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Old 10-01-2012, 10:11 AM   Top  -  End  -  #1
Tanuki Tales
Ogre in the Playground
 
 
Join Date: Nov 2009
Gender: Male
Default GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

Fear Itself



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


~~~~~~~~~~


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

A poll will be opened shortly after the closing of the contest and everyone on the Playground will have the chance to vote until the 7th of November. You will be casting four votes, one for what you believe deserves first, second and third places and one for the entry you believe would most likely see play (either in a game you would DM/GM or in a game you yourself would play in) [Both types of votes may be for the same entry.]

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

Rules

1. You will be creating an original Base Class or Monster or Prestige Class or Race that is themed around either a specific fear (such as Arachnophobia or Agoraphobia) or around the concept of fear itself. An entry could take the form of a base class that manipulates the perception of heights, a prestige class that turns the character into a supernatural clown, a monster made up of the stolen teeth of those it assaulted or a base race of parasites.

2. Your entry must be entirely complete. Incomplete contest entries will be disqualified upon the closing deadline of the contest.
2a. Base and Prestige classes must have a name, completed class, and fluff for both combat and roleplaying purposes.
2b. Monsters must have a name, completed stat-block, physical description, and ecology if any. Templates may be submitted as entries but will be judged based upon the example creature (which must be a previously statted NPC creature from the PSRD). A pre-application and post-application version of the creature must be included for comparison (a link to the NPC on the PSRD will suffice for pre-application).
2c. Races must have a name, completed racial traits and fluff for both combat and roleplaying purposes.
3. Entries must be Pathfinder, using the formats provided below. Using the provided formats is not a strict requirement but it makes reading and judging easier and may impact your chances in the contest if you deviate from it. You may "gussy up" your entries as you see fit as long as they are still comprehensible.

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

5. Only one entry is allowed per participant.

6. Entries submitted must be original works that were created for this contest and this contest alone. Submitting plagiarized or previously posted work will result in said entry being automatically disqualified and may lead to inability to compete in this contest from then on.
6a. Entries submitted to this contest may not be posted in a separate thread or format until the contest has come to a close. Any entries that are discovered to have been posted elsewhere during the contest's duration (such as to garner further attention and critiques) will be automatically disqualified.
7. You may not reserve a post for an entry you plan to submit. You are more than allowed to tweak and edit your entry after it has been submitted (up until the deadline is reached) but the basic layout of your entry must be complete.

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

-*-*-*-
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Last edited by Tanuki Tales : 10-01-2012 at 10:16 AM.
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Old 10-01-2012, 10:12 AM   Top  -  End  -  #2
Tanuki Tales
Ogre in the Playground
 
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

Base Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

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


CLASS NAME
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):



Spoiler
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Old 10-01-2012, 10:13 AM   Top  -  End  -  #3
Tanuki Tales
Ogre in the Playground
 
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

Name

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

Defenses

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

Offenses

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

Statistics

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

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

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

Spoiler
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Old 10-01-2012, 10:14 AM   Top  -  End  -  #4
Tanuki Tales
Ogre in the Playground
 
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

Prestige Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

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


CLASS NAME
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):


Spoiler
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Old 10-01-2012, 10:15 AM   Top  -  End  -  #5
Tanuki Tales
Ogre in the Playground
 
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

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

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

Adventurers: Reasons members of the race take up adventuring.

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

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

---

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

---

Random Starting Ages
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.
× (X) lb.
Female
X'Y"
+XdY
X lb.
× (X) lb.


Spoiler
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Old 10-06-2012, 10:19 AM   Top  -  End  -  #6
Tanuki Tales
Ogre in the Playground
 
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

This contest is hereby extended until 11/3/2012
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Old 10-07-2012, 01:37 AM   Top  -  End  -  #7
Kane0
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Join Date: Nov 2011
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Waterdeep
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Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

The Fearmonger

Spoiler


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

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

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

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

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

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting or Psionics
1st +0 +2 +0 +2 Fear Aura, Lingering Fear 1 
2nd +1 +3 +0 +3 Feed on Fear +1, Fear Immunity+1 level of existing spellcasting or manifesting class
3rd +2 +3 +1 +3 Transfer Fear, Lingering Fear 2 
4th +3 +4 +1 +4 Feed on Fear +2+1 level of existing spellcasting or manifesting class
5th +3 +4 +1 +4 Fear for the Fearless, Lingering Fear 3 
6th +4 +5 +2 +5 Feed on Fear +3+1 level of spellcasting or manifesting existing class
7th +5 +5 +2 +5 Intense Fear, Lingering Fear 4 
8th +6 +6 +2 +6 Feed on Fear +4+1 level of spellcasting or manifesting existing class
9th +6 +6 +3 +6 Paralyzing Fear, Lingering Fear 5 
10th +7 +7 +3 +7 Feed on Fear +5, Mind-Killing Fear+1 level of existing spellcasting or manifesting class

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

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

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

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

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

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

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

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

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

Mind-Killing Fear (Su.)
As a standard action, the Fearmonger can target any one creature within the range of his Fear Aura and under the effects of a fear condition. The targeted creature must succeed on a Will Save (DC = 10 + 1/2 Character level + Cha mod) or die.
If the target is immune to instant death, they instead become permanently Confused, as per the Insanity spell.
This ability is usable Charisma modifier times per day (minimum 1).
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Last edited by Kane0 : 10-15-2012 at 09:42 PM.
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Old 10-14-2012, 11:25 AM   Top  -  End  -  #8
Tanuki Tales
Ogre in the Playground
 
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

Giving this foul beast a bump since we're three weeks in with only one entry.
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Old 10-14-2012, 02:21 PM   Top  -  End  -  #9
Mathias1313
Pixie in the Playground
 
Join Date: Aug 2011
Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

Fear Eater

Put an image of your class here!

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

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


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

Alignment: Any.

Hit Die: d8

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

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


Fear Eater
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialManifesting
1st
+0
+0
+1
+1
Dread Abilities, Frightful Nourishment, Vessel of Dread
-
2nd
+1
+1
+1
+1
Spectral Caress, Terror+1 level of Existing Class
3rd
+2
+1
+2
+2
Maw of Nigtmares+1 level of Existing Class
4th
+3
+1
+2
+2
Fear-Fuelled Presence, Terror+1 level of Existing Class
5th
+3
+2
+3
+3
Frightful Nourishment+1 level of Existing Class
6th
+4
+2
+3
+3
Swarming Horror, Terror+1 level of Existing Class
7th
+5
+2
+4
+4
Maw of Nightmares
-
8th
+6
+3
+4
+4
Ascended Terror, Terror+1 level of Existing Class
9th
+6
+3
+5
+5
Unchained Horror+1 level of Existing Class
10th
+7
+3
+5
+5
Frightful Nourishment, Terror+1 level of Existing Class

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

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

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

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

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

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

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

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

Last edited by Mathias1313 : 10-14-2012 at 02:26 PM.
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Old 10-14-2012, 11:21 PM   Top  -  End  -  #10
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
Location: 
Australia
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

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

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

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

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

Hit Die: d6.

Starting Gold: As Druid.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The Swarm
Spoiler


One Of Many
Spoiler


Living Nest Template
Spoiler
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Last edited by Milo v3 : 10-30-2012 at 05:15 PM.
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Old 10-24-2012, 10:09 AM   Top  -  End  -  #11
Tanuki Tales
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Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

With one week left, I bid you oh terrible behometh of 'brew, rise from your sleep!
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Old 11-02-2012, 10:42 AM   Top  -  End  -  #12
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Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

This contest is hereby extended until 11/10/2012
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Old 11-09-2012, 12:00 PM   Top  -  End  -  #13
Tanuki Tales
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Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

With two days left, here's another bump.
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Old 11-11-2012, 12:04 AM   Top  -  End  -  #14
Tanuki Tales
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Default Re: GiTP Pathfinder Grab Bag Competition VIII - Fear Itself

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

First Place goes to the Living Hive


Second Place goes to the Fearmonger


Congratulations to the winners.
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