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    Dwarf in the Playground
     
    DruidGirl

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

    Olympian

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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