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  1. - Top - End - #1
    Ettin in the Playground
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    Default GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    Fear Itself



    "So, first of all, let me assert my firm belief that the only thing we have to fear is fear itself—nameless, unreasoning, unjustified terror which paralyzes needed efforts to convert retreat into advance."


    ~~~~~~~~~~


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

    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 November. You will be casting four votes, one for what you believe deserves first, second and third places 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 types of 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 either a specific fear (such as Arachnophobia or Agoraphobia) or around the concept of fear itself. An entry could take the form of a base class that manipulates the perception of heights, a prestige class that turns the character into a supernatural clown, a monster made up of the stolen teeth of those it assaulted or a base race of parasites.

    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; 2012-10-01 at 10:16 AM.

  2. - Top - End - #2
    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    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
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    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    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
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    Male

    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    Prestige Class Name

    Put an image of your class here!

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

    A general description of what your class is!


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

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

    Hit Die: dx

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    Put an image of your class here!

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

    A general description of what your class is!


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

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

    [b]Hit Die:[/b] dx

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

  5. - Top - End - #5
    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    RACE NAME

    A brief overview of the race.

    Physical Description: Speaks for itself.

    Society: Speaks for itself.

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

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

    Adventurers: Reasons members of the race take up adventuring.

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

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

    ---

    RACIAL TRAITS

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


    ---

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

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

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


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

    A brief overview of the race.

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

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

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

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

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

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

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

    ---

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

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

    ---

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

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

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

  6. - Top - End - #6
    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    This contest is hereby extended until 11/3/2012

  7. - Top - End - #7
    Titan in the Playground
     
    Kane0's Avatar

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    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    The Fearmonger

    Spoiler
    Show

    "You shakily get up, and you see him walking towards you, smiling. You feel something enter your mind. Something you haven't felt since your training. Something beaten out of you in Paladin academy. You don't readily remember what it is, but it bites at you. You draw your weapon, but you strongly believe you just might lose this fight. As that thought crosses you, it dawns on you what this feeling is. And you cannot believe it.
    It's fear."
    - DM describing the Paladin's first meeting with a Fearmonger


    The Fearmonger thrives on his namesake. Fear is his ally, his companion and his sustenance. Whether he lives in it or feeds on it, fear is constantly surrounding him, and he has learned to use it to his benefit. Even the most jaded witness of a thousand atrocities shudders at a Fearmonger's capabilities.

    Role: The Fearmonger offers a support role with powerful debuffing abilities as well as a few minor self buffs. He can hold his own in combat if need be but cannot withstand prolonged attack, and falls behind a bit in terms of Spellcasting/Psionic power should he have any.

    Alignment: Any, though Good alignments generally look down upon the tactics employed by the Fearmonger and are shunned more than most.

    Requirements:
    To qualify to become Fearmonger, a character must fulfill all of the following criteria:
    Intimidate 10+ ranks
    At least one spell or ability that causes a fear effect
    Special: The character must have experienced true fear (via Panicked/Cowered condition or other suitable amount of fear) and/or trained with another Fearmonger before being able to take levels in this class.

    HD: 1d8
    Skill points per level: 2 + Intelligence modifier
    Class Skills: Bluff, Craft, Intimidate, Know (Arcana, Geography, History, Local, Planes, Religion), Linguistics, Perception, Perform, Profession
    Proficiencies: Fear

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting or Psionics
    1st | +0 |+2 | +0 | +2 | Fear Aura, Lingering Fear 1|
    2nd | +1 |+3 | +0 | +3 | Feed on Fear +1, Fear Immunity|+1 level of existing spellcasting or manifesting class
    3rd | +2 |+3 | +1 | +3 | Transfer Fear, Lingering Fear 2|
    4th | +3 |+4 | +1 | +4 | Feed on Fear +2|+1 level of existing spellcasting or manifesting class
    5th | +3 | +4 | +1 | +4 | Fear for the Fearless, Lingering Fear 3|
    6th | +4 |+5 | +2 | +5 | Feed on Fear +3|+1 level of spellcasting or manifesting existing class
    7th | +5 | +5 | +2 | +5 | Intense Fear, Lingering Fear 4|
    8th | +6 | +6 | +2 | +6 | Feed on Fear +4|+1 level of spellcasting or manifesting existing class
    9th | +6 | +6 | +3 | +6 | Paralyzing Fear, Lingering Fear 5|
    10th | +7 | +7 | +3 | +7 | Feed on Fear +5, Mind-Killing Fear|+1 level of existing spellcasting or manifesting class
    [/table]

    Fear Aura (Su.)
    The Fearmonger emanates a 30' aura that causes fear, which can be suppressed as a free action. This aura increases to 35' at level 4 and 40' at level 8.
    Any creature within this aura must make a will save vs fear (DC = 10 + 1/2 character level + Charisma Modifier) or be shaken for as long as they are within the range of the Aura.
    A successful save makes that creature immune to that Fearmonger's Fear Aura for 24 hours.
    The Fearmonger is immune to his own Aura, and can select a number of creatures up to his Charisma modifier to be immune to the effects of his aura.

    Lingering Fear (Ex.)
    Any creature subject to a fear effect (Shaken, Frightened, Panicked or Cowering) from the Fearmonger suffers from the effect for one round longer than normal per 2 Fearmonger levels.

    Feed on Fear (Su.)
    If a creature that is within the range of the Fearmonger's Fear Aura and under the effects of a fear condition dies, he receives a bonus to all attack and damage rolls for a number of rounds equal to the bonus granted.
    This ability does not stack. Should another creature under a fear effect die within the range of the Fearmonger's Fear Aura, the timer resets.

    Fear Immunity (Ex.)
    The Fearmonger becomes to Fear effects.

    Spellcasting or Psionics
    The Fearmonger gains spells per day or power points as if he had gained a level in a spellcasting or manifesting class. However he does not gain any other benefit a character of that class would have gained except for additional spells per day or power points, spells or powers known, and an increased caster or manifester level. If a character had more than one spellcasting or manifesting class before becoming a Fearmonger he must decide which class he adds the new level to.

    Transfer Fear (Su.)
    With a touch requiring a swift action The Fearmonger can 'absorb' a fear effect from a creature, reducing its fear condition by one step (from Panicked to Frightened, from Frightened to Shaken and removing the Shaken condition). Any time a Fearmonger successfully uses this ability he is treated as having consumed enough food & water to survive for that day.
    This ability can be used a number of times per day equal to the Fearmonger's Charisma modifier (minimum 1).

    Fear for the Fearless (Ex.)
    Any fear based effect the Fearmonger uses ignores immunity to fear.

    Intense Fear (Su.)
    A Fearmonger's Fear Aura no longer stops at the Shaken condition.
    Any creature that fails its will save from the Fearmonger's Fear aura must make second save at the same DC the following round of become Frightened.
    Any creature that fails this second save must attempt a third save on the following round or become panicked.
    Any creatures that are outside the range of the Fearmonger's fear aura are not subject to this ability.

    Paralyzing Fear (Su.)
    Any time the Fearmonger bestows the Frightened condition on a creature, he can instead choose substitute the effects for those of the staggered condition. This remains a fear-based effect and is considered Frightened for all other purposes.
    Any time the Fearmonger bestows the Panicked condition on a creature, he can instead choose substitute the effects for those of the Paralyzed condition. This remains a fear-based effect and is considered Panicked for all other purposes.

    Mind-Killing Fear (Su.)
    As a standard action, the Fearmonger can target any one creature within the range of his Fear Aura and under the effects of a fear condition. The targeted creature must succeed on a Will Save (DC = 10 + 1/2 Character level + Cha mod) or die.
    If the target is immune to instant death, they instead become permanently Confused, as per the Insanity spell.
    This ability is usable Charisma modifier times per day (minimum 1).
    Last edited by Kane0; 2012-10-15 at 09:42 PM.
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  8. - Top - End - #8
    Ettin in the Playground
    Join Date
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    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    Giving this foul beast a bump since we're three weeks in with only one entry.

  9. - Top - End - #9
    Dwarf in the Playground
    Join Date
    Aug 2011

    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    Fear Eater

    Put an image of your class here!

    "Poor little Paladin, thought his faith would stop his nightmares, but I shall show him horror and it shall nourish me!"

    A Fear Eater has taken the mantle of the Dread (Psionics Unleashed: Master The Battle) pushed beyonds its boundaries till Fear itself can feed them and make them whole.


    Role: A Fear Eater uses Intimidation and Fear tactics to both subdue and destroy their opponents.

    Alignment: Any.

    Hit Die: d8

    Requirements
    To qualify to become a Fear Eater, a character must fulfill all of the following criteria.
    Skills: Intimidate 8 ranks, Autohypnosis 5 ranks
    Special: Devastating Touch Class Feature, Aura of Fear class feature

    Class Skills
    The Fear Eater's class skills (and the key ability for each skill) are... Acrobatics (Dex), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (psionics) (Int), Perception (Wis), Stealth (Dex), Profession (Wis), Spellcraft (Int), and Swim (Str)
    Skill Points per Level: (6 + Int modifier)


    Fear Eater
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Manifesting

    1st|
    +0
    |
    +0
    |
    +1
    |
    +1
    |Dread Abilities, Frightful Nourishment, Vessel of Dread|
    -

    2nd|
    +1
    |
    +1
    |
    +1
    |
    +1
    |Spectral Caress, Terror|+1 level of Existing Class

    3rd|
    +2
    |
    +1
    |
    +2
    |
    +2
    |Maw of Nigtmares|+1 level of Existing Class

    4th|
    +3
    |
    +1
    |
    +2
    |
    +2
    |Fear-Fuelled Presence, Terror|+1 level of Existing Class

    5th|
    +3
    |
    +2
    |
    +3
    |
    +3
    |Frightful Nourishment|+1 level of Existing Class

    6th|
    +4
    |
    +2
    |
    +3
    |
    +3
    |Swarming Horror, Terror|+1 level of Existing Class

    7th|
    +5
    |
    +2
    |
    +4
    |
    +4
    |Maw of Nightmares|
    -

    8th|
    +6
    |
    +3
    |
    +4
    |
    +4
    |Ascended Terror, Terror|+1 level of Existing Class

    9th|
    +6
    |
    +3
    |
    +5
    |
    +5
    |Unchained Horror|+1 level of Existing Class

    10th|
    +7
    |
    +3
    |
    +5
    |
    +5
    |Frightful Nourishment, Terror|+1 level of Existing Class[/table]

    Class Features
    Manifesting: At each level indicated, a Fear Eater gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of Fear Eater to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly.
    If a character had more than one manifesting class before he became a Fear Eater, he must decide to which class he adds the new level of Fear Eater for the purpose of determining power points per day, powers known, and manifester level.
    Dread Abilities: Your lvls in Fear Eater stack with Dread for the Fearsome Insight and Devastating Touch abilities. Your lvls also combine in regards to the number of Terrors you may use per day as well as when certain Terrors become available.
    Frightful Nourishment(Su): Whenever you successfully attack a target with a natual attack under a fear effect you feed off their fear and use it to replenish your HitPoints. You gain 1 hitpoint when attacking a Shaken foe, 2 hitpoints when attacking a Frightened foe and 3 hitpoints when attacking a Panicked (or Cowered) foe. At lvl 5 the Hitpoints you gain are increased by +1(ie. 2hps vs. Shaken, 3hps vs. Frightened, 4hps vs. Panicked/Cowered). At 10th lvl the Hitpoints you gain doubled instead of increased by 1 (ie. 2hps vs. Shaken, 4hps vs. Frightened, 6hps vs. Panicked/Cowered). The Hp gained thru this ability are considered drained and thus do no counts as a Healing effect.

    Vessel of Dread(Su): By expending 1 use of Terror as a swift action you enter into a state that enables you to drain fear from opponents and use itenhance and protect you for a number of rounds equal to your Cha Bonus +1 rnd per Fear Eater class lvl. For the duration of your Vessel of Dread, anytime you gain hitpoints from your Frightful Nourishment ability you may use them to fill your Vessle of Dread to a maximum of 5 hitpoints per Fear Eater class level. You gain a +2 bonus to Intimidate and a +1 to the DC of all Fear effects you cause for every 5 pts in your Vessel of Dread. However you also get a -1 penalty to all Cha related rolls as well as the DC to non Fear causing effects you cause for every 5pts in Vessel of Dread.

    Spectral Caress(Su): Your Devastating Touch can now apply to all Natural Attacks you possess. As well your Devastating Touch counts as a Natural Attack for the purposes of any class feature or Terror.

    Maw of Nightmares(Su): While under the effects of your Vessel of Dread, the swirling forms of Fear surround you and strike out at your foes. You gain a secondary Slam natural attack that does 1d6 Negative energy damage with a reach 5ft beyond your natural reach. This cannot be used for Attacks of Opportunity and it does not threaten. Upon reaching 7th Level the Maws reach is now 10ft beyond your natural reach and it can make great sweeping strikes.On each melee attack made with the Maw, you can choose 2squares within reach that are adjacent to each other, and your attack apply to creatures in those two squares equally. If you hit one or both of your foes with a sweeping strike, you can attempt a cleave normally; however, you make only one cleave attempt per attack, even if you successfully hit more than one foe.

    Fear-Fuelled Presence(Su): Your Aura of Fear now expands by 5ft per 5pts in your Vessle of Dread.

    Swarming Horror(Su): While under the effects of your Vessel of Dread you may spend a Terror as a Move Action to stir the the fears you have contained into a frenzy. As long as your Vessel of Dread contains atleast 5pts in it, all adjacent living opponents take damage as if struck with your Devastating Touch. However starting the Swarming Horror lowers the Maximum your Vessel of Dread can store by 10 pts for the remainder of its duration.

    Ascended Terror(Ex): Any Fear related effect you create last a minimum of your Cha bonus in rounds.

    Unchained Horror(Su): While under the effect of your Vessel of Dread you may spend 2 Terrors as a Standard action to heal yourself for 1d6 damage per 10pts in your Vessel of Dread as well as dealing 1d6 damage per 5pts in your Vesself of Dread to all living creatures withing your Aura of Fear. Doing so empties all points from your Vessel of Dread but does not stop its duration.
    Last edited by Mathias1313; 2012-10-14 at 02:26 PM.

  10. - Top - End - #10
    Firbolg in the Playground
     
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    Join Date
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    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    Living Hive
    Do not worry, your body shall not die. No. No. It is needed for a new nest.
    -Terribilis, a Living Hive

    In a world with colossal centipedes and acid spraying beetles, it isn't bewildering for some to be afraid of insects. But as if a cruel joke, sometimes this fear births a monster known as a Living Hive. These poor souls awaken one day to feel insects crawling within their bodies. This horrifying event often shatters the mind of the entomophobic, sending most to suicide to rid themselves of the swarm. But some go past their fear, and join with the insects.

    Role: The Living Hive functions as a master of minions, being able to call the insects from within their bodies. With these techniques they can be skilled ranged combatants, though they themselves require protection.

    Alignment: A Living Hive can be of any alignment, but the insanity makes many act chaotically.

    Hit Die: d6.

    Starting Gold: As Druid.

    Class Skills
    The Living Hive's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Nature) (Int), Perception (Wis), Survival (Wis).

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

    Living Hive
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +0
    +0
    Crawling Within, Swarm
    2nd
    +1
    +3
    +0
    +0
    One is Thousands
    3rd
    +1
    +3
    +1
    +1
    Crawling Armour +1
    4th
    +2
    +4
    +1
    +1
    Improved Swarm
    5th
    +2
    +4
    +1
    +1
    Venomous Blood
    6th
    +3
    +5
    +2
    +2
    Crawling Armour +2, Thousand Eyes
    7th
    +3
    +5
    +2
    +2
    Handled Release
    8th
    +4
    +6
    +2
    +2
    Improved Swarm
    9th
    +4
    +6
    +3
    +3
    Crawling Armour +3
    10th
    +5
    +7
    +3
    +3
    Upon the Swarm
    11th
    +5
    +7
    +3
    +3
    Hunger of Thousands
    12th
    +6/+1
    +8
    +4
    +4
    Crawling Armour +4, Improved Swarm
    13th
    +6/+1
    +8
    +4
    +4
    Plague of the Swarm
    14th
    +7/+2
    +9
    +4
    +4
    Swift Release
    15th
    +7/+2
    +9
    +5
    +5
    Birth the Nest, Crawling Armour +5
    16th
    +8/+3
    +10
    +5
    +5
    Improved Swarm
    17th
    +8/+3
    +10
    +5
    +5
    Walking Nests
    18th
    +9/+4
    +11
    +6
    +6
    Crawling Armour +6
    19th
    +9/+4
    +11
    +6
    +6
    Improved Hunger of Thousands
    20th
    +10/+5
    +12
    +6
    +6
    Improved Swarm, Till all are one

    Class Features
    All of the following are class features of the Living Hive.

    Weapon and Armor Proficiencies: Living Hives are proficient with simple weapons, and light armour but not shields.

    Crawling Within (Ex): The strange and disturbing trait which is unique to the Living Hives is that within his flesh holds a swarm of insects, and he can release them through his mouth. As a full-round action the Living Hive can release 1 or more of the swarms within his body. The swarms appear in his square or adjacent to it.

    In addition, as another Full-Round Action Hive can also draw in any member of his swarm that is in his square, or adjacent to it.

    Swarm (Ex): A Living Hive possesses a swarm of insects within himself. Each swarm is a "One of Many". As the Hive advances in level, his swarm increases in power and number.

    All of the "One of Many"s in your Swarm acts during your turn, and will attack your opponents to the best of their abilities. As long as each One of Many in your swarm is adjacent to another of your swarm or to you, they all members of your swarm count as adjacent to you and within touch distance.

    If a member of the swarm remains out of his body for 24 hours or over, loses 1 hitpoint per round until it either returns to the Living Hive's body or dies.

    If a One of Many in his swarm dies, the Living Hive must attempt a DC 15 Will saving throw. Failure means he and all members of his swarm are paralyzed for 8 rounds; success reduces the loss to one-half that amount.

    After 8 hours of uninterupted rest, the Living Hive regains any One of Many which have died. A One of Many cannot be revived until at least 24 hours after it died.

    One is Thousands (Su): What originally seemed as a parasitic relationship, is actually symbiotic. At second level, the Living Hive's bond to his Swarm grows into a hive mind. If the Living Hive or a member of his swarm is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are.

    In addition, the Living Hive gains full control over the actions of each member of his swarm.

    Crawling Armour (Ex): Upon reaching 3rd level, if the Living Hive shares a square with a member of his swarm, he gains a +1 bonus to natural armour.

    At 6th level, and every three levels thereafter, this bonus increases by +1.

    Improved Swarm: Over time a Living Hive's swarm grows in power and talents. Every four levels, he may select a single trait from the following list:

    Spoiler
    Show

    Aquatic Terrors: Each One of Many in your swarm gains a 20 ft. swim speed. This trait can be gained multiple times, each time increasing the swim speed by 10 ft.

    Arcane Abominations: Select one spell that you know or have prepared that is level one or below. Each One of Many in your swarm can cast this spell as a spell-like ability, once per day, with the caster level equal to your Living Hive level. You must be a spellcaster to select this trait.

    Burrowing Beetles: Each One of Many in your swarm gains a 20 ft. burrow speed. This trait can be gained multiple times, each time increasing the burrowing speed by 10 ft.

    Crawling Chaos: Each One of Many in your swarm gains a 20 ft. climb speed. This trait can be gained multiple times, each time increasing the climb speed by 10 ft.

    Swift Scampering: Each One of Many in your swarm gains +10 ft. bonus to its base land speed. This trait can be gained multiple times.

    Resist the Elements: Select one of the following damage types: acid, cold, electricity, or fire. Each One of Many in your swarm gains 5 energy resistance to that form of damage. This can be gained multiple times, but a different form of damage must be selected each time.

    Resist the Elements, Improved: Select one form of energy resistance you have for Resist the Elements. That energy resistance increases to 10. This can be gained multiple times, but a different form of damage must be selected each time.

    Thousand Fangs: The damage dealt by the Swarm attack for each of the One of Many in your swarm increases one die (d4 to d6, d6 to d8, etc.). This trait can be gained multiple times.

    Tough Exoskeleton: Each One of Many in your swarm gain an additional +2 natural armour. This trait can be gained multiple times, each time the natural armour bonus increases by an additional +1.

    Venomous Fangs: Each One of Many in your swarm gain the Poison ability. The poison can affect a target via injury or being ingested. This poison has the following statistics: save Fort DC 10 + 1/2 Living Hive level + Constitution Bonus; frequency 1/round for 4 rounds; effect 1d4 Dexterity damage; cure 1 save.

    This trait can be gained multiple times, each time increasing the DC by +2.


    Venomous Blood (Ex): The insects within his flesh taint the Living Hive's body, making him toxic to ingest. Any creature which uses a bite attack on a Living Hive of 5th level counts as ingesting the poison.

    This poison has the following statistics: save Fort DC 10 + 1/2 Living Hive level + Constitution Bonus; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 saves.

    Thousand Eyes (Su): Upon reaching 6th level, the Living Hive can sense everything each member of his swarm can simultaneously. This ability requires no concentration.

    Handled Release (Ex): After reaching 7th level, the insects within the Living Hive have burrowed holes into his arms, allowing him to release his swarm as a standard action.

    Upon the Swarm (Ex): While a Living Hive of 10th level shares a square with a member of his swarm he can use all the movement modes the One of Many possesses.

    Hunger of Thousands (Ex): At 11th level, the Living Hive can send his swarm to feast upon the corpses of foes. Whenever a One of Many in his swarm shares a square with a corpse the Living Hive may spend a free action to make his One of Many devourer it. This restores 1d8 points of health for his One of Many, and the corpse counts as destroyed for the purpose of resurrection magic.

    At 19th level, this ability restores 2d8 points of health.

    Plague of the Swarm (Ex): A Living Hive of 13th level is infused with thousands of toxic chemicals within his flesh, which he can release with a touch. This functions as the Contagionspell, and can be used a number of times per day equal to 3 + Constitution modifier.

    Swift Release (Ex): After reaching 14th level, the insects within the Living Hive have burrowed a network of tunnels throughout his flesh, allowing him to release your swarm as a swift action.

    Birth the Nest (Ex): Upon attaining 15th level, the Living Hive learns to create new nests for his swarms to live within. To do this he must remain in contact with a helpless living creature for 10 minutes without interruption.

    After this action, select a One of Many in his swarm. This member of the swarm forcefully enters the targets body and infests them. The target can make a Fortitude save to resist this (DC 10 + 1/2 Living Hive level + Constitution Bonus), if they succeed they do not become a Living Nest and the One of Many dies.

    If they fail the save, they gain the Living Nest template.

    Walking Nests (Ex): When the Living Hive reaches 17th level, whenever at least one member of his Swarm is infesting a Living Nest, he gains full control over that Living Nests movement and physical actions as if it was a member of the swarm.

    The Living Nest can resist this with at Fortitude Save once per day (DC 10 + 1/2 Living Hive level + Constitution Bonus), a success stops any Living Hives from attempting to control them with the Walking Nest ability for one week.

    Till all are one (Ex): Upon reaching 20th level, the Living Hive has become one with his swarm, and they are no longer seperate identities. If the Living Hive dies, he retains control over his swarm and the Living Nests his swarm infests. Though he cannot store his swarm within his body, or release any more One of Many until his body is resurrected.

    The Swarm
    Spoiler
    Show
    The Swarm is a horde of insects which have formed a symbiotic bond with its living host. Each member of the swarm retains the statistics of a One of Many, except for were mentioned in this class.

    Swarm Basics: Use the basic statistics for a One of Many, but make the following changes:

    Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the One of Many’s normal HD total, whichever is higher.

    Hit Points: Each One of Many has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

    Saving Throws: For each saving throw, use either the One of Many’s base save bonus (Fortitude +2, Reflex +0, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

    Skills: For each skill in which either the master or the One of Many has ranks, use either the normal skill ranks for a Vermin of that type or the master’s skill ranks, whichever are better. In either case, the One of Many uses its own ability modifiers. Regardless of a One of Many’s total skill modifiers, some skills may remain beyond the One of Many’s ability to use.

    One of Many Ability Descriptions: All members of the Swarm have special abilities (or impart abilities to their masters) depending on the master’s level in classes that grant a Swarm, as shown on the table below. The abilities given on the table are cumulative.

    Master Class Level Ability Adj. Members Natural Armor Adj. Special
    1st-2nd +1 1 +1 Alertness, Evasion
    3rd-4th +2 1 +2 Resist the Blade
    5th-6th +2 2 +3 Arcane Swarm
    7th-8th +3 2 +4 Share Spells
    9th-10th +3 2 +5 Untouchable Swarm
    11th-12th +4 3 +6 Spell Resistance
    13th-14th +4 3 +7 Metallic Swarm
    15th-16th +5 3 +8 Deliver Touch Spells
    17th-18th +5 4 +9 Improved Evasion
    19th-20th +6 4 +10 Piercing Swarm

    Ability Adj.: The number noted here is an improvement your Swarms existing ability scores. When a level is gained which increases this number (1-2, 3-4, 7-8, etc.), you must select one ability score. That score increases by one for each One of Many in your swarm.

    Members: The number noted here indicates the number of One of Many you can have in your swarm.

    Natural Armor Adj.: The number noted here is an improvement to the One of Many’s existing natural armor bonus.

    Alertness (Ex): Whenever at least one member of his swarm is adjacent, the master gains the benefits of the Alertness feat.

    Evasion (Ex): If subjected to an attack that allows a Reflex save for half damage, a member of your Swarm takes no damage on a successful save.

    Share Spells: If the master is 7th level or higher, he may have any spell (but not any spell-like ability) he casts on himself also affect one or more of his Swarm. The One of Many must be within adjacent at the time of casting to receive the benefit.

    If the spell or effect has a duration other than instantaneous, it stops affecting a One of Many stops being adjacent and will not affect the One of Many again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on a member of your Swarm (as a touch range spell) instead of on himself.

    A master and his swarm can share spells even if the spells normally do not affect creatures of the vermin type.

    Spell Resistance (Ex): If the master is 11th level or higher, each One of Many in your swarm gains spell resistance equal to the master’s level + 5.

    Deliver Touch Spells (Su): If the master is 15th level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

    Improved Evasion (Ex): If the master is 17th level or higher, when subjected to an attack that normally allows a Reflex saving throw for half damage, a member of your swarm takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.



    One Of Many
    Spoiler
    Show
    An awful, scuttling mass of legs and mandibles scrambles forward out of the dripping maw of the sickly woman.
    One of Many CR 1/2
    XP 200
    Neutral Tiny Vermin (Swarm)
    Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4

    Defenses

    AC 18, Touch 16, flatfooted 14; (+3 Dex, +1 dodge, +2 natural, +2 size)
    hp 9 (2d8);
    Fort + 3, Ref +3, Will +0
    Defensive Abilities swarm traits

    Offenses

    Speed 20 ft.
    Melee swarm (1d6 plus distraction)
    Space 10 ft.; Reach 0 ft.
    Special Attacks distraction (DC 11)

    Statistics

    Str 1, Dex 17, Con 10, Int 1, Wis 10, Cha 2
    Base Atk +1; CMB -; CMD -
    Feats Dodge
    Skills Climb +11, Perception +4; Racial Modifiers +4 Perception; uses Dexterity for Climb checks

    Ecology

    Environment any
    Organization solitary, pair, nest (3–4 swarms) or hive (5–10 swarms)
    Treasure none

    The sight of a carpet of swarming insectiod abominations is unsettling indeed—particularly when the swarm is made up of creatures each the size of a cat and possessing scissor-like mandibles capable of eviserate flesh with sickening ease.

    The One of Many are hatch from eggs stored with the body of a living host, who also functions as a hive for the swarm. These insects have a symbiotic attachment to its hive, which slowly transcends the physical realm.


    Living Nest Template
    Spoiler
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    “Living Nest” is an acquired template that can be added to any living, corporeal creature. A Living Nest retains the base creature's statistics and special abilities except as noted here.

    CR: HD 8 or less, as base creature - 1; HD 9 or more, as base creature;

    Armor Class: Natural armor lowers by -1.

    Defenses/Qualities: It gains immunity to poison, and swarm attacks. In addition the Living Nest gains the following:
    Nest: If the Living Hive who granted you the template, places a One of Many from his swarm in your square, he can spend a free action to place that member of the swarm inside the Living Nest. Swarms stored this way can be released with a move action from the Living Hive.

    Speed: All of the creatures movement modes have their speed lowered by 5 ft., unless that would lower it to 0 ft.
    Last edited by Milo v3; 2015-07-09 at 02:26 AM.
    Spoiler: Old Avatar by Aruius
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    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

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

    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    With one week left, I bid you oh terrible behometh of 'brew, rise from your sleep!

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

    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    This contest is hereby extended until 11/10/2012

  13. - Top - End - #13
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    With two days left, here's another bump.

  14. - Top - End - #14
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

    This contest is hereby closed. Since the minimum amount of entries to designate the requirement of a voting thread were not submitted by the deadline of the contest, I hereby declare the winning entries as such:

    First Place goes to the Living Hive


    Second Place goes to the Fearmonger


    Congratulations to the winners.
    Last edited by Tanuki Tales; 2012-11-11 at 12:05 AM.

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