystanders who can see him, up to +2. The maximum bonus increases to +3 at 4th level, and increases by +1 every 6 olympian levels thereafter. A bystander is anyone with an Intelligence score of at least 3 and no more than half the olympian's Hit Dice, regardless of their creature type. In addition, the olympian's personal presence makes it harder for others to take their eyes off him -- anyone within 100 feet of the olympian who can see him takes a -2 penalty on Perception and Sense Motive checks to notice something that isn't the olympian or his equipment. His allies are accustomed to him, and don't suffer these penalties.

    Eager Charge (Ex): The olympian can make a charge over difficult terrain and through spaces occupied by his allies, provided he ends his movement in an unoccupied space.

    Implacable (Ex): The olympian automatically stabilizes whenever he drops below 0 hitpoints. He also gains Fast Healing 1 for every four olympian levels he attains, but only while he remains conscious.

    Incredible Leap (Ex): The olympian's jumping distances are doubled, both for vertical jumps and horizontal jump. When determining falling damage, he treats every 50 ft. of the fall as only 10 ft. instead.

    Lightning Grab (Ex): When an opponent attempts to grapple the olympian and fails, he can make a free grapple check to initiate a grapple with that opponent himself, provided he has at least one hand free. The olympian must have an attack of opportunity available for the round, and the grapple attempt costs one attack of opportunity. If the olympian succeeds on the grapple check, he deals damage to the target as if he hit them with an unarmed strike.

    Logical Extension (Ex): For each die of damage that the olympian adds from Tremedous Blow, he gets a +1 to Strength checks to lift or break objects, and +1 to his effective Strength for determining his carrying capacity. He also gains resistance equal to his olympian level against each of the energy types he's taken through the Elemental Fist talent (he gains resistances retroactively if he takes the Elemental Fist talent later).

    Meteoric Charge (Ex): When making a charge, the olympian can attempt to overrun creatures in his path as a free action. He can only complete the charge if he successfully overruns each creature. If any overrun is unsuccessful, the charge ends in the space directly in front of that creature. Any creature knocked prone by the olympian's overrun takes half his Tremendous Blow dice in damage (which can be lethal, nonlethal, or any energy type taken through the Elemental Fist talent). An olympian must have the Eager Charge talent before choosing this talent.

    Pillar of Courage (Ex): The olympian is immune to the frightened and panicked conditions. When he damages a creature, anyone who was afflicted by a fear effect from that creature since the olympian's last turn has their fear condition reduced to shaken (if they were frightened or panicked), or removed entirely (if they were only shaken). The olympian must be at least 4th level before choosing this talent.

    Self-Assured (Ex): The olympian adds his Charisma bonus to his Combat Maneuver Bonus.

    Survivor (Ex): When he would be reduced to 0 or fewer hitpoints, the olympian can make a Fortitude save (DC = damage dealt). If the save succeeds, half of the damage from the attack is nonlethal damage.

    Uncanny Dodge (Ex): The olympian cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An olympian with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

    - - -

    Elemental Fist (Su): The olympian chooses an energy type when he selects this talent, out of the following: fire, electric, or cold. When he makes an attack, he can choose for the damage added by Tremendous Blow to be damage of that energy type. Tremendous Blow is a supernatural ability when it's modified by this talent. An olympian may take this talent up to three times, choosing a different energy type each time. An olympian must be at least 6th level before choosing this talent.

    Amphibious Adaptation (Ex): The olympian can breathe both water and air. He gets a swim speed equal to his land speed, unless he already possesses a faster swim speed. If his swim speed is faster than his land speed, he gets a land speed equal his swim speed, to a maximum of 30 ft. An olympian must be at least 6th level before choosing this talent, and he cannot have the Intense Training origin.

    Concentrated Energy (Su): The olympian can focus his known energy types for a variety of effects. If the olympian has taken Elemental Fist for fire damage, he can use a standard action to emit a blinding cone of light. The cone is 30 ft. long, and creatures caught within it are blinded for 1d4+1 rounds; a successful Will save reduces the effect to dazzled for 1d4+1 rounds (DC = 10 + half olympian level + Cha modifier). An olympian with Elemental Fist of cold can coat an object or area in a layer of ice as a spell-like ability. This functions as the Grease spell, using his olympian level as the caster level, except that the duration is reduced to 1 round per level if the surrounding temperature is above freezing, and creatures with immunity to cold are unaffected. An olympian with Elemental Fist of electricity can use a standard action to overload himself or a willing target within 30 feet with energy. A creature charged in this way gets a dodge bonus to AC and Reflex saves equal to one-third the olympian's class level. The creature also takes 5 damage at the start of its turn (which is not electric damage) as its body struggles to contain the energy, and it can accept another 5 damage as a swift action to make a single free attack at its highest base attack bonus. The overload of energy ends immediately when the creature falls unconscious, when the creature takes a move action to dismiss it, or if any of the damage dealt by the overload is prevented in any way. An olympian must be at least 10th level and have the Elemental Fist talent before choosing this talent.

    Energy Aura (Su): The olympian can emit or dismiss an aura of energy at will, as a swift action. He knows a different aura for each energy type he's taken with Elemental Fist, but he can only have one of the auras active at any one time. An aura lasts until he dismisses it. Taking the Elemental Fist of fire gives the olympian an aura of sweltering heat, forcing any creature who starts its turn adjacent to him to make a Fortitude save (DC = 10 + half olympian level + Cha modifier) or become fatigued. A creature with the water subtype or vulnerability to fire gets a -3 penalty on the save against the aura of heat, while a creature with fire resistance or immunity to fire suffers no ill effects. The Elemental Fist of cold gives the olympian an aura of clinging frost, which causes other creatures to treat the area within it as difficult terrain. The aura of frost emanates from him to a radius of 5 feet for every 2 olympian levels. The Elemental Fist of electricity gives the olympian an aura of charged air, which strikes at metal objects used in battle. When any creature in the area is hit by a melee attack, arcing electricity deals 2d6 electric damage to either combatant if they are wearing metal armor or carrying a metal shield, and tries to disarm the attacker if the attack was made with a metal weapon (the aura has a CMB equal to 2 + half the olympian's class level + his Cha modifier). The aura of charged air emanates from the olympian to a radius of 5 feet for every 2 olympian levels. An olympian must be at least 8th level and have the Elemental Fist talent before choosing this talent.

    Energy Projection (Su): As a standard action, the olympian can shoot a ray of energy at a creature within 60 ft. He must make a ranged touch attack to hit the creature. The ray deals damage equal to the olympian's Tremendous Blow, and can be of any damage type that his Tremendous Blow could deal (physical damage is dealt as a concussive blast, and deals bludgeoning damage). This ability can benefit from the added effects of Exceptional Blow. An olympian must be at least 8th level before choosing this talent.

    Exceptional Blow (Su): The olympian's attacks with Tremendous Blow get additional benefits. At the end of the olympian's action, creatures hit by his attacks suffer the following effects if Tremendous Blow added the given type of damage to any of the attacks: physical damage (lethal or nonlethal) pushes the target 5 ft. away from the olympian for every +2d6 added by Tremendous Blow, fire damage clouds the target's eyes with smoke that gives their attacks a 20% miss chance (as if all other creatures had concealment), cold damage gives the target a -1 penalty to Dexterity that increases by 1 for every +2d6 added by Tremendous Blow, and electric damage gives the target an electrical charge that deals 2 electric damage per die added by Tremendous Blow when they cast a spell or use a spell-like ability. A successful Fortitude save (DC = 10 + half olympian level + Cha modifier) negates these effects; save separately for each effect that applies. The effects from fire, cold, and electric damage last for 1 round for every four olympian levels, and they don't stack with themselves. The olympian may choose not to use this ability for any attack. An olympian must be at least 6th level before choosing this talent.

    Flight (Ex or Su): The olympian gains his choice of either winged flight or wingless flight. Once the decision is made, it cannot be changed. Both versions give a fly speed of 40 ft. (or 30 ft. when wearing medium or heavy armor, or carrying a medium or heavy load) with good maneuverability. Winged flight is an extraordinary ability, so it can't be dispelled and remains active in an anti-magic field. Wingless flight is a supernatural ability, but the olympian can hustle over long distances without taking nonlethal damage. An olympian must be at least 6th level and have the Incredible Leap talent before choosing this talent, and he cannot have the Intense Training origin.

    Mentalist (Su): The olympian gains telepathy out to 100 ft. (see the Bestiary for details). In addition, he can sway people's minds, letting him use Charm Person twice per day as a spell-like ability, and Suggestion once per day on a target he's successfully charmed. His caster level is equal to his class level, and he uses Charisma to determine the save DC. An olympian must be at least 8th level before choosing this talent.

    Size Control (Sp): Three times per day, the olympian can increase drastically in size. This functions as the Righteous Might spell, using the olympian's class level as the caster level,.except that the DR provided is overcome by magic instead of an alignment. An olympian must be at least 8th level before choosing this talent.


    Wrestling Expertise (Ex): At 4th level, the olympian hones his ability to grab and throw his enemies. He takes no penalty to Dexterity while grappling. When he bull rushes an opponent, he can choose to push them in any direction, rather than directly away, and he can treat a square in his own space as the starting point of their movement. He must have at least one hand free to use his bull rush in this way, and he can't use it while charging.

    Subdual Methods: Starting at 5th level, an olympian gains a +2 bonus to his Combat Maneuver Bonus. This bonus increases by +1 for every four levels beyond 5th.

    Fantastic Origin: At 5th level, an olympian's background starts to give him additional benefits, depending on the source of his amazing strength. An olympian must pick one of the following origins when he gains this class feature. Once made, this choice cannot be changed.

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    Altered Physiology: Due to a twisted medical experiment, an alchemical accident, an inborn mutation, or some other radical change to his physical processes, the olympian's body now functions in ways that are impossible to explain.
    Different (Ex): The olympian has a 25% chance to ignore any critical hit or sneak attack scored against him, treating it as a normal hit instead, and he gains a +2 bonus on saves against poison. However, anyone using the Heal skill on him takes a -4 penalty to the check.
    Very Different (Ex): At 10th level, his chance to ignore criticals and sneak attacks increases to 50%. He also becomes immune to diseases, and the nauseated and sickened conditions.
    Beyond Words: At 18th level, his creature type changes to Aberration.

    Arcane Exposure: Significant contact with magical energies has left the olympian as a prime conductor of its power.
    Spell-Twisting (Su): When targeted by a spell, the olympian can use an immediate action to alter the effect in one of the following ways: lower the effective caster level by 2, double the duration, or increase all variable numeric effects by 50%. Doubling the duration does not stack with Extend Spell; the increase in numeric effects does not stack with Empower Spell or Empower Spell-like Ability, and does not affect saving throws and opposed rolls. If the spell has other targets besides the olympian, those other targets are affected normally. He can use this a number of times per day equal to 3 + his Charisma modifier (if positive).
    Greater Spell-Twisting (Su): At 10th level, the olympian gains 2 more uses of his spell-twisting ability per day, and he can spend 2 uses to alter a spell that targets him, in one of the following ways: halve the effective caster level, maximize all variable numeric effects, or have the caster regain the prepared spell, spell slot, or use of their spell-like ability. Maximizing numeric effects does not affect saving throws or opposed rolls, and an empowered, maximized spell gains the maximum result plus half the normally rolled result. A caster can only regain one prepared spell, spell slot, or use of a spell-like ability for each casting. If the spell has other targets besides the olympian, those other targets are affected normally.
    Spell-Warding (Su): At 18th level, the olympian gains 2 more uses of his spell-twisting ability per day, and he can spend one or more uses to ignore a spell's effect entirely. Ignoring a spell costs spell-twisting uses equal to half the spell level (round up; 0th-level spells cost 1 use). A spell can still affect the olympian indirectly, such as turning a boulder he's standing on into mud. If the spell has other targets besides the olympian, those other targets are affected normally.

    Bonded Artifact: The olympian's true power comes from something he wields or wears -- a priceless object with magic yet unseen, that may have chosen him as much as he chose it.
    Personal Relic (Ex): The olympian picks a magic item in his possession, which must be a weapon, suit of armor, shield, ring, or amulet. The olympian is considered proficient in its use, even if he isn't proficient in other items of the same type. If the item is a weapon, he gets his full Tremendous Blow damage on the first successful hit of a round and half that damage on later hits, as if he were fighting unarmed. If the item is a suit of armor or a shield, he keeps his Charisma bonus to AC while using it, but that bonus to AC can't exceed the Maximum Dex Bonus of the item. The olympian can add additional magic abilities to his chosen item as if he had the required item creation feats, provided his olympian level is at least equal to the feat's caster level prerequisite. He gets a +4 bonus to the skill check to alter the item, and the check never results in a cursed item. As long as the olympian is alive, any effect that would destroy his chosen item (such as excessive damage, or a Shatter spell) reduces it to 0 hitpoints and renders it unusable, but still intact. The item's magical properties are supressed while it has less than 1 hitpoint. If the item has less than 1 hitpoint or is removed removed from the olympian's possession, he loses the use of any supernatural or spell-like ability gained from the olympian class, and he can't benefit from morale bonuses from any source; all of these penalties are removed once the item is in his possession with at least 1 hitpoint. By spending 10 minutes to fix his chosen item, the olympian can restore 5d6 of its hitpoints. If the item is destroyed after the olympian dies, it returns to his possession with 1 hitpoint if he is raised in any way.
    Imbued Relic (Sp): At 10th level, the olympian can imbue his chosen item with a magical charge. After resting for 8 hours, he can pick any Cleric, Druid, or Wizard spell of 3rd level or lower that targets one or more creatures, and has a casting time of 1 round or less. As a swift action, he can cast it as a spell-like ability, using his olympian level as the caster level, with himself as the target. Using the spell expends the charge, and the imbuing the item with a new magical charge replaces the old one. Only the olympian who created the charge can use it.
    True Ownership (Su): At 18th level, the olympian's connection to his item is so great that it shares a part of his very soul. As a full-round action, he can leave his body in a trance while he controls the item; his body takes no actions during this time and is considered helpless, but he is immediately aware of any damage it takes. The olympian creates a spiritual form that wields or wears his chosen item -- treat his spiritual form as if it were ethereal (see the Ethereal Jaunt spell for details), except that damage to it is dealt to the item instead, and it can interact with the item normally while the item remains material. The spiritual form can affect the material plane by using the item, but attacks it makes treat the olympian's Tremendous Blow as if the full bonus was only +2d6. The effect lasts until the olympian uses a swift action to end it, and it ends immediately if the spiritual form stops touching the item for any amount of time, or if the item drops below 1 hitpoint. If the effect ends from the item dropping below 1 hitpoint, the olympian is stunned for 1 round and receives 2 negative levels, which are removed after he rests for 8 hours. The controlled item has an AC of 10 + the olympian's Dex modifier + his Cha modifier + the item's normal armor or shield bonus (if any), with a size bonus depending on the item: the olympian's size bonus to AC for a suit of armor or tower shield, +2 for a weapon or any non-tower shield, and +4 for a ring, amulet, or light weapon. Although this is a supernatural ability, the olympian can use it even when he's separated from his chosen item. This ability works across any distance, even between planes, but cannot be activated if the item has less than 1 hitpoint.

    Call of the Wild: The olympian is deeply in touch with the natural world, and was perhaps even chosen to be its champion.
    Primal Heart (Ex): The olympian gains Woodland Stride (as the Druid feature) and the Scent ability.
    Primal Body (Sp): At 10th level, he picks a single animal of medium or large size. He can use Beast Shape II at will as a spell-like ability, but only to change into the chosen animal. The caster level is equal to his olympian level. If the olympian has the Size Control talent, he can activate it along with this ability as part of the same standard action, and the bonuses and penalties stack with each other.
    Primal Soul: At 18th level, his creature type changes to Fey.

    Dragon's Blood: The blood of dragons courses through the olympian, whether it came about through his lineage, through a transfusion, or sucked through his lips.
    Draconic Skin (Ex): The olympian's natural armor bonus improves by +2 (a creature with no natural armor bonus is considered to have +0), and he gets a +3 bonus on saves to resist sleep and paralysis effects.
    Draconic Throat (Su): At 10th level, the olympian gains a breath weapon that he can use as a standard action, three times per day. The breath deals his full Tremendous Blow damage in a 30-ft. cone; he can choose to have it deal bludgeoning damage (either lethal or nonlethal) or any damage type he's learned with Elemental Fist. Those caught in the area receive a Reflex save for half the damage. The DC of this save is equal to 10 + 1/2 his olympian level + his Charisma modifier. If he has the Exceptional Blow talent, creatures in the area also suffer the added effect if they fail their saving throw.
    Draconic Manner: At 18th level, his creature type changes to Dragon.

    Intense Training: The olympian draws no power from unnatural sources -- all he needs are a body, a mind, and the will to perfect them.
    Great Effort (Ex): The olympian gets a +2 inherent bonus to two ability scores of his choice, but he can never learn supernatural or spell-like olympian talents. Inherent bonuses to the same ability do not stack with each other.
    Extreme Effort (Ex): At 10th level, he gets a +2 inherent bonus to another two ability scores, and the Bonus Feat olympian talent.
    Unquestionable Effort (Ex): At 18th level, he gets a +2 inherent bonus to another two ability scores, and a +3 bonus to all saves.

    Of Another World: Either the olympian's ancestry can be traced to a being that was not of this plane, or contact with such a being left him blessed with powers beyond those of a mortal.
    Divine Purpose (Ex): The olympian gains an alignment subtype (chaotic, evil, good, or lawful) that matches one alignment component of the being that empowered him; if the being's alingment had both neutral components, the olympian instead gains the ability to score critical hits against constructs and outsiders that are normally immune to critical hits. He also gets acid resistance equal to his olympian level, regardless of the being's alignment.
    Divine Resilience (Ex): At 10th level, he gains spell resistance equal to 10 + his olympian level, and damage reduction of 5 that's overcome by the alignment opposed to his subtype (DR 5/evil if he has the good subtype, for example); if he has no alignment subtype, his damage reduction is 5/magic.
    Divinity: At 18th level, his creature type changes to Outsider, and he gains the Native subtype.


    Heroic Form (Ex): At 20th level, an olympian loses touch with the concept of "failure". Any natural 1 he rolls on a 20-sided die or a damage die may be rerolled, and he may reroll them again as long as they continue to result in a natural 1. A natural 20 he rolls on an opposed check is considered an automatic success against any creature without Heroic Form. Additionally, he may ignore all damage from an attack or effect as an immediate action, three times per day.
    Last edited by Midwoka; 2012-09-22 at 08:03 AM. Reason: updated with information about the picture's artist

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