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

    Default GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    Semper Fi! Do or Die!





    Cry havoc and let slip the dogs of war


    ~~~~~~~~~~


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

    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 August. You will be casting two votes, one for your favorite entry and one for the entry you believe would most likely see play (either in a game you would DM/GM or in a game you yourself would play in) [Both votes may be for the same entry.]

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

    Rules

    1. You will be creating an original Base Class or Monster or Prestige Class or Race that is themed around the concept of a military. This could be a base class that excels in urban combat, a prestige class for an elite legion order, a militaristic race or a monster bred to be a living siege weapon.

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

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

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

    5. Only one entry is allowed per participant.

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

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

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

    -*-*-*-

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

    Default Re: GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    Base Class Name

    Put an image of your class here!

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

    A general description of what your class is!


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

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

    Hit Die: dx

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

    Put an image of your class here!

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

    A general description of what your class is!


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

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

    [b]Hit Die:[/b] dx

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  3. - Top - End - #3
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    Name

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

    Defenses

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

    Offenses

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

    Statistics

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

    Special Abilities

    Special abilities go here.

    Ecology

    Environment
    Organization
    Treasure

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

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

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

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

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

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

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

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

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

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

    Special abilities go here.

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

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

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

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

    Default Re: GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    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]

  5. - Top - End - #5
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
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    Location
    Australia
    Gender
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    Default Re: GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    Sumran Warcaster

    Spoiler
    Show

    Your men have fallen to the sands, how disappointing.

    In the burning sands of Sumra, mages are a common site, utilising arcane skill caused it to be a prosperous empire, despite its lack of water or food. But during the Second Era the Karmainian's laid siege to the southern villages of the desert empire. So the Emperor formed a new type of warrior for his armies. A mage which used magic of the waste and talent of the blade in unison, known as the Sumran Warcasters.

    Even after the War of Dunes had ended, the warcasters remained in use. The Warcasters serving as a way to keep the seperate sections of the empire undercontrol.

    Role: Sumran Warcasters are skirmishers who use mobility and finesse to strike at their foes swiftly. They use magic to manipulate each battle making sure they have the upper hand, forcing the very world to attune to their fighting style.

    Alignment: Any alignment is possible for a Sumran Warcaster.

    Hit Die: d8.

    Starting Gold: As Fighter.

    Class Skills
    The Sumran Warcaster's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis).

    Skill Ranks per Level: (6 + Int modifier)

    Sumran Warcaster
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3|4|5|6

    1st|
    +0
    |
    +0
    |
    +2
    |
    +0
    |Arcanist's Insight, Desert Strike +1d4|0|-|-|-|-|-|-

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +0
    |Desertsight 30 ft., Endurance|1|-|-|-|-|-|-

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +1
    |Battle Aptitude, Desert Legion|2|0|-|-|-|-|-

    4th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Resist Desert's Curse|3|1|-|-|-|-|-

    5th|
    +3
    |
    +1
    |
    +4
    |
    +1
    |Blast of Sand, Living Desert|3|1|-|-|-|-|-

    6th|
    +4
    |
    +2
    |
    +5
    |
    +2
    |Desertsight 60 ft., Desert Strike +2d4, Eye of the Storm|3|2|-|-|-|-|-

    7th|
    +5
    |
    +2
    |
    +5
    |
    +2
    |Sand Skimmer|3|3|0|-|-|-|-

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +2
    |Improved Resist Desert's Curse|3|3|1|-|-|-|-

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +3
    |Blade of the Desert, Improved Deserts Legion|3|3|1|-|-|-|-

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +3
    |Dune Dependency, Improved Eye of the Storm|4|3|2|0|-|-|-

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +3
    |Wasted Life|4|3|2|1|-|-|-

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |Arcane Mirage, Desert Strike +3d4|4|3|2|1|-|-|-

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +4
    |Grip of the Sands|4|3|3|2|0|-|-

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +4
    |Shifting Sands|4|3|3|2|1|-|-

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +5
    |Masterful Desert Legion, Phantoms of the Sand|4|3|3|2|1|-|-

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Desertsight 90 ft., Sandstorm|4|4|3|3|2|0|-

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +5
    |Sandform|4|4|3|3|3|2|0

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +6
    |Desert Strike +4d4|4|4|4|3|3|3|1

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +6
    |True Sandstorm|4|4|4|3|3|3|1

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +6
    |Perfect Eye of the Storm, Warrior of the Wastes|4|4|4|4|3|3|2
    [/table]

    Class Features
    All of the following are class features of the Sumran Warcaster.

    Weapon and Armor Proficiencies: A Sumran Warcaster is proficient with all simple weapons, plus the Khopesh, Longsword, Ranseur, Scimitar, Shortbow, and Whip. Sumran Warcaster are proficient with light armor and shields (except tower shields). A Sumran Warcaster can cast Sumran Warcaster spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Sumran Warcaster wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Sumran Warcaster still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Spells: A Sumran Warcaster casts arcane spells, which are drawn from the Warcaster spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Warcaster must have an Intelligence score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a Warcaster’s spell is 10 + the spell level + the Warcaster’s Intelligence modifier.
    Like other spellcasters, a Warcaster can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Table.

    In addition, he receives bonus spells per day if he has a high Intelligence score. When the Warcaster Spells Known Table indicates that the Warcaster gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.

    The Warcaster’s selection of spells is limited. A Warcaster begins play knowing four 0-level spells of your choice. At most new Warcaster levels, he gains one or more new spells, as indicated on the Warcaster Spells Known table. (Unlike spells per day, the number of spells a Warcaster knows is not affected by his Intelligence score.)

    Upon reaching 5th level, and at every third Warcaster level after that (8th, 11th, and so on), a Warcaster can choose to learn a new spell in place of one he already knows. In effect, the Warcaster “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A Warcaster may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    As noted above, a Warcaster need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

    Table: Sumran Warcaster Spells Known
    1 Provided the Warcaster has a high enough Intelligence score to have a bonus spell of this level.

    Arcanist's Insight (Ex): In recent years, each Sumran Warcaster is trained to combat other mages. The Warcaster adds his intelligence modifier to his Will Saves against spells and spell-like abilities.

    Desert Strike (Ex): Sumran Warcasters are trained to fight with finesse and skill within their lands. When in a desert environment, they deal an extra 1d4 damage on each attack with a weapon (Manufactured or Natural). The target must be within 30 ft of the Warcaster for this ability to function. If the target of the attack is immune to Sneak Attacks then they are immune to this ability.

    At 6th level, and every 6th levels thereafter, the extra damage dealt by Desert Strike increases by 1d4.

    Desertsight (Su): Upon reaching 2nd level, a Sumran Warcaster has attuned himself to the sounds of the desert night. As long as he is in the Desert, he has Tremorsense. The Surman Warcaster's tremorsense extends outwards to 30 ft. This range increases by an additional 30 ft at 6th level and again at 16th.

    Endurance: A soldier must have stamina to endure the pain of battle. At 2nd level, a Sumran Warcaster gains Endurance as a bonus feat.

    Battle Aptitude: At 3rd level, a Sumran Warcaster counts as a fighter of his level for the purposes of feat prerequisites.

    Desert Legion (Ex): Each army of Sumran Warcasters are taught to fight as single unit, like a grain in a sandstorm. A Sumran Warcaster of 3rd level, gains a +1 morale bonus to attack rolls and armour class if there is an ally adjacent to him.

    In addition he grants a +1 morale bonus to attack rolls and armour class to each adjacent ally.

    At 9th level, the bonuses granted by this ability increase to +2. At 15th level, the bonuses granted by this ability increased to +3.

    Resist Desert's Curse (Ex): Upon reaching 4th level, a Sumran Warcaster has grown acustom to the harsh conditions of the desert. For the Warcaster the temperature is always considered one step closer to Moderate. In addition he is immune to sun glare and sunburn.

    At 8th level, the temperature is always considered three steps closer to Moderate.

    Blast of Sand (Su): A Sumran Warcaster of 5th level and above can unleash the force of the desert at a whim. As a standard action, the Sumran Warcaster can make a ranged touch attack against a target within 30 feet. This deals 1d8 slashing damage per three levels of Sumran Warcaster. This attack is subject to Desert Strike.

    When this ability is used, it reduces the Sumran Warcaster Sand Points by 1. This ability cannot be used if the Sumran Warcaster's lacks Sand Points.

    Living Desert (Su): By gripping the sands, a Warcaster can bring the desert with him. Upon reaching 5th level, a Sumran Warcaster can spend a full-round action while in the desert to gain 1d10 sand points. A Sumran Warcaster cannot have more Sand Points than double his Warcaster level.

    A Warcaster can spend these Sand Points on his abilities, or he can release them as a Move-Action. This causes 1 cubic foot of sand to spray out of his hands per three sand points he possesses. If this is done, he must release all the Sand Points he currently has.

    Eye of the Storm (Ex): Upon reaching 6th level, a Sumran Warcaster becomes attuned with the destructive sandstorms of Sumra. The Warcaster is immune to the effects of Windstorm or weaker winds.

    At 10th level, the Warcaster becomes immune to the effects of Hurricane or weaker winds. At 20th level, the Warcaster becomes immune to the effects of Tornado or weaker winds.

    Sand Skimmer (Ex): A warrior cannot fight if he cannot move. A Sumran Warcaster of 7th level may move through any sort of desert at his normal speed and without taking damage or suffering any other impairment.

    Desert areas that are enchanted or magically manipulated to impede motion, however, still affect him.

    Blade of the Desert (Sp): By merging the sands with the heat of the desert sun, a Sumran Warcaster is never without a weapon. Upon reaching 9th level he may cast Flame Blade as a standard action. This is a Spell-Like Ability, with a caster level equal to your class level. This ability can be used at-will but only while in the desert, or by expending three Sand Points.

    Dune Dependency (Su): A Sumran Warcaster of 10th level becomes permanently linked to the desert, allowing him to survive the dangers of long wars. While within a desert or possessing a Sand Point; he doesn't need to breath, eat, or sleep. In addition, while in the desert the Warcaster's aging slows, making every two years count as one.

    Wasted Life (Su): When the Sumran Warcasters lay waste to a foe, all that is left is the sands. If a Sumran Warcaster of 11th level kills an enemy with an attack which had Desert Strike, he may turn the corpse to sand as a free action. This counts the targets corpse as destroyed.

    Arcane Mirage (Sp): By merging heat of the desert and the deception of mirages, a Sumran Warcaster can weave deceit into the land. Upon reaching 12th level he may cast Hallucinatory Terrain as a standard action. This is a Spell-Like Ability, with a caster level equal to your class level. This ability can be used at-will but only while in the desert, or by expending five Sand Points.

    Grip of the Sands (Su): As of 13th level, a Sumran Warcaster can walk and travel on vertical surfaces or even traverse ceilings as well as a spider does.
    The Warcaster doesn’t need his hands free to climb in this manner and can use his feet. The subject gains a climb speed equal to his land speed; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down) or slopes. A creature with this ability retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it.

    This only allows travel on sand surfaces, or surfaces covered in a layer of sand.

    Shifting Sands (Su): Upon attaining 14th level, a Sumran Warcaster can make the desert change to suit his purposes. As a standard action he may either raise or lower the sand in an 50 ft. by 50 ft. by 10 ft. area.

    Lower Sand: This effect causes sand to reduce its depth by as much as 10 feet, to a minimum depth of 1 inch. The dust and sand is lowered within a square-shaped depression. In extremely large and deep sand pules, such as a sand dune, this creates a pit that sucks creatures downward (no damage) towards the centre of the hole.

    Raise Sand: This effect causes dust and sand to rise in height, just as the lower sand version causes it to lower. Creatures and objects on top of the dust or sand are raised along with the top level of sand.

    The effects of this ability last only 1 hour. This ability can be used 5 times per day.

    Phantoms of the Waste (Sp): By sacrificing water to the desert, the Warcaster can listen to the phantom's wisdom. Upon reaching 15th level he may cast Commune by expending a full-round action and sacrificing at least one gallon of water. This is a Spell-Like Ability, with a caster level equal to your class level. This ability can be used 1/week but only while in the desert, or by expending ten Sand Points.

    Sandstorm (Su): A Sumran Warcaster of 16th level can create a Duststorm. This requires the Warcaster expending 10 Sand Points. The Duststorm created covers an area of a 100 ft. radius from the Warcaster, moving with the Warcaster. This Duststorm lasts for 1d6 hours and can be used 1/day.

    At 19th level, the Warcaster can expend 5 more Sand Points to increase the radius of the duststorm to 1 mile. Or spend 10 more Sand Points to allow it to last for 1d20 additional hours.

    Sand Form (Sp): Upon reaching 17th level he may cast Fluid Form as a standard action. This is a Spell-Like Ability, with a caster level equal to your class level. This functions as normal, except that the Warcaster gains a Burrow speed rather than a swim speed. This ability can be used at-will but only while in the desert, or by expending five Sand Points.

    Warrior of the Wastes (Ex): Upon reaching the pinnacle of his power, he becomes eternally bonded to the desert. He gains the Earth subtype, gains several benefits while being within a desert or possessing at least one Sand Point:
    • 10 Fire Resistance.
    • 5 Cold Resistance.
    • Ceases to Age.
    • Gains a burrow speed equal to his landspeed, cannot pass through solid rock with this movement.
    • Gains immunity to Overheating and Hypothermia.
    • Level 0 Warcaster Spells do not consume any slots and may be used again.
    • Range of Desert Sense increases to 120 ft.


    Sumran Warcaster Spell List
    Spoiler
    Show
    Level Zero: Create Water, Detect Poison, Flare, Know Direction, Light, Message, Purify Food and Drink, Resistance, Spark.

    Level One: Abundant Ammunition, Cause Fear, Cloak of Shade, Endure Elements, Expeditious Retreat, Flare Burst, Feather Fall, Feather Step, Invigorate, Lesser Confusion, Magic Mouth, Reinforce Armaments, Restful Sleep, Stone Fist, Remove Fear, Unprepared Combatant.

    Level Two: Accute Senses, Blur, Cat's Grace, Communal Endure Elements, Communal Reinforce Armaments, Create Pit, Darkness, Delay Poison, Fire Breath, Gust of Wind, Heat Metal, Hold Person, Invisibility, Magic Siege Engine, Mirror Image, Misdirection, Produce Flame, Pyrotechics, Scare, Scorching Ray, Silence, Tactical Acumen, Telekinetic Assembly, Whispering Wind.

    Level Three: Blink, Campfire Wall, Cloak of Winds, Confusion, Coordinated Effort, Create Food and Water, Cup of Dust, Daylight, Deeper Darkness, Displacement, Fear, Gaseous Form, Gentle Repose, Haste, Hide Campsite, Invisibility Sphere, Mass Feather Step, Mass Invigorate, See Invisibility, Shifting Sand, Slow, Spiked Pit, Tiny Hut, Wind Wall.

    Level Four: Dimension Door, Firefall, Fire Shield, Freedom of Movement, Greater Invisibility, Greater Magic Siege Engine, Hold Monster, Invisibility Purge, Neutralize Poison, Obsidian Flow, Secure Shelter, Spike Stones, Wall of Fire, Zone of Silence.

    Level Five: Blessing of the Salamander, Dream, Energy Siege Shot, Fire Snake, Mind Fog, Mislead, Nightmare, Sands of Time, Stoneskin, Suffocation, Transmute Rock to Mud, Waves of Fatigue.

    Level Six: Contagious Flame, Dustform, Find the Path, Getaway, Greater Energy Siege Shot, Mass Cat's Grace, Project Image, Sirocco.


    New Feats
    Desert Within
    Once you absorb the essence of the waste, you are never without it.
    Prerequiste: Living Desert.
    Benefit: Whenever Sand Points would be expended to activate an ability, the Sand Point cost is reduced by one.
    Special: This feat can be taken multiple times, the reductions stack with each other.

    Sandstorm Strike
    When within the burning sands, you are truly skilled at finding your mark.
    Prerequiste: Desert Strike +2d4.
    Benefit: The addition damage dice dealt by Desert Strike increase by one. Example, from d4 to d6, or d6 to d8.
    Special: This feat can be taken multiple times, each time increases the damage dice of Desert Strike by one. This cannot be gained if the damage dice is d12.

    Step of the Wastes
    The sands weave around your feet, making each step the perfect choice.
    Prerequiste: Grip of the Sands.
    Benefit: While within a Desert environment he gains a +30 ft. bonus to speed.

    Twister in the Ruins
    As your body gives into the sands, you can take to the sky.
    Prerequiste: Sand Form.
    Benefit: While in Sand Form, you gain fly speed equal to double your land speed. This has perfect maneuverability.
    Last edited by Milo v3; 2012-08-02 at 12:48 AM. Reason: Grammer
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  6. - Top - End - #6
    Dwarf in the Playground
     
    NinjaGuy

    Join Date
    Mar 2012
    Location
    Florida, USA
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    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]
    Last edited by masterstalker2; 2012-07-17 at 01:31 AM.
    "I do not suffer from insanity, I enjoy every moment of it" - Edgar Allen Poe


  7. - Top - End - #7
    Barbarian in the Playground
     
    EvilClericGuy

    Join Date
    Dec 2009
    Location
    Florida
    Gender
    Male

    eek Re: GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    Gatorfolk



    We must preserve our kind, we must build a stronger race, the War of Evolution is here, Let the Slaughter Begin!-Leatherhead as he assaults a Boggard head on.

    Gatorfolk consider themselves as the most advanced in relation to the Lizardfolk and Kobolds, they see the Grippli and Boggards as abominations to the self-proclaimed 'Grand Design of Evolution.' It is unsure why they feel this way but they will often kill any sentient frog like beings out of fear or superiority. Many Gatorfolk will admit they were bred for war and they work well in swamp terrain, they claim the Evolutionary War has begun and will fight all those who entered their domain or fight for those who fight to protect their domain. Gatorfolk are very territorial and warlike, those who go into rage induced trances often will attack anyone who does not have reptilian blood.

    Physical Description: Before you stands a large reptilian beast that resembles a bipedal alligator that seems intellegent in speech and body language. Though their eyes will appear normal, they will become more slanted and reptilian when entering certain trances or consuming specific mutagens or chemicals. This is a sign that their vision is clouded and they will be liable to attack friend and foe alike.

    Society: Gatorfolk lead a tribal way of life similar to their Lizardfolk kin though Gatorfolk are lead by the brightest of their kind. The shamans of the Gatorfolk are strange, they are the most intelligent and track the tribes genetic history and through it attempts to breed a stronger race and prevent the degrading of their race as it has begun into a horrible decline similar to the Lizardfolks current condition. They follow one rule, to cull the weak, to breed the strong, to destroy the inbred that taint their kind. The War of Evolution holds highest of all duties to Gatorfolk.

    Relations:Gatorfolk are often at odd with most races preferring to shed more blood in lieu then use diplomacy, Orcs will often send young warrior into the swamps to fight Gatorfolk and those who return successful are praised as perfect candidates for shamans, humans are seen as food or ally, if you threaten the swamp you are food and if you commune with it a ally. Gatorfolk see Grippli and Boggards as lesser to be slaughtered, and they see Ratfolk as allies because of the races love for alchemy and unknown science that could help them in their stabilizing their gene pool. They see Lizardfolk as kin and kobolds as nuisances that can be tolerated, the lizard like creatures may be small but they are smart enough to defend their own kind.

    Alignment and Religion: Gatorfolk follow a strange form of shamanism often worshiping few nature gods depending on their class choice and life path. Many will follow gods of science, magic, war, or of their natural homelands. Some shamans follow some strange spin on shamanism that follows the idea of Genetic Purity and a Grand Evolution can be bred into any race, they see psionics as this idea. Those Gatorfolk who follow the path of evolution are notorious for psionic abilities that aid in the War of Evolution and the destruction of Grippli and Boggards and any other ilk of the Frog Brood. Many less intelligent Gatorfolk worship Demon Lords reveling in chaotic glee as they spread their demonic infection to breed stronger broods. Though they are commonly found in a chaotic nature, fighting a eternal war and few are found to be found lawful because there are no laws regarding the War of Evolution.

    Adventurers: Gatorfolk adventure in attempt to find rogue wild tribes that have begun to devolve into a chaotic mess, though some venture out to discover a way to boost their racial genetic while others seek out to destroy the frog spawns where they are found. They think of the Evolutionary War is their personal crusade, to cull the weak and boost the strong, they will not kill certain creatures, they regard dinosaurs as honored ancestors among all reptilian beast. If they discover the bones of the dinosaurs they will make totems and fetishes out of them to make the ancestors proud.

    Male Names: Lockjaw, Boonies, Brooder, Bayou

    Female Names: Bloodytooth, Backwater, Bloodbath, Dark Jaw, Kanker

    ---

    RACIAL TRAITS
    • +4 Strength, -2 Charisma, +2 Intelligence, -2 Wisdom, -2 Dexterity ; .
    • Humanoid(Gatorfolk, Reptilian.)
    • Large Size.Gatorfolk gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Gatorfolk take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. Gatorfolk takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
    • Speed:30ft
    • Dark Vision 60ft
    • Natural Weapons: Gatorfolk possess natural claw attacks that inflicts 1d6 points of damage and a natural bite attack that deals 1d8 of damage on a successful hit. This is a primary attack, or a secondary attack if the gatorfolk wields a manufactured weapon.
    • Hold Breath: A Gatorfolk can hold its breath for a number of rounds equal to 2 times its Constitution score before it risks drowning.
    • Swamp Stride(Ex):A Gatorfolk can move through difficult terrain as its normal speed while within a swamp. Magically altered terrain affects Gatorfolk normally.
    • Hatred:gain a +1 racial bonus on attack rolls against creatures with the (Grippli) and (Boggard) subtype.
    • Languages:Gatorfolk, Common; Bonus Languages:Any except Secret Languages

    ---

    Random Starting Ages
    {table="head"]
    Adulthood
    |
    Intuitive
    |
    Self-Taught
    |
    Trained
    15 years
    |
    +1d8
    |
    +3d8
    |
    +5d8
    [/table]

    Aging Effects
    {table="head"]
    Middle Age
    |
    Old
    |
    Venerable
    |
    Maximum Age
    30years
    |
    60 years
    |
    70 years
    |
    +1d12 years
    [/table]

    Random Height and Weight
    {table="head"]
    Gender
    |
    Base Height
    |
    Height Modifier
    |
    Base Weight
    |
    Weight Modifier
    Male
    |
    5'8"
    |
    +1d12
    |
    250 lb.
    |
    2× (12) lb.
    Female
    |
    5'6"
    |
    +1d12
    |
    200 lb.
    |
    2× (8) lb.
    [/table]

    ________________________________
    Alternate Racial Traits:
    Psionic Mutant:Gatorfolk gain the Wild Talent feat as a bonus feat at 1st level. If a Gatorfolk takes levels in a psionic class, he instead gains the Psionic Talent feat. This trait replaces the Natural Attack trait. You gain the ability to manifest one power from the level 1 psychic warrior power list as a psi-like ability with a manifester level equal to half your total hit die; you may manifest it once per day.

    Relentless :Gatorfolk gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the Gatorfolk and its opponent are standing on the ground.This replaces Swamp Stride racial trait.


    Undying Breath(Ex): If the hit points a Gatorfolk fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. This ability replaces Hold Breath racial trait.

    __________________________________

    Racial Feats:
    Brood Breeder
    Prerequisites:Gatorfolk, Eidolon Brood class ability
    Benefits:You gain X evolution points where X is equal to your Charisma Modifier. These evolution points must be spent on one Eidolon or on two but must be spent so both have equal amount of evolutions.

    Rough Exterior
    Prerequisites:Gatorfolk
    Benefit:When you are target of the use of the Intimidate skill the roll gets a -2 to the results. This increases by -1 for every 2 ranks in Intimidate.

    Scarred Hide
    Prerequisites:Skill Focus(Intimidate)
    Benefit:You gain a +2 bonus on all Intimidate rolls and for each 2 ranks in Intimidate the bonus increases by +1.
    Last edited by Warpwolf16; 2012-07-29 at 04:03 PM.

  8. - Top - End - #8
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    Rise from the depths of the forum my child! It is the last week of this competition!

  9. - Top - End - #9
    Dwarf in the Playground
     
    DruidGirl

    Join Date
    May 2012

    Default Re: GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    Myrmaton

    This steel-plated humanoid has four extra arms folded behind its back, with few of them ending in an ordinary hand. It moves as efficiently as possible, as if a wasted motion will hamper it forever.

    MYRMATON CR 4
    XP 1,200
    N Medium construct
    Init +0; Senses darkvision 60 ft., low-light vision; Perception +2

    DEFENSE

    AC 16, touch 10, flat-footed 16 (+6 natural)
    hp 42 (4d10+20)
    Fort +1, Ref +1, Will +1
    Immune construct traits; Resist electricity 10
    Weaknesses farewell to arms

    OFFENSE

    Speed 30 ft.
    Melee slam +6 (1d4+2)
    Space 5 ft.; Reach 5 ft.

    STATISTICS

    Str 14, Dex 10, Con —, Int 14, Wis 6, Cha 6
    Base Atk +4; CMB +6; CMD 16
    Feats Iron Will, Skill Focus (Profession (soldier))
    Skills Intimidate +2, Knowledge (engineering) +6, Perception +2, Profession (soldier) +5
    Languages Common, Myrran, one other language known by creator
    SQ versatile army

    SPECIAL ABILITIES

    Versatile Army (Ex)
    A myrmaton is created with three pairs of arms, each one with a separate role that offers it new abilities and modifies its basic statistics. Only one set of arms can be active at any one time. A creator decides which three roles a myrmaton possesses at the time of its construction; myrmata encountered randomly can have their roles decided by rolling three times on the following table, rerolling any repeated results.

    {table=head]1d8 | ROLE
    1 - 2 | Archer
    3 - 4 | Guardian
    5 | Mage
    6 | Mender
    7 | Worker
    8 | Commander[/table]

    The roles are detailed below. Each description includes any lines of the myrmaton statistics block that are modified when the role is active.

    Spoiler
    Show
    ARCHER
    A myrmaton archer has a heavy crossbow at the end of one arm, and a normal hand on the other to load it. While the archer role is active, the myrmaton gains Point-Blank Shot, Precise Shot, Rapid Reload (heavy crossbow), and Weapon Focus (heavy crossbow) as bonus feats, as well as a +3 racial bonus to all Reflex saves. In a setting where firearms are widely distributed, the crossbow can be replaced by a double pistol (if only early firearms are available) or a revolver (if advanced firearms are common), changing the chosen weapons for Rapid Reload and Weapon Focus to the specific weapon.
    Fort +1, Ref +4, Will +1
    Ranged heavy crossbow +5 (1d10/19-20)
    Feats Iron Will, Point-Blank Shot, Precise Shot, Rapid Reload (heavy crossbow), Skill Focus (Profession (soldier)), Weapon Focus (heavy crossbow)

    - - - - -

    GUARDIAN
    A myrmaton guardian has a sword or axe blade at the end of one arm, while the other ends in a mechanism that projects a circular plane of force. While this role is active, the myrmaton gains a +4 racial bonus to CMD, a +3 racial bonus to all Fortitude saves, and a shield of force that protects against Magic Missile spells and touch attacks. The shield of force can be used to make a shield bash that knocks enemies back, at the expense of its defensive benefits. The myrmaton also replaces its slam attack with its blade arm, which functions as either a bastard sword or a dwarven waraxe, and it gains Weapon Focus in its blade arm as a bonus feat. The myrmaton guardian has no hands, however, so it cannot hold or wield objects.
    AC 20, touch 14, flat-footed 20 (+6 natural, +4 shield)
    Fort +4, Ref +1, Will +1
    Immune construct traits, Magic Missile spells; Resist electricity 10
    Melee bastard sword +7 (1d10+2/19-20) OR dwarven waraxe +7 (1d10+2/x3), or shield +6 (1d6+2 force + bull rush)
    Base Atk +4; CMB +6; CMD 20
    Feats Iron Will, Skill Focus (Profession (soldier)), Weapon Focus (bastard sword OR dwarven waraxe)
    SQ effusion of force, versatile army
    Effusion of Force (Ex): When used to bash an enemy, damage dealt by a myrmaton guardian's shield is force damage. In addition, an enemy struck by the shield may be pushed back, treating the attack roll as a bull rush check. A guardian that uses a shield bash loses its Magic Missile immunity and shield bonus to AC until the start of its next turn.

    - - - - -

    MAGE
    A myrmaton mage has a scepter tipped with a sizable crystal at the end of one arm, and a normal hand on the other. Both arms are engraved with runes and sigils of arcane significance. While this role is active, the myrmaton gains a +8 racial bonus to Spellcraft and Use Magic Device checks, and it can use those skills untrained. It also gains a +3 racial bonus to all Will saves, several spell-like abilities, and the ability to shed magical light that partially disrupts invisibility. The save DCs for a myrmaton mage's spell-like abilities are based on its Intelligence.
    Aura unnatural light
    Fort +1, Ref +1, Will +4
    Spell-Like Abilities (CL 4th; DCs are Int-based)
    At will — Burning Hands (DC 13), Detect Magic, Flare (DC 12), Magic Weapon
    1/hour — Dispel Magic (CL 6th), Levitate, Resist Energy, Slow (DC 15)
    Skills Intimidate +2, Knowledge (engineering) +6, Perception +2, Profession (soldier) +5, Spellcraft +10, Use Magic Device +6; Racial Modifiers +8 Spellcraft, +8 Use Magic Device
    Unnatural Light (Su): At will, a myrmaton mage's scepter hand can shed light as a torch. Invisible creatures and objects within the radius of this light (normally 40 ft.) have the air around them shimmer and waver, reducing their benefits from invisibility to those of regular concealment. Activating or deactivating this ability is a free action.

    - - - - -

    MENDER
    A myrmaton mender has one normal hand, and the other arm ends in a collection of scalpels, stitching needles, welders, bandage-dispensers, and the like. While this role is active, the myrmaton gains a +10 racial bonus to Heal checks and Craft checks to repair, a +3 racial bonus to all Fortitude saves, and the ability to perform rapid feats of juryrigging and field medicine.
    Fort +4, Ref +1, Will +1
    Skills Craft (any) +2 (+12 to repair), Heal +8, Intimidate +2, Knowledge (engineering) +6, Perception +2, Profession (soldier) +5; Racial Modifiers +10 Craft to repair, +10 Heal
    SQ patch work, versatile army
    Patch Work (Ex): As a full-round action, a myrmaton mender can cure a construct or living creature of 2d8 damage, cure 1d4+1 points of ability damage to a physical ability (Str, Dex, or Con), or restore 1 point of ability drain to a physical ability. With 1 minute of work, the mender can reattach a severed body part, restore functionality to a disabled body part (including another myrmaton's set of arms), or duplicate the effects of a Mending spell (CL 7th). The mender must be able to touch the target to use this ability, and it cannot target itself. No creature can benefit from Patch Work more than once per hour.

    - - - - -

    WORKER
    A myrmaton worker has two forearms emerging from each elbow, for a total of four usable hands. While this role is active, these extra hands grant the myrmaton a +4 bonus to CMD to resist grapple maneuvers, a +3 racial bonus to all Reflex saves, and a +8 racial bonus to Craft, Disable Device, Sleight of Hand, and Swim checks. The myrmaton also gains a climb speed of 20 ft., adds the grab quality to its slam attack, and can use Disable Device and Sleight of Hand skills untrained.
    Fort +1, Ref +4, Will +1
    Speed 30 ft., climb 20 ft.
    Melee slam +7 (1d4+2 + grab)
    Base Atk +4; CMB +6 (+10 grapple); CMD 16 (20 grapple)
    Skills Climb +10, Craft (any) +10, Disable Device +8, Intimidate +2, Knowledge (engineering) +6, Perception +2, Profession (soldier) +5, Sleight of Hand +8, Swim +10; Racial Modifiers +8 Climb, +8 Craft, +8 Disable Device, +8 Sleight of Hand, +8 Swim

    - - - - -

    COMMANDER
    A myrmaton commander's arms are littered with lenses and slits that detect sights, sounds, and scents in its surroundings at all times. While this role is active, the myrmaton gains blindsense out to 30 ft., a +3 racial bonus to Will saves, a +4 bonus to Initiative, and a +8 racial bonus to Perception and Sense Motive checks. It also gains abilities that allow it to direct other myrmata in battle.
    Init +4; Senses blindsense 30 ft., darkvision 60 ft., low-light vision; Perception +10
    Aura coordinated assault
    Fort +1, Ref +1, Will +4
    Skills Intimidate +2, Knowledge (engineering) +6, Perception +10, Profession (soldier) +5, Sense Motive +6; Racial Modifiers +8 Perception, +8 Sense Motive
    SQ tactical oversight, versatile army
    Coordinated Assault (Ex): Allied myrmata within 100 ft. that the commander can see gain a +2 bonus to attack a flanked enemy, an additional +2 bonus to AC when using cover, and increase the bonus they provide with Aid Another actions by +2. These bonuses do not stack with those provided by another creature's Coordinated Assault.
    Tactical Oversight (Ex): With a standard action, a commander can give another myrmaton added attention and direction. Until the start of the commander's next turn, the target's actions do not provoke attacks of opportunity. During this time, the target can reroll any one attack roll, saving throw, skill check, ability check, or caster level check.


    The myrmaton can change its active role as a full-round action, losing all benefits of the old role and gaining the traits of the new one. A myrmaton cannot change roles while grappled or when its active arms are otherwise restrained. Switching out of the mage or commander role immediately ends any non-instantaneous spell-like ability or use of Tactical Oversight that the role provided.

    Farewell to Arms
    An opponent can damage a myrmaton's active set of arms with a successful sunder maneuver. Each set of arms has 10 hardness and 5 hitpoints, and both arms are disabled (but not destroyed) once the set reaches 0 hitpoints or less. A myrmaton gains none of the benefits from its active arms' Versatile Army entry while that set is disabled, and cannot grasp or hold objects, but can still switch out the broken arms or flail them to use its base slam attack with a -1 to hit.

    ECOLOGY

    Environment any land
    Organization squad (3–12), company (30–80), or legion (100–400)
    Treasure none


    A myrmaton (plural: myrmata) is a near-humanoid soldier crafted from steel, resembling a six-armed suit of heavy armor below the neck. Its face has simple features, with small lenses in its eye-sockets and a slotted plate instead of a full mouth.

    A myrmaton army is built on redundancy. Every one is built with three distinct roles that it can handle, each with its own pair of arms that's tailored for the specific task. Simple warriors can break from direct combat to repair the wounded, disrupt an enemy's spell, or guide their allies through the battlefield, as the situation warrants. In battle, myrmata stick together unless a divided force is truly necessary.

    Although myrmata are intelligent and can act without orders, they are constructed to find fulfillment in obeying and defending their creator and allies. A myrmaton is never bored when following an order, even if the task involves decades of watch over an uneventful spot. They make poor military advisors, however, because they lack understanding of living creatures' needs and desires, they don't have a strong grasp of the 'big picture' beyond their immediate situation, and all-out war tends to be their first resort.

    Myrmata have their own language -- Myrran -- which consists of clicks, buzzing, and short sounds that resemble gibberish to most species. A myrmaton stands 6 feet tall and weighs about 600 pounds.



    Myrmaton Construction
    A myrmaton's body is made from steel plates, rods, joints, and simple mechanisms, worth 500 gp.
    CL 6th; Price 12,500 gp

    CONSTRUCTION REQUIREMENTS
    Craft Construct, alter self, lesser geas, creator must be caster level 6th, (Guardian role: shield; Mage role: burning hands, detect magic, dispel magic, flare, levitate, magic weapon, resist energy, see invisibility, slow; Mender role: make whole); Skill Craft (armor) DC 13; Cost 6,500 gp

  10. - Top - End - #10
    Troll in the Playground
     
    AssassinGuy

    Join Date
    Apr 2007

    Default Re: GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    Legion of One

    Spoiler
    Show

    picture by Merinid-DE, Deviantart


    ”If you’re foolish enough to fight, I can promise that you’ll soon be outnumbered.”
    -Soltic Semil, a legion of one speaking to a horde of hundreds of kobolds

    Many heroes choose to embark on epic quests, pitting them against worthy foes and pushing them to their limits as they seek to fight the strongest foes available. You are not most heroes. In a proper duel between yourself and someone else of supposedly equal experience, you would suffer a loss. No, your strength lies not in fighting your equals and betters but in fighting your inferiors. Instead of facing down dragons and titans, you engage in massive battles against full communities and opposing armies. You can weave through wave after wave of opponent as if they weren’t even there and can fight foes weaker than yourself far faster than those who focus on stronger opponents. Whether annihilating nations of goblinoids or shaping the course of history on more “civilized” battlefields, you secure your place in the ballads of bards through the sheer scope of the challenges you face. No, you are not an average hero. You are a legion of one.

    Role: As a legion of one, you are there to wade into the thick of battle, engaging as many opponents as you can. In particular, you are gifted at fighting and dispatching lesser minions in a fight so that others can concentrate on a stronger opponent. In the field of war and similar huge battles is where you truly shine, however, eventually living up to your title in full.

    Alignment: A legion of one may be of any alignment. Though some fight alone against the hordes of darkness and corruption, other legions of one have decimated lesser celestial armies and have been known as heroes and boogeymen (depending on one’s side) in the fiendish blood wars. Though some lawful societies find it convenient not to need to rely on a large armed force, there are also tails of savage tribes protected from vast forces by lone berserkers.
    Hit Die: d10

    Prerequisites:
    To qualify to become a legion of one, a character must fulfill all the following criteria.
    Base Attack Bonus: +5
    Feats: Power Attack, Cleave, Great Cleave
    Skills: Intimidate 5 ranks

    Class Skills
    The legion of one's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str)

    Skill Points Per Level: 2 + Int modifier


    CLEGION OF ONE
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Fast Movement

    1st|
    +1
    |
    +2
    |
    +2
    |
    +2
    |One Blade to Oppose Hundreds|+10 ft

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +3
    |Defense Beyond the Swords of Soldiers|+10 ft

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +3
    |Assault to Shatter the Shields of Vanguards|+20 ft

    4th|
    +4
    |
    +4
    |
    +4
    |
    +4
    |Resilience to Weather the Spells of Warcasters|+20 ft

    5th|
    +5
    |
    +4
    |
    +4
    |
    +4
    |Rightfully Inglorious Death of the Coward|+30 ft

    6th|
    +6
    |
    +5
    |
    +5
    |
    +5
    |Sever the Deadly Serpent’s True Fangs|+30 ft

    7th|
    +7
    |
    +5
    |
    +5
    |
    +5
    |Defense Beyond the Swords of Soldiers|+40 ft

    8th|
    +8
    |
    +6
    |
    +6
    |
    +6
    |Assault to Shatter the Shields of Vanguards|+40 ft

    9th|
    +9
    |
    +6
    |
    +6
    |
    +6
    |Resilience to Weather the Spells of Warcasters|+50 ft

    10th|
    +10
    |
    +7
    |
    +7
    |
    +7
    |One Blade to Silence a Nation’s Might| +50 ft[/table]

    Class Features
    All of the following are class features of the legion of one.

    Weapon and Armor Proficiencies: Legions of one gain no proficiency with any weapon or armor.

    One Blade to Oppose Hundreds (Ex): A legion of one is expected to face off against vast numbers of foes with minimal assistance, a task that they take quite seriously. A legion of one is never flanked, can move through squares occupied by creatures at his or her full speed (even charging, running, or withdrawing through such squares), and gains additional attacks of opportunity per round equal to half of his or her base attack bonus. Finally, the legion of one may use the intimidate skill to simultaneously attempt to demoralize a number of creatures up to his or her base attack bonus.

    Fast Movement (Ex): A legion of one is forced to attend to the entire battlefield, crossing vast distances as required to fight. At each odd level, the speed for all modes of movement the legion of one possesses gain a +10 foot bonus. Unlike similar abilities, encumbrance and armor do not rob the legion of one of this bonus.

    Defense Beyond the Swords of Soldiers (Ex): A legion of one is adept at weaving between blades held in less capable hands. Starting at 2nd level, a legion of one gains a +1 bonus to AC for every two adjacent enemies. This bonus increases by half of his or her class level against all attacks made by creatures with with at least 2 HD fewer than the legion of one.

    Starting at 7th level, a legion of one can make an attack of opportunity against any creature who misses him or her with an attack roll. Furthermore, creatures with with at least 2 HD fewer than the legion of one no longer automatically hit him or her with a natural 20 on the attack roll.

    Assault to Shatter the Shields of Vanguards (Ex): A legion of one can use close quarters and the inexperience of his or her foes to take them out quickly. Starting at 3nd level, a legion of one gains a +1 bonus to attack rolls and damage rolls for every two adjacent enemies. This bonus increases by half of his or her class level against all creatures with at least 2 HD fewer than the legion of one.

    Starting at 8th level, a legion of one can make any attack (including attacks of opportunity and attacks made in a full attack) as if using his or her great cleave feat, although all further attacks use the same base attack bonus as the original attack. Furthermore, the legion of one no longer automatically misses with attacks against creatures with at least 2 HD fewer than the legion of one with a natural 1.

    Resilience to Weather the Spells of Warcasters (Ex): Starting at 4th level, a legion of one can hide behind others and use his own relative strength to help him or her resist magic. The legion of one gains a +1 bonus to saving throws against spells, spell-like abilities, and supernatural abilities for every two adjacent opponents. This bonus increases by half of his or her class level against spells and abilities used by creatures with at least 2 HD fewer than the legion of one.

    Starting at 9th level, whenever a legion of one succeeds on a saving throw against an area spell or effect, he or she may move out of the area if his or her speed is sufficient to do so. Whenever the legion of one succeeds on a saving throw against a targeted spell or effect, he or she may instead change the target of the spell or effect to another adjacent creature. Furthermore, the legion of one no longer automatically fails saving throws against spells, spell-like abilities, or supernatural abilities used by creatures with at least 2 HD fewer than the legion of one with a natural 1.

    Rightfully Inglorious Death of the Coward (Ex): As a single man or woman dedicated to bringing down entire armed forces, one of the greatest threats to a legion of one’s effectiveness is having large parts of the army simply pass around him or her. Starting at 5th level, whenever a legion of one charges, he or she may make a full attack at the end so long as at least one target of at least one attack is made against a creature who moved further away from him or her within the past round. Furthermore, a legion of one can end a run or withdraw action with a single attack so long as at least one target of the attack moved further away from him or her within the past round. Finally, a creature who the legion of one demoralizes remains shaken until the end of the encounter or until they attack the legion of one (whichever comes first) and they take a -10 foot penalty to speed when moving away from the legion of one in addition to the normal penalties.

    Sever the Deadly Serpent’s True Fangs (Ex): As a legion of one assaults an army, it is only a matter of time before he or she is confronted with the stronger elements of the opposing force, possibly including its leaders. Starting at 6th level, whenever a legion of one fells a creature, he or she treats all other creatures in combat as possessing 1 fewer HD (to a minimum of 1 HD) for the purposes of his or her legion of one class feature until the end of the encounter. Furthermore, whenever a legion of one fells a creature, all other creatures under its command in the encounter take a -2 penalty to attack rolls and saving throws until the end of the encounter (this is a mind-affecting effect). Both of these abilities stack with themselves.

    One Blade to Silence a Nation’s Might (Ex): At 10th level, a legion of one is truly ready to engage in large-scale battles all on his own. Cleave attacks need not be made against adjacent creatures and in between each cleave attack the legion of one makes, he or she may move up to 10 feet. The total movement made in this way each round may not exceed the legion of one’s speed. Furthermore, a legion of one may use the intimidate skill to attempt to demoralize any number of creatures who he or she possesses a line of sight with.
    Last edited by Realms of Chaos; 2012-08-06 at 11:31 PM.
    I'm try not to be too vain but this was too perfect not to sig.
    Quote Originally Posted by Primal Fury View Post
    okay RoC, that is enough! the gitp boards can only take so much awsome, you might actually hurt somebody with this one!
    At long last, I have an extended signature

  11. - Top - End - #11
    Ettin in the Playground
    Join Date
    Nov 2009
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    Male

    Default Re: GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    This contest is hereby extended until August 7th, 2012.

  12. - Top - End - #12
    Ettin in the Playground
    Join Date
    Nov 2009
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    Male

    Default Re: GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    Today is the last day of the contest. Any further editing of submissions or the entry of new submissions must be completed before 12 AM tomorrow.

  13. - Top - End - #13
    Ettin in the Playground
    Join Date
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    Default Re: GiTP Pathfinder Grab Bag Competition V - Semper Fi! Do or Die!

    This competition is now closed. The voting thread for it can be found Here.

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