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  1. - Top - End - #1
    Ettin in the Playground
     
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    Default GiTP Pathfinder Grab Bag Competition II - The Path to Castle Ravenloft

    The Path to Castle Ravenloft





    "Listen to them. Children of the night. What music they make."


    ~~~~~~~~~~


    This contest begins with the posting of this thread and continues through until the 30th of April.

    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 May. 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 Gothic Horror. An entry could take the form of a class that is built around hunting monsters, a prestige class that eventually controls the damned forces of the world to do it's bidding, a race patterned off of Victor Frankenstein's assistant Igor or a monster that warps those its feasts upon into replicas of itself.

    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.

    -*-*-*-
    Last edited by Tanuki Tales; 2012-03-31 at 11:57 PM.

    Extended Signature: Homebrew

    Unique Gourgeist avatar by araveugnitsuga

    I run a Pokemon Wonder Trade blog now, so feel free to take a look.

  2. - Top - End - #2
    Ettin in the Playground
     
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    Default Re: GiTP Pathfinder Grab Bag Competition II - The Path to Castle Ravenloft

    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]

    Extended Signature: Homebrew

    Unique Gourgeist avatar by araveugnitsuga

    I run a Pokemon Wonder Trade blog now, so feel free to take a look.

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    Ettin in the Playground
     
    Tanuki Tales's Avatar

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    Default Re: GiTP Pathfinder Grab Bag Competition II - The Path to Castle Ravenloft

    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.

    Extended Signature: Homebrew

    Unique Gourgeist avatar by araveugnitsuga

    I run a Pokemon Wonder Trade blog now, so feel free to take a look.

  4. - Top - End - #4
    Ettin in the Playground
     
    Tanuki Tales's Avatar

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    Default Re: GiTP Pathfinder Grab Bag Competition II - The Path to Castle Ravenloft

    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]

    Extended Signature: Homebrew

    Unique Gourgeist avatar by araveugnitsuga

    I run a Pokemon Wonder Trade blog now, so feel free to take a look.

  5. - Top - End - #5
    Ettin in the Playground
     
    Tanuki Tales's Avatar

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    Default Re: GiTP Pathfinder Grab Bag Competition II - The Path to Castle Ravenloft

    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]

    Extended Signature: Homebrew

    Unique Gourgeist avatar by araveugnitsuga

    I run a Pokemon Wonder Trade blog now, so feel free to take a look.

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

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    Default Re: GiTP Pathfinder Grab Bag Competition II - The Path to Castle Ravenloft

    Sanguine Inquisitor


    Your blood is a stain upon the earth.

    Blood is a powerful thing, it can make a man a king or a boy a mage. Whether this power is political, magical, or simply heritage doesn't matter to a Sanguine Inquisitor. He sees blood as a thing to manipulate regardless of its form. With a touch he can draw blood from his foes and it reside within him, these are known as Blood Marks. If a Sanguine Inquisitor has you as a Blood Mark, you will never escape his notice.

    Sanguine Inquisitor's gain their powers from the gods and as such generally work for temples in finding heretics and severely punishing them, but as the years pass they generally become corrupted in the pursuit of good.

    Corrupt Sanguine Inquisitor's force their belief onto others and make them into slaves of good.

    Role: They generally fight at the front-lines using their skill with weapons and armor to good use and smiting heretics whenever possible. A Sanguine Inquisitor can also be a supporting character in the group.

    Alignment: Sanguine Inquisitors can be of any alignment or desposition, but as they develop they general descend into evil.

    Religion: A Sanguine Inquisitor's power comes from his devoted worship of a good aligned god.

    Hit Die: d10

    Starting Gold: As Cleric.

    Class Skills
    The Sanguine Inquisitor's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

    Skill Points at First Level: 2 + Int modifier


    Sanguine Inquisitor
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Base Blood Marks|Blood Points

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Blood Mark, Blood Never Lies, Intuition|1|3

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Sanguine Gift, Sanguine Taint|2|5

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Smite Heretic 1/Day|4|8

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Sanguine Trail|5|10

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Sanguine Wound|6|13

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |Sanguine Restoration, Smite Heretic 2/Day|8|15

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    | |9|17

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    |Stained Trail|10|20

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |Whispers in the Dark|12|22

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |Sanguine Torture, Sanguine Wine|13|25

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +7
    |Stained Justice|14|27

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    |Sanguine Revival, Smite Heretic 3/Day|16|30

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    | |17|32

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    |Fangs of the Night|18|95

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    |Sanguine Rupture, Smite Heretic 4/Day|20|37

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    |Noble Blood|21|40

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Followers of Blood|22|42

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Elixer of Life, Smite Heretic 5/Day|24|45

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    | |25|47

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Paladin of the Sanguine|26|50[/table]

    Class Features
    All of the following are class features of the Sanguine Inquisitor.

    Weapon and Armor Proficiencies: Inquisitors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

    Blood Mark (Su): As a standard action the Sanguine Inquisitor may make a melee touch attack. If the attack is successful, the target is dealt 1d4 lethal damage as the target's blood is drained from them and suffuses the Sanguine Inquisitor. The Sanguine Inquisitor may instead choose to deal 1 nonlethal damage when using this ability.

    Doing this grants that target as a Blood Mark. The maximum amount of Blood Marks that a Sanguine Inquisitor is alloted is noted on the table above.
    If using this ability would exceed the limit then you must select one Blood Mark you currently have, this Blood Mark is removed.

    This ability only works on creature of the following types: Aberration, Animal, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Outsider (without the Elemental Subtype), and Vermin.

    If a creature with a Blood Mark dies, then the Sanguine Inquisitor retains that blood mark for one day.

    Blood Points: A Sanguine Inquisitor gains divine power from the gods in the form of limited power over blood. This is represented by Blood Points. A Sanguine Inquisitor has a number of Blood Points equal to the amount indicated on the table plus his constitution modifier.
    These Blood points can be restored by praying to his deity after at least two hours of rest.

    Blood Never Lies (Su): By expending a blood point and taking a standard action you can cast Detect Thoughts on a single creature you have as a Blood Mark, except the only function of the spell is reading the targets surface thoughts and that it has no maximum range as long as the target is on the same plane of existence.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 12 plus your charisma modifier.

    In addition while this ability is active, whenever the target lies you instantly know. This doesn't tell you the truth nor does it detect when a person says something that is wrong and they believe.

    Intuition (Ex): Sanguine Inquisitors are skilled at sensing deception and valuing objects. A Sanguine Inquisitor receives a morale bonus on all Appraise and Sense Motive checks equal to 1/2 his Sanguine inquisitor level (minimum +1).

    Sanguine Gift (Su): As of second level, by expending a blood point and taking a standard action you can fill Blood Marks with courage. This ability acts as the Bless spell, except it only affects creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level.

    Sanguine Taint (Su): Once an Inquisitor reaches second level, he can fill Blood Marks with fear by expending a blood point and taking a standard action. This ability acts as the Bane spell, except it only affects creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 11 + your Constitution bonus (if any).

    Smite Heretic (Su): Once per day, a third level or higher Sanguine Inquisitor can call out to the powers of his deity to aid him in his struggle against heretics. As a swift action, the Sanguine Inquisitor chooses one intelligent creature within sight to smite. If this target doesn't worship the same god as the Sanguine Inquisitor, the Inquisitor adds half his Charisma bonus (if any) to his attack rolls and adds his Inquisitor level to all damage rolls made against the target of his smite. If the target of smite heretic is a creature with the evil alignment, the Inquistor adds his Charisma bonus (if any) to his attack rolls instead of only half. Regardless of the target, smite heretic attacks automatically bypass any DR the creature might possess.

    In addition, while smite heretic is in effect, the Inquisitor gains a deflection bonus equal to his Charisma Bonus (if any) to his AC against attacks made by the target of the smite.

    If the Inquisitor targets a creature that does worship the same god as the Sanguine Inquisitor, the Inquisitor is paralysed for 1d10 rounds (No Save). If the Inquisitor targets a creature that has an intelligence score of 2 or lower, the smite is wasted with no effect.

    The smite heretic effect remains until the target of the smite is dead or the next time the Inquisitor rests and regains his uses of this ability. At 6th level, and at every three levels thereafter, the Inquisitor may may use Smite Heretic one additional time per day, as indicated on Table above, to a maximum of five times per day at 18th level.

    Sanguine Trail (Su): As of fourth level, by expending a blood point and taking a free action you can track a Blood Mark. This ability then acts as a Know Direction spell, except it affects a creature the Sanguine Inquisitor has a Blood Mark for, instead of North and the duration lasts for 1 round per Sanguine Inquisitor level.
    The Caster Level of this ability is equal to your Sanguine Inquisitor. The Save DC of this ability is equal to 10 plus your charisma modifier.

    Upon a Inquisitor reaching seventh level, by expending five blood points and meditating for one hour. This ability acts as the Scrying spell instead, except it can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level plus your Charisma Modifier. The Save DC of this ability is equal to 15 + your charisma bonus (if any).

    Sanguine Wound (Su): Upon a Inquisitor reaching fifth level, he can fill Blood Marks with negative energy by expending three blood points and taking a standard action. This ability acts as the Inflict Moderate Wounds spell, except it can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 13 + your Constitution bonus (if any).

    Sanguine Restoration (Su): Upon a Inquisitor reaching sixth level, he can fill Blood Marks with positive energy by expending three blood points and taking a standard action. This ability acts as the Cure Moderate Wounds spell, except it can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 13 + your charisma bonus (if any).

    Whispers in the Dark (Su): Upon an Inquisitor reaching ninth level, he can command his Blood Marks by expending three blood points and taking a standard action. This ability acts as the Suggestion spell, except it can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 13 + your charisma bonus (if any).

    The Inquisitor also gains Telepathy 60ft, but can only communicate with creatures he has as a Blood Mark.

    Sanguine Torture (Sp): Once a Sanguine Inquisitor reaches tenth level, he can cause horrible pain in his Blood Marks by expending five blood points and taking a full-round action. This ability acts as the Symbol of Pain spell, except it affects a target within 50ft rather than creating a symbol and it deals 1 point of constitution damage. A Sanguine Inquisitor can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 15 + your Constitution bonus (if any).

    Sanguine Wine (Ex): At level 10 and above a Sanguine Inquisitor can drink the blood of a creature to restore his strength. As a full round action, a Sanguine Inquisitor with this ability can drink the blood from a corpse that has died within the last 10 minutes (or 100 rounds). This heals 1d8 points of health per HD of the drained creature. This ability can only be used a number of times per day equal to your Inquisitor level + Constitution Modifier.

    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.

    Stained Justice (Sp): Once a Sanguine Inquisitor reaches eleventh level, by expending ten blood points and taking a full-round action. This ability acts as the Mark Of Justice spell, except a Sanguine Inquisitor can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 14 + your charisma bonus (if any).

    Sanguine Revival (Su): Upon a Inquisitor reaching level twelve, he can fill the corpse of a Blood Mark with positive energy by expending twenty blood points and taking a fullround action. This ability acts as the Raise Dead spell, except it can only target creatures the Inquisitor has a Blood Mark for and it can be used on creatures against their will.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 15 + your charisma bonus (if any).

    Fangs of the Night (Su): A Sanguine Inquisitor of fourteenth level or above can grow sharp vampiric fangs. As a standard action the Sanguine Inquisitor can grow a bite attack. This is a primary attack that deals 1d8 damage plus 1-1/2 times the Sanguine Inquisitor Assassin's Strength bonus. These fangs and bite attack be be dismissed as a free action.

    Also on a successful hit with the Bite Attack the target must make a Fortitude Save (DC is equal Class Level) or be dealt 1 point of Con Damage. If successful the Sanguine Inquisitor gains 1d10 Temporary Hitpoints that last for 1 hour.

    Sanguine Rupture (Su): At level 15 or above, the damage that the Sanguine Inquisitor dealt through the Blood Mark feature is increased to 2d8. This ability doesn't need to be used and the Sanguine Inquisitor can still choose to only deal 1 point of non-lethal damage.

    Noble Blood (Su): A Sanguine Inquisitor of 16th level, can manipulate his Blood Marks by expending Twelve blood points and taking a standard action. This ability acts as the Dominate Person spell, except it can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 15 + your charisma bonus (if any).

    A Sanguine Inquisitor of 19th level, can choose to expend Twenty blood points and taking a standard action, if done this ability acts as the Mass Charm Monster spell instead, except it can only target creatures the Inquisitor has a Blood Mark for.
    The Caster Level of this ability is equal to your Sanguine Inquisitor level. The Save DC of this ability is equal to 16 + your charisma bonus (if any).

    Followers of Blood (Su): A Sanguine Inquisitor of Seventeenth level, can create spawn out of those it slays with Fangs of the Night ability, provided that the slain creature is of the same creature type as the Inquisitor's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the Inquisitor that created it, and remains enslaved until its master's destruction. A Sanguine Inquisitor may have enslaved spawn totaling no more than twice its own Sanguine Inquisitor level; any spawn it creates that would exceed this limit become free-willed undead. A Sanguine Inquisitor may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

    Elixer of Life (Su): A Sanguine Inquisitor of 18th level, can create elixers of positive energy from his blood as a full-round action. This ability creates a potion without the GP, time, XP costs, or required feats. The potion created depends on the amount of Blood Points you spend upon use of this ability.
    By expending 5 points you can create a Potion of Cure Light Wounds.
    By expending 10 points you can create a Potion of Cure Moderate Wounds.
    By expending 15 points you can create a Potion of Cure Serious Wounds.
    The Caster Level of the potion created is 5.

    Paladin of the Sanguine (Ex): Upon a Sanguine Inquisitor reaching 20th level he becomes one with his sanguine gifts. Whenever the Sanguine Inquisitor expends Blood Point the cost is halved (rounded up), unless the cost already is 1. Also as long as he has at least 5 Blood Points he gains an extra +20 Hitpoints and immunity to death from massive damage.

    Code Of Conduct: A Sanguine Inquisitor's power comes from the Divines and as such is bound to certain codes. Strangely even if you worship a good god it is possible to be evil and still follow these tenants.

    The Code is thus:
    • To respect your Deity and Maintain their Religion
    • To serve the Ruler with Valour and Faith
    • To Protect the weak and Defenseless
    • To give succour to widows and orphans
    • To live by honour and for glory
    • To fight for the welfare of all
    • To guard the honour of fellow warriors
    • To keep faith
    • At all times to speak the truth
    • To persevere to the end in any enterprise begun
    • Never to refuse a challenge from an equal
    • Never to turn the back upon a foe


    A Sanguine Inquisitor must attempt to follow these tenants to the best of his ability and to break one without care causes you to lose your class features (They are only able to returned by an Atonement Spell or by Divine Intervention).
    But if a Tenant is being broken in the name of good, then the offence causes no issue and the Sanguine Inquisitor retains his class features.

    Vampire Spawn
    An Inquisitor can elect to create a vampire spawn instead of a full-fledged vampire when he uses his Followers of Blood ability on a humanoid creature only. This decision must be made as a free action whenever an Inquisitor slays an appropriate creature by using Fangs of the Night. A vampire spawn's statistics are identical to those of a wight, save for the following changes.

    • It gains the blood drain and dominate vampire special attacks.
    • It gains channel resistance +2, DR 5/silver, resist cold and electricity 10, fast healing 2, and the vampire qualities: gaseous form, shadowless, and spider climb.
    • A vampire spawn gains all of the standard vampire weaknesses.
    • A vampire spawn is CR 4.
    • It does not gain the wight's Create Spawn ability.
    Last edited by Milo v3; 2012-05-27 at 10:06 PM.
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    The Paranormal Seeker


    "Things man was not meant to know, eh? Finding that out is my dayjob" - Lucas Du'Arden, Paranormal Seeker

    The world is full of strange and extraordinary things. The Problem is, most of those things would like to eat you.

    You are fully aware of just how dangerous the world is, and you've had first hand experience against things far beyond human comprehension. You have faced Lovecraftian Abominations, Undead Monsters and Otherworldly Beings and come out ahead. You might not possess any magic of your own, but you've honed your abilities and your pragmatism to a razor sharp edge.

    It's a big world out there, and you've taken it upon yourself to go looking for the weird bits.

    Role: Paranormal Seekers can perform well as front line melee fighters, but they are also suited fighting at range. Paranormal Seekers can also mimic the role of an Arcane or Divine Caster using spell trigger items.

    Alignment: Paranormal Seekers can be of any alignment, although they tend towards Good.

    Hit Die: d10

    Requirements
    To qualify to become a Paranormal Seeker, a character must fulfill all of the following criteria.
    Feats: Track
    Skills: Knowledge (Arcana) 5 Ranks OR Knowledge (Dungeoneering) 5 Ranks OR Knowledge (The Planes) 5 Ranks OR Knowledge (Religion) 5 Ranks, Perception 5 Ranks, Use Magic Device 5 Ranks
    Special: Must have survived an encounter with an Aberration, Magical Beast, Outsider or Undead whose CR exceeded the prospective Paranormal Seeker's HD.

    Class Skills
    The Paranormal Seeker's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Disable Device (Int), Escape Artist (Dex), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (The Planes) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Use Magic Device (Cha)

    Skill Points: (6 + Int modifier)

    The Paranormal Seeker
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Annul Magic, Unnatural Lore

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Magic Device Affinity

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |-

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Discern Magic

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Deceive Magic Device

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |-

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Unbreakable Will

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Circumvent Defences

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |-

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Discern Truth[/table]

    Class Features
    All of the following are class features of the Paranormal Seeker.

    Weapon and Armor Proficiencies: The Paranormal Seeker is proficient with all Simple and Martial Weapons. They are also proficient with Light and Medium Armor, and with Shields (except Tower Shields)

    Annul Magic (Ex): Something about you makes makes it difficult for Magic to function. This can sometimes be inconvenient, but it is one of the few advantages you have against the creatures you face. At 1st level, a Paranormal Seeker gains Spell Resistance equal to 11 + 2 x his class level. All objects on the Paranormal Seeker's person register as Non-Magical to the effects of Detect spells, or spells with similar capabilities, as the spell Magic Aura. This is a continuous effect, and cannot be dispelled.

    Begining at 5th Level, the Paranormal Seeker begins to interfere with ongoing magical effects. As a Standard Action, a Paranormal Seeker can attempt to dispel a magical effect which he is within the area of, using his character level as his caster level on the dispel check (Max 20).

    Finally, at 10th Level, the Paranormal Seeker's strange anti-magic abilities allow him to negate one of the most fundamental advantages of his enemies. When within 5ft of a 10th level Paranormal Seeker, you must make a Caster Level Check equal to our greater than the Paranormal Seeker's Spell Resistance to cast a spell. If the spell cast affects the Paranormal Seeker and allows Spell Resistance, you must make an additional Caster Level check to overcome it.

    A Paranormal Seeker with the Annul Magic ability permanently loses the ability to cast spells or use spell like abilities.

    Unnatural Lore (Ex): A Paranormal Seeker adds his class level as a bonus to Knowledge checks to identify monsters.

    Magic Device Affinity (Su): You might not be able to use Magic naturally, but the enemies and the creatures you fight most certainly can. You've learnt to use Wands, Scrolls and Staves to make up for your weakness in the Arcane Arts.

    Beginning at 2nd Level, a Paranormal Seeker gains the ability to attune himself with Wands, Scrolls, Staves and other magical items. By spending one hour working with a Wand, Scroll or Staff, he gains a +5 Bonus on Use Magic Device checks to use that particular item. If the Paranormal Seeker rolls a 1 on his Use Magic Device check to activate an item he has attuned himself to, he does not lose the ability to activate that item again for 24 Hours as normal.

    A Paranormal Seeker can use this ability to attune himself to a number of magical items equal to half his class level. A Paranormal Seeker can choose to remove his affinity to any item he is currently attuned to as a standard action.

    Discern Magic (Su): A Paranormal Seeker has trained himself to notice magical auras. Beginning at 4th Level, a Paranormal Seeker is continuously affected by a modified Detect Magic spell. This ability takes no action to use, and functions as if the Paranormal Seeker had spent 3 Rounds studying an object. However, the Paranormal Seeker's Discern Magic ability only picks up on Auras that are Strong or Overwhelming, and cannot be used to determine the properties of Magical Items.

    Deceive Magical Device (Su): When using his Magical Device Affinity ability, a Paranormal Seeker can attempt to deceive the item. The Paranormal Seeker makes any necessary Use Magic Device checks to activate the item while he uses his Magical Device Affinity. If he succeeds, he no longer needs to make Use Magic Device checks to use the effects of that item. Failing any of the necessary Use Magic Device checks causes the Item to lose the benefits of the Paranormal Seeker's Magical Device Affinity (although it still counts against his normal limit).

    A Paranormal Seeker can only attempt to use this ability once a day.

    Unbreakable Will (Ex): Whenever a Paranormal Seeker must make a Will Save against a Spell or Spell-Like Ability from the Enchantment School, he may roll twice and take the better of the two results.

    Circumvent Defences (Ex): For someone who has made it their life's work to battle and defeat strange and unnatural beings, being able to get around the defensive abilities of those beings is a powerful advantage. From 8th level, you can treat your attacks as being made of a different material or of a different alignment for the purposes of overcoming damage reduction. This ability functions three times per day.

    Discern Truth (Su): At 10th Level, the Paranormal Seeker can call upon all his experience and his strange abilities to break through any Illusion. For a total of 15 Rounds a day, a Paranormal Seeker can benefit from the effects of a True Seeing Spell. This ability can be activated and deactivated as a Swift Action.
    Last edited by Golden Ladybug; 2012-04-20 at 10:44 PM.


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    The Grey Men



    This pallid yet otherwise unassuming human seems to radiate a sense of wrongness about it, though this feeling quickly passes.
    Grey Men CR 20
    XP 307,200
    LE Large Horror
    Init +6; Senses all around vision, darkvision 120 ft., low-light vision, see in darkness; Perception +44;
    Aura: fear (30 ft. radius,DC 26) unnatural aura (30 ft.)

    Defenses

    AC 34, Touch 16, flatfooted 28; (+6 Dex, +1 dodge, +18 natural, –1 size)
    hp 350 (28d8+224); regeneration 10 (good weapons and spells)
    Fort + 24, Ref +22, Will +15
    DR 15/good and silver; Immune ageing, blindness, deafness, death effects, energy drain, poison, polymorph, sleep; Resist acid 10, cold 10, electricity 10 sonic 10; SR 25
    Weaknesses: light aversion, vulnerability to fire

    Offenses

    Speed 50 ft., fly 50 ft. (perfect)
    Melee 4 slams +36 (3d8+6/19-20 plus grab)
    Space 10 ft.; Reach 10 ft.
    Special Attacks alien horror, alter form, constrict (3d6+6), strangle
    Spell-like Abilities (CL 24th; concentration +34)
    Constant—detect magic, discern lies (DC 24), see invisibility, tongues
    At will— confusion (DC 24), detect thoughts (DC 22), deeper darkness, dimension door, greater dispel magic (DC 26), modify memory (DC 24), telekinesis
    7/day— mass charm monster (DC 28), dominate person (DC 25), nightmare (DC25), persistent image (DC 25), project image (DC 27)
    3/day—black tentacles (DC 24) greater shadow evocation (DC 28), shadow walk
    1/day—phantasmal killer (DC 24), shades

    Sorcerer Spells Known
    (CL 20th)
    9th (7/day)-- energy drain (DC 28), time stop, weird (DC 28)
    8th (7/day)-- maze (DC 27), power word stun (DC 27), scintillating pattern (DC 27)
    7th (7/day)-- finger of death (DC 26), insanity (DC 26), mass hold person (DC 26),
    6th (7/day)- disintegrate (DC 25), eyebite (DC 25), flesh to stone (DC 25)
    5th (8/day)-- dismissal (DC 24), mind fog (DC 24), shadow evocation (DC 24), waves of fatigue (DC 24)
    4th (8/day)-- crushing despair (DC 23), enervation (DC 23), lesser globe of invulnerability, solid fog,
    3rd (8/day)-- deep slumber (DC 22), slow (DC 22), stinking cloud (DC 22), vampiric touch (DC 22)
    2nd (8/day)-- blindness/deafness (DC 21), ghoul touch (DC 21), spectral hand, touch of idiocy (DC 21), web (DC 21)
    1st (9/day)-- chill touch (DC 20), magic missile, ray of enfeeblement (DC 20), shield, shocking grasp (DC 20),
    0 (at will)-- arcane mark, bleed, daze (DC 19), flare (DC 19), message, prestidigitation, read magic, resistance, touch of fatigue (DC 19)

    Statistics

    Str 28, Dex 23, Con 26, Int 30, Wis 25, Cha 29
    Base Atk +31; CMB +31 (+36 grapple); CMD 47 (can't be tripped)
    Feats Alertness, Combat Expertise, Critical Focus, Deceitful, Disarming Strike, Dodge, Greater Disarm, Improved Critical (Slam), Improved Disarm, Iron Will, Mobility, Persuasive, Skill Focus (Bluff), Skill Focus (Diplomacy)
    Skills Acrobatics +22, Appraise +30, Bluff +42, Climb +22, Diplomacy +42, Disable Device +19, Disguise +39, Escape Artist +29, Fly +37, Intimidation +42, Knowledge (Arcana) +30, Knowledge (History) +41, Knowledge (Nobility) +20, Knowledge (Local) +41, Perception +40, Sense Motive +40, Slight of Hand +33, Stealth +37, Use Magic Device +29
    Languages Common, Infernal, Abysal, Celestial, any 7 others, Telepathy 100 ft
    SQ amorphous, flicker (120 ft), obscure alignment

    Special Abilities

    Alien Horror (Ex)
    A grey man's true form is alien and incomprehensible to most mortals, a chaotic mass grey flesh with squirming tentacles, writing psudopods, glaring eyes and snarling mouths all fighting for space on a body that defies all description. All living creatures within 30 feet of a grey man in their natural form must succeed on a DC 30 Will save or become nauseated for 1d6 rounds, while also taking 1d4 points of wisdom damage.
    All-Around Vision (Ex)
    A grey man's numerous sensory organs allow it to look in any direction, providing a +4 racial bonus on Perception checks. A grey man cannot be flanked.
    Alter Form (Su)
    A grey man can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a grey man retains all its powers, abilities, and spellcasting, except for the alien horror extraordinary ability, which only functions when a grey man is in their natural form. A grey man cannot attack with its slam attacks in its altered form, instead using the natural attacks of the form they assumed, or, more likely, a weapon.
    A grey man remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, and a grey man simply fades into the shadows when killed, leaving behind only its material possessions. A true seeing spell reveals its natural form: a horrible mass of tentacles, claws, eye stalks, stingers and maws; all squirming and twisting in alien patterns as they float above the ground. Anyone looking at the shade's natural form through true seeing suffers from the effects of the the grey man's alien horror ability.
    Fear Aura (Su)
    Grey men can radiate a 20-foot radius fear aura as a free action. A creature in the area must succeed on a DC 30 Will save or be affected as though by a fear spell (caster level 24th). A creature that successfully saves cannot be affected again by the same grey man’s fear aura for one day. Other horrors are immune to the aura. The save DC is Charisma-based.
    Obscure Alignment (Su)
    A grey man can hide their alignment at will. This ability functions as a permanent version of the spell undetectable alignment, though instead of appearing to have no alignment to divinations, a grey man can appear with any alignment they so desire. Anyone attempting to detect a grey man's alignment using a divination spell must succeed in a sense motive check against the grey man's bluff check. If the grey man succeeds, their alignment appears as whatever they want it to be; if they fail, their alignment is still obscured, though now the obscuring effect is revealed.
    A grey man also gets a +4 racial bonus on all use magic device checks to emulate alignments

    Ecology

    Environment any urban, Plane of Shadows
    Organization solitary
    Treasure double

    Almost every government or major organization will inevitably spawn a host of conspiracy theories – tales about the sinister motives behind recent actions or dark secrets hidden by the elite. A number of these stories – be they whispered in the corners of taverns by drunks, or shouted in the streets by mad men – involve shadowy puppet masters, silently controlling the lives of men for their own nefarious purposes. These people don't know how right they are.

    Grey men are horrors of conspiracies, who spend their lives fermenting lies and suspicions that drive even good men to hold their weapons close at night. They blend themselves seamlessly into any number of organizations, serving as bureaucrats and advisers within governments, guilds, and companies. Never seeing direct power themselves, they instead seek to hold the ear and trust of those in charge, and whisper to them stories of enemies and rivals lurking in every shadow. A single grey man may break down an alliance between nations, causing hatred and suspicion to erupt among the populace, or they might spark off a guild war that sees the streets of cities run red with the blood of innocent bystanders.

    Grey men thrive in areas of half-truths and misinformation, and they are the reason knowledge regarding horrors and the nature of Shadow is rare. They promote the belief that horrors are but the fantasies of children, attributing the actions and natures of their fellow Pit-spawn as either flights of imagination or other creatures such as fey or demons. When word of adventurers or scholars seeking out information on Shadow reaches their ears, they will normally assign their minions to mislead them, providing the curious with faulty lore and dangerous lies. Those who persist in their quests may find themselves increasingly stymied by the grey man's insidious reach – always seeming to be one step ahead of adventurers. True scholars of Shadow must be either very discreet or very powerful. Those who are not may find themselves face to face with the grey man itself, an event which is usually enough to get erstwhile experts to abandon their scholarly interests for something far safer, such as mercenary duty in a war zone.

    However, this a grey man is just as likely to serve as an ally for heroes as it is an enemy. Grey men take a long view of things, and are more than willing to use both good and evil individuals in their plans. Even heroic deeds such as clearing out a goblin warren or stopping a bandit lord can serve the grey man's goal of spreading suspicion and fear among populations – for years to come, those goblins will tell tales of the horrific adventurers who slew their relatives, while future bandits will hesitate every time they consider robing a traveler lest they draw the attention of would-be heroes. On an even greater scale, attempts by great evils to upset a grey man's careful plans may see them lending an irate hand to heroes who seek to return the world to its status-quo.

    A grey man typically appears as a gaunt humanoid of whatever society they are currently infiltrating, their skin somewhat sickly and pallid, though not unnaturally so. They are almost always dressed in the plain or unassuming clothing of a minor businessman or bureaucrat, seeming to favour dull greys in terms of colouration. On idle glances, there seems to be something off about their appearance, a feeling of wrongness that causes a shiver of fear to run down one's spine and animals to shrink from, but most quickly overcome this little burst of instinct. When in disguise, grey men act as bland and uninteresting as their forms are, rarely doing much to draw attention to themselves, though they can be very skilled conversationalists when the need arises. One may find oneself agreeing to do unusual favours for a grey man, or believing in wholly unsubstantiated rumours, after only a short conversation with them.

    Their need for disguises becomes immediately obvious when a grey man's true form is revealed, as most mortals cannot look at the shifting mass of flesh that is a grey man without risking insanity. A grey man naturally appears as a mass of squirming and pulsing tentacles of slimy grey flesh, with eyes, noses, suckers, mouths, pincers, and organs that are impossible to describe all fighting for a place on the writhing mass. Its exact size is impossible to judge, as portions of its flesh seem to continually shift in and out of reality, disappearing through some great hole at its centre and reappearing at its extremities. In this form, a grey man floats silently above the ground, as if even gravity itself is repelled by the grey man's horrible form.

    Grey men prefer to avoid combat through either conversations or illusions, either diverting the attention of potential foes elsewhere, or persuading them that the grey man is not a treat – or a threat not worth pursuing. If unsuccessful, grey men will use their mental powers and numerous followers to make life for their would-be executioners miserable, harassing them at all hours of the day with charmed and dominated creatures, while using their influence and social prowess to turn entire communities against them.

    A grey man is not a skilled combatant for a creature of its power, though it does its best to hold its ground when forced to defend itself. It freely uses its natural flicker ability to jump from shadow to shadow, keeping its distance from foes, and slowly burning them down with its spells, favouring abilities that daze, stun, paralyse, or otherwise incapacitate enemies. If they have time, they will pick up magic items or scrolls designed specifically to counteract the preferred tactics of their foes, and they make generous use of greater dispel magic to tear down their opponents own defences. If they are nearing defeat, a grey man will typically attempt to shadow walk away from the battle and retreat to another stronghold, where they will recover and plan their next move. They are not above accepting the surrender of PCs, instead of just slaying them, and will often use their modify memory power on defeated foes to remove all knowledge of the grey men.

    While grey men might network and share information among each other, they rarely directly aid others of their kind, believing it makes it harder to discover their existence. A grey man will typically surround themselves with mortal servants whom owe their loyalty to the grey man due to the horror's social status and persuasive skills. They maintain a number of lairs, most simple houses or apartments filled with little to draw thieves or inquisitive minds, but plenty of well-hidden traps. A grey man can typically call upon any horror active in their area of influence command their allegiance for a short while through intimidation and persuasion, particularly if the horror serves the same bogeyman as the grey man. Conversely, a grey man may also sought out by aligned horror for help, and may serve as local coordinators for that bogeyman's followers.

    Horror Type
    Spoiler
    Show


    Horrors are supernatural creatures with ties darkness and fright, typically originating from the Plane of Shadow and at least partially constructed of shadowstuff. A horror has the following features:
    • d6 Hit Die.
    • Base attack bonus equal to 1/2 total Hit Dice (slow progression).
    • Good Reflex and Will saves.
    • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following skills are class skills for shades: Acrobatics, Bluff, Climb, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Intimidation, Knowledge (History), Knowledge (Local), Linguistics, Perception, Sense Motive, Slight of Hand, Stealth, Swim.

    Traits: A horror possesses the following traits (unless otherwise noted in a creature's entry)
    • Darkvision 60 feet
    • Low-light vision
    • Immunity to poison, sleep effects, and polymorph
    • A horror possess the flicker supernatural ability:
      Flicker (Su): A shade can flicker between the material and Shadow planes at will, allowing them to move small distances in the blink of an eye. All horror can teleport 30 feet+10 feet per point of charisma bonus as a swift action. They can only teleport into spaces they can see, and only if those spaces are unoccupied by another creature. A horror can flicker through solid objects so long as they can see their end destination. A horror can only bring themselves and a light load when flickering unless otherwise noted.
    • A horror possess the light aversion extraordinary weakness:
      Light Aversion (Ex): A horror in bright light becomes sickened—the penalties from this condition are doubled when the horror is in natural sunlight. A horror exposed to bright light or natural sunlight looses the flicker supernatural ability and any regeneration they might posses.
    • Proficient with natural weapons or all simple weapons if they are described as wielding weapons.
    • Proficient with whatever type of armour (light, medium, or heavy) it is described as wearing, as well as all lighter types. Horrors not indicated as wearing armour are not proficient with armour. Horrors are proficient with shields if they are proficient with any form of armour.
    • Horrors do not need to eat, breath, or sleep
    Last edited by TARDIS; 2012-04-29 at 10:38 PM.
    There is a theory which states that if ever anyone discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.
    There is another theory which states that this has already happened.

    -The Hitchhiker's Guide to the Galaxy

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