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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 08-31-2012, 11:00 PM   Top  -  End  -  #1
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default GiTP Pathfinder Grab Bag Competition VII - Saturday Morning Nostalgia

Saturday Morning Nostalgia





"Mwah!

Goooooodnight Everybody!"



~~~~~~~~~~


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

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

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

Rules

1. You will be creating an original Base Class or Monster or Prestige Class or Race that is themed around any animated television show that aired between the years of 1990 and 1999. This could be a base class that transforms a player into a cyborg with a variety of built in devices, a prestige class that specializes in the hunting of monsters, a monster that is a living cloth construct or a race of sentient beavers.

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.

-*-*-*-
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Old 08-31-2012, 11:01 PM   Top  -  End  -  #2
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VII - Saturday Morning Nostalgia

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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
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

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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Old 08-31-2012, 11:02 PM   Top  -  End  -  #3
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VII - Saturday Morning Nostalgia

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.

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Old 08-31-2012, 11:03 PM   Top  -  End  -  #4
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VII - Saturday Morning Nostalgia

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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
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

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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Old 08-31-2012, 11:04 PM   Top  -  End  -  #5
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VII - Saturday Morning Nostalgia

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
Adulthood
Intuitive
Self-Taught
Trained
X years
+XdY
+XdY
+XdY

Aging Effects
Middle Age
Old
Venerable
Maximum Age
X years
X years
X years
+XdY years

Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
X'Y"
+XdY
X lb.
Χ (X) lb.
Female
X'Y"
+XdY
X lb.
Χ (X) lb.


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Old 09-01-2012, 07:20 AM   Top  -  End  -  #6
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
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Australia
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Default Re: GiTP Pathfinder Grab Bag Competition VII - Saturday Morning Nostalgia

Swift Kinetic
"You want me to kinetically charge these cards - and use 'em to make a new doorway outta the wall instead? Just when I was afraid the only reason ya asked me to come along is my irresistible animal magnetism."

Magical taint in the blood can have very eldritch effects, often this would result in a sorcerer, but sometimes a person is born who has different talents.

Born with the power to manipulate kinetic energy, the Swift Kinetic's are nimble dervishes; who can energize objects, accelerate his healing, move with supernatural agility, and immobilize foes with but a touch.

Role: Swift Kinetics are nimble warriors, but there lack of protection reduces their potential at fighting at the frontline. Instead, they use their wide-range of skills to access areas others cannot, and strike foes when they can't strike back.

Alignment: Swift Kinetics can be of any alignment.

Hit Die: d6.

Starting Gold: As Rogue.

Class Skills
The Swift Kinetic's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Skill Points per level: (6 + Int modifier)

Swift Kinetic
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialFast Movement
1st
+0
+0
+2
+2
Kinetic Charge +1d6, Thrown Force
-
2nd
+1
+0
+3
+3
Improvised Accuracy, Trapfinding
-
3rd
+2
+1
+3
+3
Evasion, Kinetic Charge +2d6
-
4th
+3
+1
+4
+4
Mental Static, Weapon Finesse
-
5th
+3
+1
+4
+4
Kinetic Charge +3d6, Swift Step+10 ft.
6th
+4
+2
+5
+5
Sneak Attack +1d6+10 ft.
7th
+5
+2
+5
+5
Kinetic Charge +4d6+10 ft.
8th
+6/+1
+2
+6
+6
Improved Mental Static, Swift Stealth+10 ft.
9th
+6/+1
+3
+6
+7
Uncanny Dodge, Kinetic Charge +5d6+10 ft.
10th
+7/+2
+3
+7
+7
Weapon Subtly+20 ft.
11th
+8/+3
+3
+7
+8
Kinetic Charge +6d6, Telekinetic+20 ft.
12th
+9/+4
+4
+8
+8
Improved Evasion, Sneak Attack +2d6+20 ft.
13th
+9/+4
+4
+8
+9
Concussion Blast, Kinetic Charge +7d6+20 ft.
14th
+10/+5
+4
+9
+9
Kinetic Burst+20 ft.
15th
+11/+6/+1
+5
+9
+10
Kinetic Agitation, Kinetic Charge +8d6+20 ft.
16th
+12/+7/+2
+5
+10
+10
Improved Uncanny Dodge+20 ft.
17th
+12/+7/+2
+5
+10
+10
Kinetic Charge +9d6, Zero Kinetic+20 ft.
18th
+13/+8/+3
+6
+11
+11
Improved Kinetic Burst, Sneak Attack +3d6+20 ft.
19th
+14/+9/+4
+6
+11
+11
Kinetic Charge +10d6+20 ft.
20th
+15/+10/+5
+6
+12
+12
Swift as Death+30 ft.

Class Features
All of the following are class features of the Swift Kinetic.

Weapon and Armor Proficiencies: Swift Kinetics are proficient with all improvised, and simple weapons. They are proficient with light armor, but not with shields.

Kinetic Charge (Su): With a touch the Swift Kinetic can charge an object with Kinetic Energy. When an object charged with Kinetic energy hits, it deals additional sonic damage damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Kinetic levels thereafter. Should the Swift Kinetic score a critical hit with a sneak attack, this extra damage is not multiplied.

To charge an object, the Kinetic must be in physical contact with it, and expend an action, how long this action takes is dependent on the size of the object. Note, after an object is charged, it only remains charged for 1d4 rounds.

Object SizeAction Required
Tiny or SmallerSwift Action
SmallMove Action
MediumStandard Action
LargeFull-Round Action
Huge or LargerMinute Concentration

Ranged attacks can count as sneak attacks only if the target is within 30 feet, and the ammunition fired was charged with kinetic energy. When making an unarmed attack, the Swift Kinetic can charge his limbs with Kinetic energy as a free action.

Thrown Force (Ex): Swift Kinetics generally fight at range, utilising thrown weapons with great skill. When throwing a weapon, its range is tripled.

Improvised Accuracy (Ex): Swift Kinetics know that anything can be a weapon when force is correctly applied, but aiming it correctly is a skill. Upon reaching second level, a Kinetic gains the Weapon Focus (Improvised Weapons) feat as a bonus feat. This feat affects one type of Improved Weapon, chosen when this ability is gained.

Trapfinding: A Swift Kinetic of Second level adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Kinetic can use Disable Device to disarm magic traps.

Evasion (Ex): At 3rd level and higher, a Swift Kinetic can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Mental Static (Su): The Kinetic energy which infuses your body disturbs attempts to read your mind. Upon reaching fourth level, anyone targeting the Swift Kinetic with a thought detection, mind control, or telepathic ability must make a Concentration check (DC 10) or have the attempt fail.

At 8th level, the DC for the Concentration check is increased by a number equal to your Swift Kinetic Level.

Weapon Finesse: Once a Swift Kinetic attains 4th level he gains Weapon Finesse as a bonus feat.

Swift Step (Su): When a Swift Kinetic reaches 5th level, he starts to increase the kinetic energy within his body. He gains a +10 ft. bonus to his Base Land Speed.

At 10th level, this bonus increases to +20 ft., and at 20th level, it increases to +30 ft.

Sneak Attack: When a Swift Kinetic reaches 6th level, hecan strike a vital spot for extra damage.

The Kinetic's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Kinetic flanks his target. This extra damage is 1d6 at 6th level, and increases by 1d6 every six Swift Kinetic levels thereafter. Should the Kinetic score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Swift Kinetic can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The Kinetic must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Swift Kinetic cannot sneak attack while striking a creature with concealment.

Swift Stealth (Ex): At 8th level, a Swift Kinetic can move at full speed using the Stealth skill without penalty.

Uncanny Dodge (Ex): Starting at 9th level, a Swift Kinetic can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose her Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A Kinetic with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

If a Swift Kinetic already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Weapon Subtly (Ex): A Swift Kinetic of 10th level can add half of his dexterity bonus (rounded down) to damage rolls as long as the weapon used in the attack is an acceptable weapon for Weapon Finesse.

Telekinetic (Su): At 11th level, a Swift Kinetic can manipulate kinetic energy so well he can do it at range. He can now use his Kinetic Charge ability on objects up to 20 ft. away from himself.

Improved Evasion (Ex): This ability works like evasion, except that while the Kinetic still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Swift Kinetic does not gain the benefit of improved evasion.

Concussion Blast (Su): By launching kinetic energy at foes, a Swift Kinetic of 13th level can strike enemies at range without weapons. As a standard action the Kinetic can make ranged touch attack, if this hits then the target takes Bludgeon damage equal to the amount of additional damage that the Kinetic Charge ability deals as if he was a Swift Kinetic of 2 levels lower.

Kinetic Burst (Su): Upon reaching 14th level, the Swift Kinetic can travel through the air by expending immense amounts of kinetic energy. He gains a Fly Speed of 40 ft. with Clumsy Maneuverability.

At 18th level, this Fly Speed increases to 80 ft. with Average Maneuverability.

Kinetic Agitation (Su): Whenever a Swift Kinetic of 15th level uses Concussion Blast, he may choose to deal Fire damage instead of Bludgeon.

Improved Uncanny Dodge (Ex): A Swift Kinetic of 16th level or higher can no longer be flanked.

This defense denies another the ability to sneak attack the character by flanking her, unless the attacker has at least more Rogue or Swift Kinetic levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character.

Zero Kinetic (Su): A Swift Kinetic of 17th level, can spend a standard action to make a touch attack. If this touch attack succeeds, the target must make a Fort Save (DC 10 + 1/2 Swift Kinetic Level + Cha Modifier) or be Paralyzed for 1d10 rounds. This ability can affect creatures immune to Paralysis.

Swift as Death (Ex): Upon a Swift Kinetic reaching 20th level, he can increase the energy of his body so much that it is comparable to light. When running, the Swift Kinetic's speed is multiplied by ten instead of four. If the Swift Kinetic possesses the Run feat, his speed is multiplied by twenty instead of five.
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I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
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Old 09-01-2012, 12:05 PM   Top  -  End  -  #7
devlingreye
Pixie in the Playground
 
Join Date: Sep 2011
Default Re: GiTP Pathfinder Grab Bag Competition VII - Saturday Morning Nostalgia

Uncontrollable Titan

“Titan SLAM!”
An enraged uncontrollable titan.

Many people seek power through alchemical means some see this risk as the only way to become truly powerful, these people create the uncontrollable titan. The uncontrollable titan are creatures of enormous strength and ferocity, mutating into savage beast with extra arms, great size, or supernatural resistances. The shear strength of the titan can cause shock waves of sound when he swings his fists, his steps shake the ground, and at the height of the titan's power becoming a creature of vast intelligence and almost god like strength.

Alchemists make up the largest group of uncontrollable titan because of there need to gain power through alchemical means. It is not unheard of to have fighter, wizards, or in some case cleric gaining a small understanding of alchemy and using it to become a titan.

Role: The uncontrollable titan is first and foremost a front line melee fighter. Using his abilities to damage enemies and destroy the area around him..

Alignment: Uncontrollable titan can be of any alignment because the mind of the best does not care about good or evil and doesn't understand law or chaos.

Hit Die: d12

Requirements
To qualify to become Uncontrollable Titan, a character must fulfill all of the following criteria.
Base Attack Bonus: +5
Special: Must possess the Mutagen class feature
Discovery: Gamma Mutagen
Special: Must have taken the Gamma Mutagen more then 5 times in combat. This causes the gamma mutagen to change the uses body and mind.

Alchemist Discovery
Spoiler


Class Skills
The Uncontrollable Titan's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points Each Level (4 + Int modifier)


Uncontrollable Titan
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMutations
1st
+1
+1
+0
+0
Dual Minded, Gamma Form, Mutations
2
2nd
+2
+1
+1
+1
Great Speed +10ft, Rage
3
3rd
+3
+2
+1
+1
Clap of Thunder
4
4th
+4
+2
+1
+1
Intimidating Presence
5
5th
+5
+3
+2
+2
Feed the Beast
6
6th
+6
+3
+2
+2
Shaking the Earth
7
7th
+7
+4
+2
+2
Great Speed +10ft
8
8th
+8
+4
+3
+3
Greater Rage, Whirlwind
9
9th
+9
+5
+3
+3
Throw the World
11
10th
+10
+5
+3
+3
Embracing the Beast
13

Class Features
All of the following are class features of the Uncontrollable Titan.

Weapon and Armor Proficiencies: Uncontrollable titans are proficient with all simple and martial weapon and all armor (light, medium, heavy).

Dual Minded (Su):
At 1st level the uncontrollable titan's mind is broken into two parts. The first is the intelligent mind of the alchemist and the second is the mind of the animalistic beast made of pure rage. The first mind retains all it mental stats and can try to force control over the second mind to calm the beast. Most of the time the first mind can control the second mind and keep it from flying off the handle and attack his allies. This control is maintained by a will save anytime the second mind would try to take control. The difficulty check for keeping control of the beast is 5+ the uncontrollable titan's wisdom modifier. When he first becomes an uncontrollable titan this is fairly easy to control but as he gains power as an uncontrollable titan it become harder to tame the beast. Starting at 2nd level and every level there after this DC increases by 2 to a DC of 23+ wisdom modifier. Once the uncontrollable titan is no longer in danger the first mind gain a +10 to his will save to regain control.

There are many triggers that will make the uncontrollable titan lose control. The three that all uncontrollable titan must check for control are physical damage, ability damage, and character conflict. First is physical damage, when an uncontrollable titan is damage by a melee attack he must make a control check to not lose control. Secondly is ability damage, when he take any damage to any of his ability, he must also make a control check. Lastly an uncontrollable titan most have at least one trigger for his life that will trigger a control check. For example an uncontrollable titan that's family was killed by bandits, he will need to make a control check. This trigger and any other that he chooses are controlled by GM decision.

Whenever the uncontrollable titan fails the will save for control of the beast, it takes over. This causes the first mind to lose control and attack the nearest threat to the uncontrollable titan. This effect lasts for 1d4 rounds before the first mind can try to regain control.

Gamma Form (Su):
When the uncontrollable titan is formed, he takes on a form called the gamma form. This form turns the the uncontrollable titan is a hulking beast, mutated by the used of the gamma potion. The form can be adopted or forced by the duel minded class feature. Adopting the gamma form is a move action, but the second mind is strong and it takes a full-round action to shift back to his natural state. If the second mind is in control the first mind must regain control before shift out of the gamma form. While in gamma form the uncontrollable titan gain a constant effect of the gamma potion.

In addition the uncontrollable titan gains the improved unarmed strike feat and gains an additional 5 hit points per hit dice. Lastly the gamma form is changed by mutations (See Mutations).

Anytime the uncontrollable titan isn't in his gamma form, he his retains his natural form. In addition since this ability is supernatural all equipment shift with the uncontrollable titan.

Mutations (Su):
Mutations are changes that happen to the gamma form of the uncontrollable titan. These changes alter the physical form of the titan in many different way, such as increase his strength, gaining wings, or increased speed. Mutations can only be taken once unless otherwise stated in the description. An uncontrollable titan must meet all the prerequisites for the mutation. See list below.

Spoiler


Great Speed (Su):
Starting at 2nd level the uncontrollable titan gain increased speed to devastate his enemies as quick as possible. This increase starts as +10ft at 2nd level and again at 7th level. This causes the uncontrollable titan's legs to become larger and more muscular.

Rage (Ex):
At 2nd level the anger of the inner beast starts to well up bestowing supernatural strength and constitution. The uncontrollable titan gains the rage class feature of the barbarian class, in addition he is treated as a barbarian equal to his character level to determine the number of rounds per day.

Clap of Thunder (Ex):
As the uncontrollable titan gains power his blows start become powerful enough to crack the air like the thunder of a storm. At 3rd level as a standard action the titan may slap his hands together to create a powerful sonic shock wave. This shock wave manifests itself as a 15ft cone that does 1d6 sonic per 2 character level to a max of 10d6 at 20th level.

Intimidating Presence (Ex):
When an uncontrollable titan reaches 4th level his mere presence is enough to deter people from attacking the titan. This ability functions in two way. First the titan adds half his character level as an insight bonus to any intimidation check . Secondly anytime the titan makes a full round attack, after the attacks have been resolved the uncontrollable titan is granted a free demoralization attempt.

Feeding the Beast (Su):
When an uncontrollable titan reaches 5th level the beast of his gamma form become further enraged when ever he is strike by melee or ranged attacks. When ever he is attacked in this way, he has two choices to covert this damage to help the titan.

First the titan can use a free action to convert 10% of the damage done in one round (rounded down) to temporary hit points for the titan. Once this damage is converted to temporary hit points he can not covert damage in this way until the temporary hit points he gained through this ability have been used.

Secondly the titan can use a swift action to convert 10% of the damage done in one round (rounded down) to extra damage on the titan's next melee attack. Once this received damage is converted to extra melee damage, it is used on the titan's next melee attack. For example the next standard action attack or the first attack of a full round attack. If the titan chooses to not attack the extra damage is wasted. The titan can not convert damage in this way until he uses the damage he has all ready converted.

Shaking the Earth (Ex):
When the uncontrollable titan reaches 6th level even his steps cause the ground to shake under his power. As a standard action the titan can stomp his foot to create a shock wave that forces all those within a 20ft radius burst centered on the titan to make a reflex save not to fail prone. The reflex save DC is 10+ ½ character level+ strength modifier. On a successful reflex save the targets are staggered for one round.

Greater Rage (Ex) (Ex):
At 8th level the uncontrollable titan gains greater rage. When an uncontrollable titan enters his rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.

Whirlwind (Ex):
At 8th level whenever an uncontrollable titan is surrounded by enemies, he can use the full-attack action to strike all the enemies around him. As a full round action, he can give up his regular attacks and instead make one melee attack at his highest base attack bonus against each opponent within reach. The titan must make a separate attack roll against each opponent.

Throw the World (Ex):
At 9th level the uncontrollable titan gains the ability to throw large objects at his enemies. This can be anything from a person, rock, or a chunk of a tree. Anything thrown must be at a target within 30ft, object thrown cause 2d6 damage plus 2 times the titan's strength modifier. This ability is used as a standard action.

Embracing the Beast (Su):
When the uncontrollable titan reaches 10th level he learns to embrace the second mind to once again become whole. This now allows the titan to use any of his mental abilities while in his gamma form. The mental abilities include spell, extracts, maneuvers, and any abilities that rely on mental stats. This makes the titan a devastating force of nature but with great power always come draw back. Embracing the beast does not stop the need to make a control check when ever one of the triggers are activated, in addition all the mental abilities grant be the embracing the beast are now used by while he has no control.
__________________
Slet " Always the opportunist, Devlin."
Devlin " As long as there are still opportunity."

Homebrew Signature

Last edited by devlingreye : 09-22-2012 at 10:31 AM.
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Old 09-20-2012, 02:18 PM   Top  -  End  -  #8
Warpwolf16
Dwarf in the Playground
 
EvilClericGuy
 
Join Date: Dec 2009
Location: 
Florida
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VII - Saturday Morning Nostalgia

Alchemical Hunter


I will hunt the assassin where ever he goes and so will my sons once I am gone.-Kraven the Alchemical Hunter

An Alchemist who follows the path of the Alchemical Hunter has discovered the thrill and the power the animal kingdom can offer and takes it with a iron fist. They start from Beastmorph alchemist and through blending their senses with the animal side they slowly become one with the primal urge to constantly hunt something and will set up shop in their favored terrain. They will take tokens from their kills and will collect herbs and other materials to create stronger concoctions. Once a Alchemical Hunter has chosen its prey it will hunt it relentlessly and as they consume more mutagens and concoctions they grow more resistant to the effects.


Role: The Alchemical Hunter plays the role of a silent hunter stalking its prey and will rely on stealth over brute force unless it involves his deemed prey.

Alignment: Alchemical Hunters are often Chaotic neutral while some may also be chaotic evil depending on their motives and goals.

Hit Die: d10

Requirements
To qualify to become Alchemical Hunter, a character must fulfill all of the following criteria.
Base Attack Bonus: +5
Special: Must possess the Beastform Mutagen class feature
Discovery: Concentrate Poison and Spontaneous Healing Discovery
Special:

Class Skills
The Alchemical Hunter class skills (and the key ability for each skill) are Appraise (Int), Craft (any) (Int), Climb (Str), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Survival (Wis), and Swim (Str)

Skill Points at First Level: 2 + Int modifier.


CAlchemical Hunter
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialExtracts Per Day
1st
+1
+1
+1
+0
Alchemical Training, Grim Harvest, Harvest of the Hunter  
2nd
+2
+1
+1
+1
Discovery, Carrion Scent
+1 level of alchemist
3rd
+3
+2
+2
+1
Favored Terrain, Alertness
+1 level of alchemist
4th
+4
+2
+2
+1
Discovery, Hunters Bond 
5th
+5
+3
+3
+2
Blood Marking, Swift Poisoning
+1 level of alchemist
6th
+6
+3
+3
+2
Discovery
+1 level of alchemist
7th
+7
+4
+4
+2
Woodland Stride 
8th
+8
+4
+4
+3
Discovery, Instant Alchemy
+1 level of alchemist
9th
+9
+5
+5
+3
Grim Hunter
+1 level of alchemist
10th
+10
+5
+5
+3
Lord of the Hunt, Discovery 

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

Weapon and Armor Proficiencies: A Alchemical Hunter gains no proficiency with any weapon or armor.

CLASS FEATURE NAME (Ex, Su, Sp, Ps):
Alchemical Training: The Alchemical Hunter's levels stack with the Alchemist and Ranger levels to determine effects of certain class features.
Grim Harvest (Ex): As a standard action a Alchemical hunter may collect a token of their kill and form a crude fetish of it. This offers a +4 bonus to intimidate skill checks
Harvest of the Hunter (Ex): As a standard action you may make a survival and knowledge(Nature) check to find materials such as poisons or other components usable in alchemy or spell components and then make a heal check of 25 to harvest the material without damaging it.

Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 8), an Alchemical Hunter makes an incredible alchemical discovery. Unless otherwise noted, an Alchemical Hunter cannot select an individual discovery more than once. Some discoveries can only be made if the alchemiical Hunter has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the Alchemical Hunter’s level + the alchemical Hunters’s Intelligence modifier.

Carrion Sense:Alchemical Hunters have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Alertness:A Alchemical Hunter gains Alertness as a bonus feat at 3rd level.
Hunter's Bond(Ex):At 4th level, a Alchemical Hunter forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. Alchemical Hunter who selects an animal companion can choose from the list of available animal companions. This animal is a loyal companion that accompanies the Alchemical Hunter on his adventures as appropriate for its kind. A Alchemical Hunter's animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the Alchemical Hunter's effective druid level is equal to his Alchemical Hunter's level –3.

Blood Marking(Ex): At 5th level as a swift action a Alchemical Hunter can mark a adjacent creature with a small amount of their blood. An Alchemical Hunter gain a +4 bonus to survival checks to find the general direction of the marked.
Swift Poisoningt 6th level, an Alchemical Hunter can apply a dose of poison to a weapon as a swift action.

Woodland Stride (Ex)Starting at 7th level, a Alchemical Hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Instant Alchemy(Ex):At 8th level, an Alchemical Hunter can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.
Grim Hunter(Ex):An Alchemical Hunter at level 9 gains the ability to make a swift action to make a intimidate check if they have five tokens of previously killed prey and they must be from a humanoid for Grim Hunter to work.
Lord of the Hunt(Su): A Alchemical Hunter gains the Monstrous Humanoid type and the benefits from it as well as gains +4 to Survival, Knowledge (geography), and Knowledge (nature) checks to identify tracks, gather information, and identify plants.Alchemical Hunters gain a resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school
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Old 09-29-2012, 02:26 AM   Top  -  End  -  #9
Midwoka
Dwarf in the Playground
 
DruidGirl
 
Join Date: May 2012
Default Re: GiTP Pathfinder Grab Bag Competition VII - Saturday Morning Nostalgia

ROCKET KNIGHT


"There's no stopping me!"
— Sir Mercurius, Rocket Knight


Combining the basic elements of rocketry with fire magic, rocket knights project fire from the soles of their feet — lifting themselves into the air, and achieving incredible speeds.

Role: Rocket knights are warriors who fight on the front lines, and they have the speed to get them there. They can fight with strength and grace, but never subtlety. Out of battle, they are ideal for delivering packages or information.

Alignment: Becoming a rocket knight only takes a heart full of fire and a need for speed, so their alignments can vary wildly. They tend toward passionate extremes, however, so very few are neutral.

Hit Die: d10


Requirements
To qualify to become a rocket knight, a character must fulfill all of the following criteria.
Base Attack Bonus: +5
Spells: Ability to cast a spell with the fire descriptor that is 1st-level or higher.
Special: The character must either have a land speed that is faster than the norm for his race, or have the Run feat.


Class Skills
The rocket knight's class skills (and the key ability for each skill) are Acrobatics (Dex), Escape Artist (Dex), Fly (Dex), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Profession (Wis), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.


ROCKET KNIGHT
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+1
+1
+1
+0
Jet Skate, Bright Descent, Grace Over Fire
2nd
+2
+1
+1
+1
Jet Stream, Evasion, Rush In
3rd
+3
+2
+2
+1
Jet Setting, Escape Velocity, Rocket Kick
4th
+4
+2
+2
+1
Jet Wash, Phoenix Kick, Timeless Flight
5th
+5
+3
+3
+2
Jetlike Reflexes, Tamed Fire


Class Features
All of the following are class features of the rocket knight.

Weapon and Armor Proficiencies: Rocket knights are proficient with all simple and martial weapons. They are proficient with light and medium armor, and with shields (but not tower shields).

Jet Skate (Su): A rocket knight can project fire downward from his feet to lift himself 6 inches off the ground, increasing his land speed by +10 feet. This improves to +20 feet at 3rd level, and +30 feet at 5th level. This bonus stacks with any other bonuses to his land speed. While using this ability, the rocket knight can move over liquid as if it were solid ground, does not activate traps with pressure-sensitive triggers, and ignores any negative effects from moving over lava, acid, caltrops, slippery surfaces, or similar hazards. The rocket knight cannot use this ability while he carries a heavy load.
All supernatural abilities granted by the rocket knight class, including jet skate, also produce significant light, sound, and heat, shedding light as a torch and making stealth nearly impossible. Those abilities cannot be used while underwater.

Bright Descent (Su): A rocket knight takes no damage from falling, and always lands on his feet. He loses these benefits while helpless.

Grace Over Fire (Su): On his own turn, a rocket knight gets a +1 dodge bonus to his AC and Reflex saves for every 10 feet he's moved since the beginning of that turn. This bonus lasts until the start of his next turn, but cannot exceed his rocket knight level. He also retains his Dexterity bonus to his AC while running.

Jet Stream (Su): A 2nd level rocket knight gains a limited form of flight. His flight speed is twice his land speed and flying upward takes no more effort than flying horizontally, but his flight must be in a straight line. On his turn, the rocket knight must continue flying at least half his flight speed in the same direction as the last turn, or he falls. He cannot use this ability if he used it on his last turn to fly in a different direction — changing his course requires him to wait one turn between uses of this ability, whether that involves falling, ending his flight on solid ground, hovering with the Jet Setting ability (see below), or flying through some other means. The rocket knight can use the run action while flying. He cannot use this ability while carrying a heavy load.

Evasion (Ex): At 2nd level and higher, a rocket knight can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rocket knight is wearing light armor or no armor. A helpless rocket knight does not gain the benefit of evasion.

Rush In (Su): At 2nd level, a rocket knight gains a bonus equal to his rocket knight level on checks to overrun an enemy. He also adds his rocket knight level as a bonus to attack rolls and damage rolls when making a charge.

Jet Setting (Su): At 3rd level, a rocket knight can hover in the air. Movement is slow with this ability, as he can only take a 5-foot step each turn, but he may take that step upward or downward. He cannot use this ability while carrying a heavy load.

Escape Velocity (Su): A 3rd level rocket knight can use his fiery thrust to break free from opponents. He gets a bonus equal to his rocket knight level on checks to escape a grapple, and he deals 2d4 fire damage to the grappler regardless of whether the escape attempt succeeds or fails.

Rocket Kick (Su): A 3rd level rocket knight gains Improved Unarmed Strike as a bonus feat, and he can make unarmed attacks with his feet even when his hands are full. The rocket knight's kick attacks deal an additional +2d4 fire damage, and he deals 2d4 fire damage to a target when he uses his foot to make a bull rush attempt against them, whether the attempt is successful or not.

Jet Wash (Su): At 4th level, a rocket knight gains a swim speed equal to his land speed (including the bonus from jet skate), and he can use his supernatural abilities from this class while underwater.

Phoenix Kick (Su): At 4th level, a rocket knight can perform a sweeping kick that bathes his enemies in fire. This attack takes a full-round action, and deals 2d4 fire damage per character level, divided evenly (round down) among any number of adjacent creatures. Targets can attempt a Reflex save (DC 10 + 1/2 character level + Dexterity modifier) for half damage. If the rocket knight only chooses a single target, that target takes only half damage (or one quarter damage on a successful save).

Timeless Flight (Su): A 4th level rocket knight gains the ability to travel long distances at blazing speeds. The rocket knight chooses a destination, then must spend a minute focusing and charging his energy before launching into the sky in a wide arc. He flies at a speed of 60 miles per hour (600 ft. per round). Landing is imprecise with the amount of energy involved, so the rocket knight arrives 1d4-1 miles in a random direction away from his exact destination. He can take no actions while traveling except to stop his flight prematurely, in which case he continues traveling in the same direction for 2d4 rounds before he can act normally again. A rocket knight and his destination must be under the open sky to use this ability, and he must not be carrying a heavy load.

Jetlike Reflexes (Su): At 5th level, a rocket knight can jerk away from danger with alarming speed. As an immediate action, the rocket knight may take a 5-foot step if he succeeds at a Dexterity check (DC 15). Failing this Dexterity check costs him his immediate action, but provides no benefit.

Tamed Fire (Ex): A 5th level rocket knight gains fire resistance 20.






NEW FEAT:

[Fire In The Blood]
Prerequisites: Cha 11.
Benefit: You gain the following spell-like abilities: 1/day — Burning Hands, Flare, and Spark. The caster level for these effects is equal to your character level. The DC for these spells is equal to 10 + the spell's level + your Charisma modifier.
__________________


Last edited by Midwoka : 09-29-2012 at 02:27 AM.
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Old 09-30-2012, 10:54 PM   Top  -  End  -  #10
ErrantX
Ogre in the Playground
 
 
Join Date: Oct 2007
Location: 
Midwest City, OK
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VII - Saturday Morning Nostalgia

The Iron Man
Picture removed because of new forum rules. MEH.Antonius the Invcible, an Iron Man

The heavily armored cavalier, the armored knight, the battle-hardened fighter, the staunch paladin. What do all of these men and women have in common? They often wear the heaviest armor available to them to protect themselves in battle against their goes so that they may do their job. Then there are those that take the protection available to these esteemed folk and do what a scientist would do: improve upon it. One part engineer, one part artificer, and entirely a warrior, the Iron Man is a being who refuses to see limits on his armor and uses it for the goals that suit his purposes.
Adventures: An Iron Man adventures to test the limits on his armor and often uses it to protect the people he cares about most, his friends and traveling companions. Some attempt to use their armor for more grand purposes, others for darker, but all seek to test their limits and constantly improve their designs.
Characteristics: If there can be said to be one characteristic that set an Iron Man apart from another warrior is the confidence (bordering on arrogance) that he possesses with his armor. Knowing that this armor is a part of who he is and it is the culmination of all of his work, the Iron Man has extreme self-confidence in his own abilities. If he did not, he would not survive for for long.
Alignment: Any. Any walk of life can be an Iron Man.
Religion: Any. No religion specifically cleaves with the path of the Iron Man, some are paladins of their faiths, others are atheists who believe in their own ingenuity.
Background: All Iron Men have a background in engineering and armorsmithing, with a knowledge of metallurgy and some knowledge of the arcane sciences. Beyond there, no common thread lies between them.
Races: Humans, gnomes and dwarves are the most likely to follow the path of the Iron Man. The dwarves and gnomes with their skills of the forge and imagination, and human kind due to their irrepressible natures. Of the monstrous races, goblins and kobolds occasionally produce Iron Men.
Other Classes: Fighters and wizards find common ground with Iron Men and can find much to share with each other. Paladins can find agreement with them provided they have similar goals.
Role: Iron Men work best when in a defensive role, protecting their allies with their abilities. They work well in offensive roles as well, when specializing in overwhelming firepower.

GAME RULE INFORMATION:
Abilities:
Intelligence is a highly valued attribute as it determines the power of the character's armor modification saving throws and skill points. Physical attributes have their place, but eventually the armors beget their own physical power so only Constitution remains incredibly relevent for additional hit points.
Starting Age: As wizard.
Starting Gold: As rogue.

Hit Die: d8
Skills: Iron Men have access to the following skills: Appraise (Int), Craft (Int), Disable Device (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Intelligence modifier.


The Iron Man
LevelBABFort SaveRef SaveWill SaveSpecialModifications
1st
+0
+0
+0
+2
Repulsers 1d6, battery, 1st suit3 (least)
2nd
+1
+0
+0
+3
Armor +14
3rd
+2
+1
+1
+3
Repulsers 2d65
4th
+3
+1
+1
+4
Armor training 1, bonus combat feat5
5th
+3
+1
+1
+4
Repulsers 3d6, 2nd suit6
6th
+4
+2
+2
+5
Armor +2, Master Craftsman6
7th
+5
+2
+2
+5
Repulsers 4d67
8th
+6
+2
+2
+6
Construct armor, armor training 28 (lesser)
9th
+6
+3
+3
+6
Repulsers 5d6, 3rd suit9
10th
+7
+3
+3
+7
Modular armor, armor +39
11th
+8
+3
+3
+7
Repulsers 6d6, bonus combat feat10
12th
+9
+4
+4
+8
Extremis, armor training 310
13th
+9
+4
+4
+8
Repulsers 7d6, 4th suit11
14th
+10
+4
+4
+9
Armor +412 (greater)
15th
+11
+5
+5
+9
Repulsers 8d613
16th
+12
+5
+5
+10
Armor training 413
17th
+12
+5
+5
+10
Repulsers 9d6, 5th suit14
18th
+13
+6
+6
+11
Armor +5, bonus combat feat14
19th
+14
+6
+6
+11
Repulsers 10d615
20th
+15
+6
+6
+12
Extremis armor, armor training 516

Class Features:
All of the following are class features of the Iron Man.

Weapon and Armor proficiencies: Iron Men are proficient in the use of all simple weapons one handed martial melee weapons, as well as the use of all armor and bucklers.

Armor Modifications (Su): An Iron Man does not prepare or cast spells as other wielders of arcane or divine magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as armor modifications that require him to focus the energy that suffuses his armor to achieve wondrous mechanical effects. An Iron Man can use any modification he has installed at will, with the following qualifications:

A Iron Man’s mods are magical special armor abilities; treat them as if they were part of the armor and do not function if the armor does not function. An Iron Man's initiator level with his armor modifications is equal to his Iron Man level.

The save DC for an armor modification (if it allows a save) is 10 + equivalent spell level + the Iron Man's Intelligence modifier. Since supernatural abilities are not actually spells, an Iron Man cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat.

The three grades of armor mods, in order of their relative power, are least, lesser, and greater. An Iron Man begins with knowledge of three armor mods, which must be of the lowest grade (least). As an Iron Man gains levels, he learns new mods, as summarized on the class progression table and described below. A list of available mods can be found following the class description, and a complete description of each armor mod can be found at the end of this document.

Armor mods and levels in Iron Man do not count as caster levels to qualify for prestige classes or feats. However, Iron Man levels do count as full martial initiator levels should the character multiclass into a martial adept class as armor mods use an initiator level to determine their strength and effectiveness.

Repulsers (Su): The chief weapon of the Iron Man, the repulser is a magical augmentation made to the character's armor that fires forth a concussive blast of arcane energy. This blast has a partially physical effect that causes physical damage to the target of the attack as bludgeoning damage (and thus is also subject to damage reduction against physical attacks). The Iron Man may summon this energy to his hands at a moment’s notice, allowing him to channel his power through blast of energy as a ranged attack with a range of 40ft. The character must make a ranged attack to use this ability and it can be used to make all attacks on a full attack action, and may add his armor's enhancement bonus as a bonus to attack rolls. The Iron Man's repulsers may not be combined with any other special ability (such as martial maneuvers) unless specifically mentioned (such as repulser shape and repulser energy armor modifications). The repulsers inflicts 1d6 points of bludgeoning damage at 1st level, and it increases by 1d6 points of damage every odd level (to a maximum of +10d6 at 19th level) and scores a critical threat on a natural 20 and inflicts x2 damage on a confirmed critical. This is a supernatural ability and is not subject to spell resistance. Creatures with damage reduction may apply this to the damage inflicted by this ability.

Suits: At 1st level, the character has forged for himself a masterwork suit of armor, that being a breast plate, suit of half-plate or full plate, to which he attaches his armor modifications and uses his blue prints through. An Iron Man can only utilize armor modifications while wearing his armor, when not wearing it he has no access to either ability. Additionally, a suit of armor may only have a number of modifications equal to its armor bonus. The Iron Man may make additional suits at 5th, 9th, 13th, and 17th levels and use different modifications to build each individual suit. Finally, these suits of armor are far more complicated than a standard suit of armor, so double the time involved to don this armor from the base armor if donned alone, and may not be donned hastily.

Battery: By condensing and distilling ambient arcane energies and caging it in a shell of metal and glass, the Iron Man can use this battery to power his armor and the modifications that he wields through it. As the character advances in level, his ability to fine tune his battery improves and allows for him to cage more and more energy for his use. The character's base battery pool is equal to 5 + the character's Intelligence modifier, and he gains two more battery per class level after first level. These battery pools are limited to each suit, so if the Iron Man has four suits, then he has a separate battery pool for each suit of armor he maintains.

Armor: The Iron Man becomes quite skilled at manipulating his armor, granting it a magical enhancement bonus to increase its protective abilities. Starting at 2nd level gains a +1 enhancement bonus to all suits of armor, and this bonus increases by +1 every four class levels.

Armor Training (Ex): Starting at 4th level, an Iron Man learns to be more maneuverable while wearing his armor. Whenever he is wearing his armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (8th, 12th, 16th, and 20th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, an Iron Man can also move at his normal speed while wearing medium armor. At 8th level, an Iron Man can move at his normal speed while wearing heavy armor.

Bonus Combat Feat: At 4th level, and again at 11th and 18th level, the Iron Man gets a bonus combat feat of his choice. He must meet all prerequisites for this feat to select it.

Master Craftsman: At 6th level, the Iron Man gains the Master Craftsman feat as a bonus feat, even if does not meet the prerequisites of the feat. He may treat his class level as his skill ranks for Craft checks to use this feat.

Construct Armor: The fantastic suits of armor designed by the Iron Man have surpassed standard suits of armor, having their own systems of mechanical muscles and their own resilience that exceeds standard armor beyond all simple armor that anyone could simply forge in a blacksmith's shop; his armors become almost alive. Suits of class specific armor that are forged by the Iron Man all have the traits of a creature with the construct type (with an Intelligence of 0 and a Wisdom and Charisma score of 8) and may be affected as such while being worn or if left unattended. Any suit of armor that is constructed as part of this class has a base hit point total equal to twice the character's class level plus his Intelligence modifier. When worn, these hit points are added to the character's total hit points as temporary hit points that may be replenished by any ability that would repair or restore a construct. Additionally, the armor has a base Strength score of 18 and a base Dexterity of 14; while in the armor, the character uses these attributes if they equal to or exceed the character's base stats; modifications that improve the character's physical abilities improve upon these base attributes from this level on.

Modular Armor (Ex): The Iron Man develops a super-heavy form of his armor to take on extreme targets that require additional firepower at the cost of maneuverability and battery power. This super-heavy armor may be attached to a single suit of armor that is then designated as the character's favored armor. The character becomes a Large-sized creature (with the summary benefits and penalties of this size increase) while this Modular Armor is in effect, and gains a +8 size bonus to Strength, a -2 size penalty to Dexterity, increases the suit's armor bonus to AC by +4, two slam attacks that inflicts 2d6 plus Strength modifier damage, and has access to an additional four armor mods of the character's choosing at the time of construction (these may be changed once when the character gains access to greater armor mods). While Modular Armor is being worn, the character has access to any armor mods that his favored suit of armor has access to, but he cannot access blue prints that do not have a target of self only. Additionally, the strain of using Modular Armor drains the character's battery reserve, costing the character ten points of battery power to fuel the armor's abilities once donned, and the character is fatigued after using it for 1d4 hours.

Extremis (Su): The character's constant tinkering and manipulation of his marvelous armors have gifted the Iron Man with a marvelous psychic talent to communicate with his armor and other constructs. The character may make a Knowledge (engineering) check as if he were making a Diplomacy check with his armor or a construct, even if it is unintelligent (influencing them as if they had an Intelligence score of 8 if their Intelligence is 3 or lower). Additionally, with the power of Extremis he may don one of his armors a full round action if he is capable of touching, calling the armor to assemble itself around him at a simple thought. The character may also use Extemis to influence intelligent magical items, being able to substitute his initiator level for his Will save on Ego checks to resist the item's influence if he chooses to.

Extremis Armor (Ex): At 20th level, the Iron Man has found a secret to break down a chosen suit of armor to store it in the hollows of his very bones, being able to call it into being over his body with a simple thought. The character selects one suit of armor to be his chosen suit of favored armor and once chosen, this choice cannot be unmade. The character is so profoundly by this change that a myriad of changes occurs to both him and his armor. The character may call this favorite suit of armor over his body as a move action, and his armor benefits from spells of the healing subschool at half effectiveness. The Iron Man gains the benefits of the Endurance feat and a +4 bonus to Fortitude saves, as the mechanical inner workings of his body allows him to soldier on without fear of his biology failing him. The construct armor's base attributes improve to 22 Strength and 16 Dexterity at a base as well, as the armor becomes more like humanoid musculature instead of external servos. This favorite suit of armor may also absorb the additional armaments from the Modular Armor class feature, but he permanently may add an additional armor modification to to the favored suit, exceeding its given limit by one.


PLAYING AN IRON MAN:

Iron Men fill the role of the striker and defender, and best find themselves in those roles. They have excellent defensive abilities that allow them withstand a great deal of damage, and they do well with their repulsers and physical might. The skills you learn and the mods selected for various suits of armor will help you customize what areas you will excel at and what abilities you will bring to the table. When in the role of the striker, the Iron Man chooses new ways to use his repulsers and gathers enhancements to it, or he picks up ballistic equipment and choose to go for more direct sorts of damage as a walking firearms platform. Others could use their armor for more clandestine purposes and build a suit for stealth missions, or make suits for varying environments.
Combat: With fists and repulsers, the Iron Man is a capable combatant, even with his moderate base attack bonus. His knowledge and ability to build different suits of armor for difference situations, as well as the modifications he can build into them make him a very versatile character who can fill either a front line role, taking hits and dishing out punishment, or as more of a long range character to support his front line. Specialization is key with the Iron Man, as mastering your role will only help you in the long run.
Advancement: The Iron Man benefits most from staying single classed or multiclassing into a class that utilizes an initiator level. That being said, the magus can find a home with the Iron Man class as well with multiclassing, bringing their spell strike abilty to the table with their arcana, but may find issue when attempting to cast their spells while wearing the restrictive armor unless specially made.
Resources: The one thing an Iron Man will always need is money, so resources become very important in the creation of more suits and in maintaining them. Finding friends with money or finding good employment is key, if strong personal wealth is not an option.

IRON MEN IN THE WORLD
“'Iron Man'. That's kind of catchy. It's got a nice ring to it.”
- Antonius the Invincible


Iron Men are a mystery to the world largely, having surpassed what normal magical armor can do by making it a lifestyle choice. They are engineers, scientists, thinkers, and dreamers who make their theories and dreams come alive in the form of iron and steel and even in some more exotic materials. While without their armor they are limited in their ability to perform at the same level as fighters or wizards, he may make up for his physical loss of prowess by the sharpness of his mind. Above all, Iron Men think on their feet and let their minds be the most powerful tool at their disposal, armor or not.

All Iron Men come from a background of need, one does not simply build a suit of fantastic armor on a lark. Most have some sort of reason, be it personal or more altruistic, for why they built their first suit of invincible armor and found the call to battle in it.
Daily Life: Your average Iron Man is likely to be spending the majority of his day being fairly mundane, outside of his armor and seeing to his day to day life. He spends time tinkering in his workshop or armory, building armor and upgrading his. He may build suits of armor for his friends and allies, but reserves his fantastic suits of battle armor for his own use, and rarely lets it out of his sight. Many are professional types as metallurgists or engineers, others are simple blacksmiths who have gone beyond mere forging of iron horseshoes.
Notables: Iron Men call attention where ever they go, their armor cannot help but bring notice. Some simply go by appellations and do not reveal their identities, but others relish the attention that their armor brings them. Antonius the Invincible is a well known Iron Man, having made a name for himself for being a one man peacekeeping force for his homeland and a notorious womanizing engineer before joining with a team of adventurers to combat threats that could reach global scale. Conversely, a villainous Iron Man known only as the Iron Monger is a force of destruction that pilots a behemoth of metal fury with a suit of adamantine plates and steam-belching armaments that terrorizes a kingdom before someone drives him away to make his repairs and rise again another day.
Organizations: There is no true organization of Iron Men in the world, some work with teams to help them or provide aid to nations, or they simply adventure with other like minded individuals. While there is no true organization, there are some groups that do arise with like circumstances or similar discoveries, where the equipment perhaps has things in common or where they follow a similar philosophy. The Steel Brotherhood is a group of Iron Men that build suits of like armors that protect the interests of science and technology. Then there are the Generator Knights, a group of Iron Men who have become infected by the machine plague who are able use their mods with their Modifications, becoming one with their fantastic armor. Finally, a group of misfit Iron Men that have learned to harness the fury of the sky in their forging hammers, calling themselves Thunderers, and they eschew the use of repulsers in favor of their forge implements.

----

FEATS

Extra Armor Modification [General]
You have had a spontaneous burst of inspiration, gaining the knowledge of another modification.
Prerequisites: Ability to use lesser armor mods, Knowledge (engineering) 5 ranks.
Benefit: You learn another armor mod of any level of you capable of using.
Special: This feat may be taken multiple times for additional armor mods.

Extra Suit [General]
You have built another powerful suit of invincible armor.
Prerequisites: Iron Man class level 12th, Craft (armorer) 12 ranks, Knowledge (engineering) 10 ranks.
Benefit: You have another suit of armor to build and modify.

Flight Mastery [General]
You have mastered your repulser flight abilities and an aerial expert.
Prerequisites: Repulser flight armor modification, Fly 10 ranks
Benefit: On a suit of armor that has the repulser flight modification installed, the character's flight speed increases by 20ft and his maneuverability improves from average to good.

Lend Armor [General]
You can lend one of your fantastic suits to another with the proper training.
Prerequisites: Two or more suits of armor
Benefit: You may lend one of your suits of armor to an ally with heavy armor proficiency to use its fantastic abilities. If the character has Iron Man levels, he can use this armor without penalty and uses his initiator level to determine its effects, but your Intelligence modifier for saving throws. If the character does not have Iron Man levels, he suffers a -2 penalty on d20 checks while wearing the armor, and his initiator level is equal to half of his total character levels.


IRON MAN ARMOR MODIFICATIONS
Iron Men choose the armor mods they learn as they gain levels, much like warlocks choose which invocations to learn. However, an Iron Man's repertoire is even more limited than that of a sorcerer, and his mods are supernatural abilities, not spells.

In addition to its grade (least, lesser, or greater), every modification has a spell level equivalent, which is used in the calculation of save DC’s and for other purposes. A least modification has a level equivalent of a 2nd level spell; a lesser 4th, greater 6th. The level equivalent for each modification is given in its description below. In the case where a modification may replicate a spell, use the Iron Man's initiator level in place of a caster level.

Least Modifications
Spoiler


Lesser Modifications

Spoiler


Greater Modifications
Spoiler
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Last edited by ErrantX : 10-11-2012 at 04:21 PM.
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Old 10-01-2012, 10:01 AM   Top  -  End  -  #11
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