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

    Default GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

    On the Origin of Species



    The creator of this image, adorety, has given their permission for it's use here.


    "Let me show you something that will make you feel young as when the world was new. "


    ~~~~~~~~~~


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

    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 December. 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 the concepts of prehistory, primeval environs or evolution in general. This could take the form of a base class that gains mystic strength from bone fetishes, a prestige class that has an animal companion and both individuals slowly devolve to more primitive, powerful forms, a monster that fossilizes living things by breathing upon them or a race of mammoth people.

    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; 2012-11-12 at 08:13 PM.

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

    Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

    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 IX - On the Origin of Species

    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 IX - On the Origin of Species

    Prestige Class Name

    Put an image of your class here!

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

    A general description of what your class is!


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

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

    Hit Die: dx

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

    Put an image of your class here!

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

    A general description of what your class is!


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

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

    [b]Hit Die:[/b] dx

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

    RACE NAME

    A brief overview of the race.

    Physical Description: Speaks for itself.

    Society: Speaks for itself.

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

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

    Adventurers: Reasons members of the race take up adventuring.

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

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

    ---

    RACIAL TRAITS

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


    ---

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

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

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


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

    A brief overview of the race.

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

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

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

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

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

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

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

    ---

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

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

    ---

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

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

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

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

    Join Date
    Aug 2010
    Location
    Australia
    Gender
    Intersex

    Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

    Returner of Old

    Put an image of your class here!

    All I desire, is for the future to become the present!

    Some aren't happy with the present, loathing how the world has been tainted by wealth, society, and war. Some desire to return the world to its beautiful, natural state, regardless of the consequences. The Returners of Old have the power to revert the land and its people to its primal state.

    Role: Returners of Old are strategic in combat, manipulating the terrain to their advantage, and weakening their foes. They can also utilise creatures of the past to their aid.

    Alignment: Returners of the Old can be of any alignment, but a large portion are lawful

    Hit Die: d6

    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
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    +x
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    +x
    |Class Ability

    9th|
    +x
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    +x
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    |Class Ability

    10th|
    +x
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    |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):
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    Titan in the Playground
     
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    Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

    Quirksteed

    The silhouette of a horse can be seen amongst the murky fog in front of you. It nears at an alarming pace, and as it draws close you see more clearly a thick rubbery hide and vicious fanged maw.
    Name CR 2
    XP 800
    True Neutral Large Aberration
    Init +2; Senses Darkvision; Perception +7

    Defenses
    AC 13, Touch 11, flatfooted 11; (+2 Dex, +2 Nat, -1 Size )
    HP 17 (2d8+8);
    Fort +4, Ref +2, Will +5

    Offenses
    Speed 50 ft.
    Melee 1 Bite +4 (1d8 +3), 2 Claws +2 (1d6 +1), 1 Tail Slap +2 (1d4 +1 plus Poison)
    Space 10 ft.; Reach 5 ft.
    Special Attacks
    Trample (1d6+4, DC 14)

    Statistics
    Str 16, Dex 14, Con 18, Int 3, Wis 14, Cha 8
    Base Atk +1; CMB +5; CMD
    Feats Run, Multiattack
    Skills Perception +7, Stealth +8, Swim +7
    Languages None

    Special Abilities
    Poison (Ex) Tail—injury; save Fort DC 15, frequency 1/round for 2 rounds, effect 1d3 Dex, cure 1 save;

    Ecology
    Environment Any warm environment
    Organization: Solitary, Pair or Herd (3-20)
    Treasure: None

    Distant cousins of horses and other equine animals, primeval Quirksteeds are much more deadly carnivores than their relatives, as well as much more difficult to train. Quirksteeds typically travel in familial herds to run down prey, usually by overrunning them with their clawed legs and returning for a (sometimes unnecessary) bite or two. Although technically a Quirksteed could eat almost anything, much like dragons, they have never been observed to eat anything other than fresh or cooked meat. They are not picky when it comes to the kind of meat and will become very aggressive, even to 'masters', if hungry.

    For the DM: Quirksteeds are strong-willed and somewhat overconfident, but noticeably less so when encountered on their own or in smaller numbers. If an opponent withstands their first few attacks they may simply turn and run, confident they can find an easier meal elsewhere. They usually only use their tail slap on opponents attempting to circle around them and reserve their clawed legs for their trample attacks unless a meal is being particularly stubborn.
    Last edited by Kane0; 2012-12-07 at 01:32 AM.
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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 IX - On the Origin of Species

    With one week left in the competition, I call you back from the depths of the forum my child!

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    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

    This contest is hereby extended until December 7th, 2012!

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    Dwarf in the Playground
     
    Beholder

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    Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

    The Shaman

    Druids think they are the only masters of the wild. They do not remember there is another tradition, as ancient as they and as powerful...

    Druidic magic has been around since the beginning of the ages. The first humanoids in their simple huts and caves were often lead by these ancient nature priests, but in these days another form of nature magic was equally popular, equally powerful. These techniques have not survived the ravages of time and memory as druidic magic has, but they are beginning to make a comeback. These are the shamans- those who manipulate the power of the earth like Oracles manipulate the power of the gods and Sorcerers manipulate arcane magic. Revering ancient spirit totems, they use their abilities to become more than what they were, to evolve until they become the perfect blend of man and beast.

    Role:Shamans are a different approach to druidic spellcasting, and their focused totem and spontaneous spellcasting forces them to specialize. They excel in transformations and summoning as druids do, but with only certain animals based on their mysterious totem.
    Alignment: Any neutral.
    Hit Die: d8

    Class Skills:
    The shaman's class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). In addition, Shamans gain additional class skills based on their choice of Totem Bond.
    Skill Points at Each Level: 4 + Int modifier
    Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less

    SHAMAN
    {table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|+0|+2|+0|+2|Totem Bond, Totem Companion, Orisons|3|—|—|—|—|—|—|—|—

    2nd|+1|+3|+0|+3|Totem Spell|4|—|—|—|—|—|—|—|—

    3rd|+2|+3|+1|+3||5|—|—|—|—|—|—|—|—

    4th|+3|+4|+1|+4|Wild Shift|6|3|—|—|—|—|—|—|—

    5th|+3|+4|+1|+4|Totem Boon|6|4|—|—|—|—|—|—|—

    6th|+4|+5|+2|+5|Totem Spell|6|5|3|—|—|—|—|—|—

    7th|+5|+5|+2|+5||6|6|4|—|—|—|—|—|—

    8th|+6/+1|+6|+2|+6|Totem Spell|6|6|5|3|—|—|—|—|—

    9th|+6/+1|+6|+3|+6|Totem Boon|6|6|6|4|—|—|—|—|—

    10th|+7/+2|+7|+3|+7|Totem Spell|6|6|6|5|3|—|—|—|—

    11th|+8/+3|+7|+3|+7||6|6|6|6|4|—|—|—|—

    12th|+9/+4|+8|+4|+8|Totem Spell|6|6|6|6|5|3|—|—|—

    13th|+9/+4|+8|+4|+8|Half Shift|6|6|6|6|6|4|—|—|—

    14th|+10/+5|+9|+4|+9|Totem Spell|6|6|6|6|6|5|3|—|—

    15th|+11/+6/+1|+9|+5|+9||6|6|6|6|6|6|4|—|—

    16th|+12/+7/+2|+10|+5|+10|Totem Spell|6|6|6|6|6|6|5|3|—

    17th|+12/+7/+2|+10|+5|+10|Totem Boon|6|6|6|6|6|6|6|4|—

    18th|+13/+8/+3|+11|+6|+11|Totem Spell|6|6|6|6|6|6|6|5|3

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

    20th|+15/+10/+5|+12|+6|+12|Totem Perfection|6|6|6|6|6|6|6|6|6|6

    [/table]

    All of the following are class features of the shaman.

    Weapon and Armor Proficiency
    Shamans are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, and any added by their Totem Bond. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shift (see below).
    Shamans are proficient with light and medium armor but, like Druids, are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A shaman may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Shamans are proficient with shields (except tower shields) but must use only wooden ones.
    A shaman who wears prohibited armor or uses a prohibited shield is unable to cast shaman spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

    Divine Spells
    A shaman casts divine spells, which are drawn from the same spell list as the druid. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A shaman may cast any spell she knows without preparing it ahead of time.
    To prepare or cast a spell, the druid must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the shamans's Charisma modifier.
    Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
    Unlike the druid, a shaman’s selection of spells is extremely limited. A shaman begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new shaman level, she gains one or more new spells, as indicated on Table: Shaman Spells Known. Unlike spells per day, the number of spells a shaman knows is not affected by her Charisma score; the numbers on Table: Shaman Spells Known are fixed.
    In addition to the spells gained by shamans as they gain levels, each shaman also adds all summon nature’s ally spells to her list of spells known (all spells with the name “Summon Nature’s Ally”, and then a number). These spells are added as soon as the shaman is capable of casting them. This choice is made when the shaman gains her first level and cannot be changed. A shaman gains bonuses when summoning certain animals. This bonus is based on her totem bond.
    Upon reaching 4th level, and at every even-numbered shaman level after that (6th, 8th, and so on), a shaman can choose to learn a new spell in place of one she already knows. In effect, the shaman 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. A shaman 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 she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a druid, a shaman need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

    Chaotic, Evil, Good, and Lawful Spells
    A shaman can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Certain totems allow the shaman to ignore this restriction.

    Orisons(Sp)
    Shamans learn a number of orisons, or 0-level spells, as noted on Table: Shaman Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

    Bonus Languages
    A shaman also knows Druidic, and is treated as a druid for purposes of teaching the Druidic language to non-druids. Shamans are forbidden from teaching this language to any non-druids. Druidic is a free language for a shaman: that is, she knows it in addition to her regular allotment of languages and it does not take up a language slot.

    Totem Bond(Ex)
    Each shaman gains inspiration and power from a totem. This totem grants additional weapon proficiencies and other special abilities. This totem can come from their tribe, their family, a druidic or shamanic circle they trained in, or a certain beast they dream of being more like. A shaman must pick one mystery upon taking her first level of shaman. Once made, this choice may be changed, but it may be corrupted. This rare event causes the Chaos Totem, which requires a feat to be acquired.
    At 2nd level, and every two levels thereafter (excepting 20th level), a shaman learns an additional spell derived from her totem. These spells are in addition to the number of spells given on Table: Shaman Spells Known. They cannot be exchanged for different spells at higher levels.

    Totem Companion(Ex)
    Each shaman is joined in her quest by a beast, an animal companion of her totem destined to be her companion. A shaman’s animal companion is dictated by her choice of totem (although some totems give choices between a few animals) Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the shaman advances in level. If a character receives an animal companion from more than one source, her effective shaman levels stack for the purposes of determining the statistics and abilities of the companion. If a shaman has previous levels in a class that gives an animal companion and it is not one of the animals available through her totem, she must release her prior companion and gain a new companion of the options granted by her totem. Most animal companions increase in size when their shaman reaches 4th or 7th level, depending on the companion. If a shaman releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

    Wild Shift(Su)
    As the druid wild shapes into any animal her heart desires, the shaman may only shift into certain beasts, but gains absolute mastery when those forms. Wild shift is granted by all totems, but has different rules for each one. A shaman may wild shift 1/day at 4th level, and 1 more time per day every 2nd level after that.

    Totem Boon
    At 5th, 9th, and 17th levels, a shaman gains a certain ability from her totem bond. These abilities are listed in their totem.

    Half Shift(Su)
    At 11th level, the shaman gains a bizarre alternative to her wild shift. She may take a form that is an amalgamation of her human and totem shape, an anthropomorphic beast. This uses the same power as her regular wild shift, and expends one use per half shift.

    Totem Perfection
    At 20th level, the power of the shaman’s totem infuses their body, and they become a true embodiment of their totem. They gain the ability to Wild Shift (and Half Shift) at will, in addition to a unique ability listed in their Totem Bond.


    Shaman Spells Known
    Spoiler
    Show
    {table]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|4|2|—|—|—|—|—|—|—|—

    2nd|5|2|—|—|—|—|—|—|—|—

    3rd|5|3|—|—|—|—|—|—|—|—

    4th|6|3|1|—|—|—|—|—|—|—

    5th|6|4|2|—|—|—|—|—|—|—

    6th|7|4|2|1|—|—|—|—|—|—

    7th|7|5|3|2|—|—|—|—|—|—

    8th|8|5|3|2|1|—|—|—|—|—

    9th|8|5|4|3|2|—|—|—|—|—

    10th|9|5|4|3|2|1|—|—|—|—

    11th|9|5|5|4|3|2|—|—|—|—

    12th|9|5|5|4|3|2|1|—|—|—

    13th|9|5|5|4|4|3|2|—|—|—

    14th|9|5|5|4|4|3|2|1|—|—

    15th|9|5|5|4|4|4|3|2|—|—

    16th|9|5|5|4|4|4|3|2|1|—

    17th|9|5|5|4|4|4|3|3|2|—

    18th|9|5|5|4|4|4|3|3|2|1

    19th|9|5|5|4|4|4|3|3|3|2

    20th|9|5|5|4|4|4|3|3|3|3

    [/table]


    Totem Bonds

    Feather Totem
    Spoiler
    Show
    The majestic eagle, the gentle dove, the deadly swan- all of these birds are known for beauty and arial ability, though some are quite dangerous. A Feather Totem shaman learns to channel the noble beasts of the sky.
    Added Skill: Diplomacy
    Totem Spells:Speak With Animals(2nd), Eagle's Splendor(4th),Dominate Animal(6th), River of Wind(8th), Awaken(10th), Eagle Aerie(12th), Repulsion(14th), Euphoric Tranquility(16th), Winds of Vengeance(18th)
    Totem Companion: A Feather Totem shaman may choose an Axe Beak or Bird as an animal companion.
    Wild Shift: At 4th level, a Feather Totem shaman may turn into a Diatryma Axe Beak, Eagle, Emu, or Dodo. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
    At 6th level, a Feather Totem shaman may also turn into an Axe Beak, Giant Falcon, Hawk, Ostrich, Owl, or Terror Bird Axe Beak. This ability now functions like the beast shape II spell.
    At 8th level, a Feather Totem shaman may now wild shift into a small or medium air elemental. When shifting into an elemental, the ability functions as the elemental body II spell.
    At 10th level, a Feather Totem shaman may now wild shift into a large air elemental. When shifting into an an elemental, the ability now functions as the elemental body III spell.
    At 12th level, a Feather Totem shaman may now wild shift into a huge air elemental. When shifting into an elemental, the ability now functions as the elemental body IV spell.
    Totem Boon(5th): At 5th level, a Feather Totem shaman learns how to summon animals for simple tasks, not just to harm others. When summoning any animal using a Summon Nature's Ally spell, the Shaman may choose to cast a special version of the spell. If they choose so, the spell's duration lasts for 1 hour per level. However, if the summoned animal is harmed or harms any creature or object, the spell instantly ends.
    Totem Boon(9th): At 9th level, a Feather Totem shaman learns to speak the languages of the earth and sky. They are able to speak all languages and understand any languages spoken to them, and can speak to birds at will (as if permanently treated under the effects of Speak With Animals, but for birds only). This does not give the Feather Totem shaman any additional abilities with written languages.
    Half Shift: A Feather Totem shaman gains the ability to transform into a more beautiful, agile, winged version of themself. It takes a full action to transform into this form. In this form, the shaman gains a fly speed equal to twice their land speed with good maneuverability, +4 to dexterity skill checks, and +4 to charisma skill checks. The effect lasts for ten minutes per shaman level, or until she changes back.
    Totem Boon(17th): At 17th level, you project an aura of beauty and grace, letting your allies imitate you. Allies in 30 feet of you gain a +2 bonus to dexterity skill checks, charisma skill checks, and an extra +2 bonus to the fly skill (making its bonus +4).
    Totem Perfection: At 20th level, your beauty and grace are apparent to all who see you. You gain a bonus to your saving throws equal to your charisma modifier, and permanently grow wings which cause you to gain a fly speed equal to your land speed. When you Half Shift, your fly speed is now equal to three times your land speed.


    Fur Totem
    Spoiler
    Show
    A shaman with this totem seeks to emulate the fierce and tough beasts of the forest, with tough hides and unyielding wills. A Fur Totem shaman seeks to be more like beasts such as bears, boars, and apes.
    Added Skill: Intimidate
    Totem Spells:Endure Elements(2nd), Bear’s Endurance(4th),Resinous Skin(6th), Death Ward(8th), Stoneskin(10th), Ironwood(12th), Heal(14th), Blood Mist(16th), Regenerate(18th)
    Totem Companion: A Fur Totem shaman may choose an Ape, Baboon, Bear or Boar as an animal companion.
    Wild Shift: At 4th level, a Fur Totem shaman may turn into a Pig, Rock Baboon, Baboon, Boar,or Black Bear. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
    At 6th level, a Fur Totem shaman may also turn into a Dire Bear, Polar Bear, Dire Boar, Dire Ape, or Gorilla. This ability now functions like the beast shape II spell.
    At 8th level, a Fur Totem shaman may now wild shift into a small or medium earth elemental. When shifting into an elemental, the ability functions as the elemental body II spell.
    At 10th level, a Fur Totem shaman may now wild shift into a large earth elemental. When shifting into an an elemental, the ability now functions as the elemental body III spell.
    At 12th level, a Fur Totem shaman may now wild shift into a huge earth elemental. When shifting into an elemental, the ability now functions as the elemental body IV spell.
    Totem Boon(5th): At 5th level, a Fur Totem shaman learns how to summon the toughest beasts of the wild. When summoning any animal using a Summon Nature's Ally spell, the animal summoned gains temporary hit points equal to twice the Shaman’s level. These temporary hit points last for a number of rounds equal to half the Shaman’s level.
    Totem Boon(9th): At 9th level, a Fur Totem shaman begins to understand the connection between physical might and fear. He can always make intimidate checks, even if the recipient can’t understand him, and even if the recipient can’t see him. The recipient must be able to either see or hear the Fur Totem shaman in some way, however. In addition, any penalty granted by demoralization lasts for twice as many rounds.
    Half Shift: A Fur Totem shaman gains the ability to transform into a tougher, steadier version of themselves. In this form they gain a +4 bonus to their CMD, +2 to Natural Armor, and claw attacks appropriate for their size.
    Totem Boon(17th): At 17th level, you project an aura of protection, shielding your allies from that which would harm them. All allies in thirty feet of you gain a +2 bonus to their CMD and +4 to intimidate checks.
    Totem Perfection: At 20th level, your stubborn will and toughness are legendary, as well as the toughness of the beasts you summon. Whenever you are subject to an attack that normally allows a fortitude or will saving throw for half damage, you take no damage if you make a saving throw. In addition, the temporary hit points granted by the 5th level totem boon last for twice as many rounds, and instead of temporary hit points equal to twice the Shaman’s level being granted, temporary hit points equal to three times the Shaman’s level are granted.


    Horn Totem
    Spoiler
    Show
    Deer, elk, and other horned creatures are traditional symbols of wisdom and stability. They are skittish and shy as well, preferring to avoid combat rather than engage in it directly.
    Added Skill: Sense Motive
    Totem Spells:Obscuring Mist(2nd), Owl’s Wisdom(4th),Snare(6th), Aspect of the Stag(8th), Commune with Nature(10th), Antilife Shell(12th), True Seeing(14th), Word of Recall(16th), Antipathy(18th)
    Totem Companion: A Horn Totem shaman may choose an Antelope, Elk, Ram, or Megaloceros as an animal companion.
    Wild Shift: At 4th level, a Horn Totem shaman may turn into an Antelope, Elk, or Ram. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
    At 6th level, a Horn Totem shaman may also turn into a Giant Elk, Megaloceros, River Elk, or Moose. This ability now functions like the beast shape II spell.
    At 8th level, a Horn Totem shaman may now wild shift into a small or medium water elemental. When shifting into an elemental, the ability functions as the elemental body II spell.
    At 10th level, a Horn Totem shaman may now wild shift into a large water elemental. When shifting into an an elemental, the ability now functions as the elemental body III spell.
    At 12th level, a Horn Totem shaman may now wild shift into a huge water elemental. When shifting into an elemental, the ability now functions as the elemental body IV spell.
    Totem Boon(5th): At 5th level, a Horn Totem shaman learns how to summon beasts with understanding that far exceeds their kin. When summoning any animal using a Summon Nature's Ally spell, the animal summoned has a minimum intelligence of 3 and can understand (but not speak) Druidic and one other language of the shaman’s choice.
    Totem Boon(9th): At 9th level, a Horn Totem shaman learns to protect themselves from that which would hurt them. At the start of every encounter, the shaman is protected by a sanctuary effect as the spell, with a caster level equal to their caster level. This persists until the shaman attacks.
    Half Shift: A Horn Totem shaman grows antlers or horns like the animals they admire, and a supernatural insight into the ways of men and beasts. In this shape, they gain a gore attack appropriate to their size and a +4 bonus to wisdom and intelligence-based skill checks.
    Totem Boon(17th): At 17th level, you may transfer your sanctuary effect to any ally by touch. When they touch this ally, they gain the benefit of the sanctuary effect, but the Shaman does not gain this benefit for the rest of the encounter. The Horn Totem shaman may not transfer this ability if they have attacked in the encounter.
    Totem Perfection: At 20th level, your tranquility and wisdom is unmatched by most creatures. Once per day, you can enter a meditative trance state that lasts one hour. When this hour is up, you are healed of all negative conditions and damage, and gain a +20 insight bonus that you can add to one attack roll, skill check, or caster level check (for purposes of penetrating SR) in the next hour.


    Fierce Totem
    Spoiler
    Show
    Some animals only need brutal strength and skill to survive in the wild. Tooth and claw are good enough for these creatures, they have no need for grace or wisdom.
    Added Skill: Climb
    Totem Spells:Divine Favor(2nd), Bull’s Strength(4th),Badger’s Ferocity(6th), Bloody Claws(8th), Aspect of the Wolf(10th), Swarm Skin(12th), Fire Storm(14th), Animal Shapes(16th), Shapechange(18th)
    Totem Companion: A Fierce Totem shaman may choose a Badger, Giant Crab, Hyena, or Wolf as an animal companion.
    Wild Shift: At 4th level, a Fierce Totem shaman may turn into a Badger, Dire Badger, Goblin Dog, Common Dog, Hyena, or Wolf This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
    At 6th level, a Fierce Totem shaman may also turn into a Dire Hyena or Dire Wolf. This ability now functions like the beast shape II spell.
    At 8th level, a Fierce Totem shaman may now wild shift into a small or medium fire elemental. When shifting into an elemental, the ability functions as the elemental body II spell.
    At 10th level, a Fierce Totem shaman may now wild shift into a large fire elemental. When shifting into an an elemental, the ability now functions as the elemental body III spell.
    At 12th level, a Fierce Totem shaman may now wild shift into a huge fire elemental. When shifting into an elemental, the ability now functions as the elemental body IV spell.
    Totem Boon(5th): At 5th level, a Fierce Totem shaman only accepts strong animals as his summons- he refuses any weaklings or runts. Any animal he summons with three or more natural attacks is treated as having the Multiattack feat as a bonus feat if it does not already have the feat already. If he does not qualify for this feat or already has it, it instead gains improved natural attacks for its attack that deals the least average damage (based on the size of its damage die and damage bonus).
    Totem Boon(9th): At 9th level, a Fierce Totem shaman increases his martial prowess, even in his original form. He gains proficiency with heavy armor, all martial weapons, and one exotic weapon of his choice.
    Half Shift: A Fierce Totem shaman gains the ability to transform into a more bestial version of himself, one which can rip through any obstacle. In this form he gains a bite attack and two claw attacks appropriate for his size, and a +4 bonus to strength and dexterity based skill checks.
    Totem Boon(17th): At 17th level, you project an aura of athletic ability, allowing your allies to be more competent at combat. Allies in 30 feet of you gain a +2 bonus to strength and dexterity skill checks, and an extra +2 bonus to climb checks (making the bonus +4)
    Totem Perfection: At 20th level, you are as strong as any beast of the wild. You gain a +4 bonus to your CMB while performing any combat maneuver of your choice, and can can alternate any number of attacks in a full-attack action with that combat maneuver (even if it would take a standard action or longer).


    Quick Totem
    Spoiler
    Show
    The great cats of the wild have a reputation for being than any beasts, although there are also quick beasts of other types. A Shaman with this totem wishes to be faster than the wind, able to perform feats few others can.
    Added Skill: Acrobatics
    Totem Spells:Jump(2nd), Cat’s Grace(4th),Mass Feather Step(6th), Freedom of Movement(8th), Tree Stride(10th), Dust Form(12th), Wind Walk(14th), Whirlwind(16th), Ride The Lightning(18th)
    Totem Companion: A Quick Totem shaman may choose an Small Cat, Big Cat, Ostrich (Battle Bird) or Velociraptor as an animal companion.
    Wild Shift: At 4th level, a Quick Totem shaman may turn into a Cheetah, Leopard, Ostrich (Battle Bird), or Velociraptor. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
    At 6th level, a Quick Totem shaman may also turn into a Dire Lion, Dire Tiger, Lion, or Tiger. This ability now functions like the beast shape II spell.
    At 8th level, a Quick Totem shaman may now wild shift into a small or medium fire elemental. When shifting into an elemental, the ability functions as the elemental body II spell.
    At 10th level, a Quick Totem shaman may now wild shift into a large fire elemental. When shifting into an an elemental, the ability now functions as the elemental body III spell.
    At 12th level, a Quick Totem shaman may now wild shift into a huge fire elemental. When shifting into an elemental, the ability now functions as the elemental body IV spell.
    Totem Boon(5th): At 5th level, a Quick Totem shaman only accepts those animals that can move as fast as it. Any creatures that it summons through Nature’s Ally spells gains a +10 foot bonus to all move speeds. This bonus doubles at 15th level.
    Totem Boon(9th): At 9th level, a Quick Totem shaman becomes quicker and more acrobatic themselves. They take damage from falls as if the fall was a number of feet equal to their shaman level times ten feet shorter, and can ignore difficult terrain.
    Half Shift: A Quick Totem shaman is becoming one of the fastest people alive, and they learn to become a more agile, lighter form of themselves. In this form they gain a +10 foot bonus to all move speeds and +4 to dexterity and strength skill checks.
    Totem Boon(17th): At 17th level, your allies are inspired by your quickness and speed, and when in 30 feet of you gain a +5 foot bonus to move speed and can ignore difficult terrain.
    Totem Perfection: At 20th level, a Quick Totem shaman is as slippery as a fish and quick as a spark. They gain a +10 foot bonus to move speed (this stacks with the bonus from Half Shift) and are treated as if under a continual Freedom of Movement effect. In addition, they take no damage from falls.


    Trickster Totem
    Spoiler
    Show
    Some beasts do not make their way through strength, speed or toughness, but through sheer cleverness and trickery. These Shamans seek to emulate such animals and their wily ways.
    Added Skill: Bluff
    Totem Spells:Detect Snares and Pits(2nd), Fox’s Cunning(4th),Snare(6th), Dispel Magic(8th), Baleful Polymorph(10th), Shadow Conjuration(12th), Greater Scrying(14th), Greater Shadow Conjuration(16th), Polar Midnight(18th)
    Totem Companion: A Trickster Totem shaman may choose a Constrictor Snake, Dire Bat, Octopus or Viper Snake as an animal companion.
    Wild Shift: At 4th level, a Trickster Totem shaman may turn into a Constrictor Snake, Sea Snake, or Venomous Snake.This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per shaman level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.
    At 6th level, a Trickster Totem shaman may also turn into a Anaconda, Cobra, Dire Bat, Fox, Firefoot Fennec Fox, or Viper Snake. This ability now functions like the beast shape II spell.
    At 8th level, a Trickster Totem shaman may now wild shift into a small or medium air elemental. When shifting into an elemental, the ability functions as the elemental body II spell.
    At 10th level, a Trickster Totem shaman may now wild shift into a large air elemental. When shifting into an an elemental, the ability now functions as the elemental body III spell.
    At 12th level, a Trickster Totem shaman may now wild shift into a huge air elemental. When shifting into an elemental, the ability now functions as the elemental body IV spell.
    Totem Boon(5th): At 5th level, a Trickster Totem shaman summons animals who are smarter than the regular beasts of their kin. Any animal summoned through Summon Nature’s Ally spells gains 2 bonus skill points per hit dice, assigned to any skills the summoner wishes. This does not give the summoned animal any extra ability to speak or communicate, neither does it give the shaman any extra ability to communicate with the animal.
    Totem Boon(9th): At 9th level, a Trickster Totem ignores spells that would reveal their deceptions. They are immune to spells that reveal lies or read thoughts.
    Half Shift: A Trickster Totem shaman does not take the shape of any beast with their Half Shift, but instead can take the shape of any humanoid they wish. Treat this as the spell Alter Self. In addition, they gain a +4 bonus to charisma and intelligence skill checks in this form.
    Totem Boon(17th): At 17th level, your allies are inspired by your trickery, and they too become immune to spells that read or reveal their thoughts or lies.
    Totem Perfection: At 20th level, a Trickster Totem shaman learns the fundamental secrets of natural shadow. When casting Shadow Conjuration spells, the creatures summoned are 20% more real and gain the benefits of any feats or abilities the shaman has that improves summoned creatures, including their 5th level totem boon. This benefit does not apply to any other things conjured by the spells.
    Last edited by tallonRook; 2012-12-06 at 11:07 PM.

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

    Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

    Going to give this one last bump before the end.

  12. - Top - End - #12
    Pixie in the Playground
     
    Planetar

    Join Date
    Sep 2010

    Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species


    Atavist

    This carnivorous simian feasts on the heart of its victim, but clings the ragged remains of its former civil life.

    Atavist Duelist CR 1
    XP 400
    Atavist Rogue (Roof Runner) 2
    CE Small Fey (chaotic, evil)
    Init +2; Senses low-light vision; Perception +7
    --------------------
    Defense
    --------------------
    AC 14, touch 13, flat-footed 12 (+1 armor, +2 Dex, +1 size)
    hp 11 (2d8-2)
    Fort -1, Ref +5, Will +2
    Defensive Abilities evasion
    --------------------
    Offense
    --------------------
    Speed 30 ft., climbing (20 feet), roof running, terrain stride favored terrain (jungle), tumbling descent
    Melee Bite +4 (1d3/x2) or Medium Rapier +2 (1d6/18-20/x2) plus Bite -1 (1d3/x2)
    Special Attacks hurl flask, sneak attack +1d6, swarming
    Spell-Like Abilities (WIS Based) Mad Monkeys (1/day), Enemy’s Heart (1/day)
    --------------------
    Statistics
    --------------------
    Str 11, Dex 15, Con 9, Int 6, Wis 14, Cha 6
    Base Atk +1; CMB +0; CMD 12
    Feats Weapon Finesse
    Skills Acrobatics +7, Climb +13, Disable Device +5, Escape Artist +6, Fly +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +7, Sense Motive +6, Stealth +10, Swim +4
    Languages Common, Sylvan
    SQ prehensile tail, rogue talents (surprise attacks)
    Other Gear Haramaki, Rapier (medium), Flask of Alchemical Fire (2)
    --------------------
    Special Abilities
    --------------------
    Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Prehensile Tail (Ex) Your tail can retrieve small objects on your person as a swift action.
    Roof Running (Ex) Can move across rooftops at full speed and without penalties.
    Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
    Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
    Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
    Terrain Stride (Favored Terrain [Jungle]) (Ex) Not slowed by difficult terrain in chosen terrain, unless magically manipulated.
    Tumbling Descent (Ex) Rapidly descend from great heights with a successful Acrobatics check.
    ---------------------
    Ecology
    ---------------------
    Enviroment: Prefers the jungle or the nearest equivalent
    Organization: Single, pack (1d10), or troop (5d10)
    Treasure: Collects trophies from its kills and loves fine clothes.

    The 'simiapestis' is a powerful fey curse laid upon individuals and communities that desecrate sacred sites or mock the forces of nature. People afflicted with this curse become monkey men as well as their children for one thousand generations. Most atavists are cruel murderers that seek out innocent women and children to devour. An atavist can draw a boost of power from eating the heart of its victim and considers it a delicacy. They are hostile to all humanoids but often form pacts with other simians and always gather a troop of trained apes and monkeys with animal intelligence to do their bidding.


    ATAVIST RACIAL TRAITS (RP 20)
    • +2 DEX, +2 WIS, -2 CHA, -4 INT. The curse robs the creature of much of its former intelligence and culture, but provides a boost to agility and humility.
    • Fey (chaotic, evil)
    • Small.+1 size bonus to AC and AB, a -1 penalty to CMB and CMD, and a +4 bonus to Stealth checks.
    • SPEED: land 30ft, climb 20ft.
    • Bite (Ex) Members of this race gain a natural bite attack (1d3 + STR modifier)
    • Climbing (20 feet) You have a Climb speed and a +8 racial bonus to climb checks.
    • Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    • Prehensile Tail (Ex) Your tail can retrieve small objects on your person as a swift action.
    • Spell-Like Abilities (Sp): An atavist with a Wisdom score of 14 or higher can cast Mad Monkey once per day and Enemy's Heart once per day like a druid with a caster level equal to its HD total.
    • Shards of the Past (Ex):An atavist retains fragments of knowledge of is former life. Members of this race can choose any two knowledge skills as class skills and gain a +2 racial bonus to them.
    • Speak with Simians (Su): The atavist can converse with simians of animal intelligence
    • Swarming (Ex) Can share a square with another with swarming, if both attack the same foe, he is flanked.
    • Terrain Stride (Favored Terrain [Jungle]) (Ex) Not slowed by difficult terrain in chosen terrain, unless magically manipulated.
    • Languages: Common & Sylvan

    ---

    Random Starting Ages
    {table="head"]
    Adulthood
    |
    Intuitive
    |
    Self-Taught
    |
    Trained
    13 years
    |
    +1d3
    |
    +1d4
    |
    +1d6
    [/table]

    Aging Effects
    {table="head"]
    Middle Age
    |
    Old
    |
    Venerable
    |
    Maximum Age
    30 years
    |
    60 years
    |
    90 years
    |
    +1d10 years
    [/table]

    Random Height and Weight
    {table="head"]
    Gender
    |
    Base Height
    |
    Height Modifier
    |
    Base Weight
    |
    Weight Modifier
    Male
    |
    2'0"
    |
    +3d6
    |
    20 lb.
    |
    × (3d6) lb.
    Female
    |
    2'0"
    |
    +2d6
    |
    20 lb.
    |
    × (2d6) lb.
    [/table]
    Last edited by grimgrin; 2012-12-05 at 04:22 PM.
    My Website: Electronic Oubliette
    Current Project: www.puresteamrpg.com

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

    Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

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

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