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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 11-01-2012, 11:29 AM   Top  -  End  -  #1
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

On the Origin of Species



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


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


~~~~~~~~~~


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

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

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

Rules

1. You will be creating an original Base Class or Monster or Prestige Class or Race that is themed around the concepts of prehistory, primeval environs or evolution in general. This could take the form of a base class that gains mystic strength from bone fetishes, a prestige class that has an animal companion and both individuals slowly devolve to more primitive, powerful forms, a monster that fossilizes living things by breathing upon them or a race of mammoth people.

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

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

5. Only one entry is allowed per participant.

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

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

-*-*-*-
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Last edited by Tanuki Tales : 11-12-2012 at 08:13 PM.
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Old 11-01-2012, 11:30 AM   Top  -  End  -  #2
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

Base Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

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


CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+x
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2nd
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10th
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20th
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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 11-01-2012, 11:31 AM   Top  -  End  -  #3
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

Name

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

Defenses

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

Offenses

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

Statistics

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

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

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

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Old 11-01-2012, 11:32 AM   Top  -  End  -  #4
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

Prestige Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

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


CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+x
+x
+x
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Class Ability
2nd
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Class Ability
3rd
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10th
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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 11-01-2012, 11:35 AM   Top  -  End  -  #5
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

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

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

Adventurers: Reasons members of the race take up adventuring.

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

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

---

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

---

Random Starting Ages
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 11-12-2012, 08:48 PM   Top  -  End  -  #6
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
Location: 
Australia
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

Returner of Old

Put an image of your class here!

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

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

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

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

Hit Die: d6

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

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

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


CLASS NAME
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+x
+x
+x
+x
Class Ability
2nd
+x
+x
+x
+x
Class Ability
3rd
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+x
+x
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Class Ability
4th
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Class Ability
5th
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6th
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Class Ability
7th
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Class Ability
8th
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+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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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 11-13-2012, 09:49 PM   Top  -  End  -  #7
Kane0
Barbarian in the Playground
 
 
Join Date: Nov 2011
Location: 
Waterdeep
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

Quirksteed

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

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

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

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

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

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

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

For the DM: Quirksteeds are strong-willed and somewhat overconfident, but noticeably less so when encountered on their own or in smaller numbers. If an opponent withstands their first few attacks they may simply turn and run, confident they can find an easier meal elsewhere. They usually only use their tail slap on opponents attempting to circle around them and reserve their clawed legs for their trample attacks unless a meal is being particularly stubborn.
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Old 11-23-2012, 03:07 PM   Top  -  End  -  #8
Tanuki Tales
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Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

With one week left in the competition, I call you back from the depths of the forum my child!
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Old 11-27-2012, 08:50 PM   Top  -  End  -  #9
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

This contest is hereby extended until December 7th, 2012!
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Old 11-28-2012, 12:10 AM   Top  -  End  -  #10
tallonRook
Orc in the Playground
 
Beholder
 
Join Date: Mar 2012
Location: 
Land of Snow and Tunnels
Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

The Shaman

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

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

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

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

SHAMAN
LevelBABFortRefWillSpecial 1st2nd3rd4th5th6th7th8th9th
1st+0+2+0+2Totem Bond, Totem Companion, Orisons3
2nd+1+3+0+3Totem Spell4
3rd+2+3+1+3 5
4th+3+4+1+4Wild Shift63
5th+3+4+1+4Totem Boon64
6th+4+5+2+5Totem Spell653
7th+5+5+2+5 664
8th+6/+1+6+2+6Totem Spell6653
9th+6/+1+6+3+6Totem Boon6664
10th+7/+2+7+3+7Totem Spell66653
11th+8/+3+7+3+7 66664
12th+9/+4+8+4+8Totem Spell666653
13th+9/+4+8+4+8Half Shift666664
14th+10/+5+9+4+9Totem Spell6666653
15th+11/+6/+1+9+5+9 6666664
16th+12/+7/+2+10+5+10Totem Spell66666653
17th+12/+7/+2+10+5+10Totem Boon66666664
18th+13/+8/+3+11+6+11Totem Spell666666653
19th+14/+9/+4+11+6+11 666666664
20th+15/+10/+5+12+6+12Totem Perfection666666666

All of the following are class features of the shaman.

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

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

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

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

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

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

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

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

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

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

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


Shaman Spells Known
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Totem Bonds

Feather Totem
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Fur Totem
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Horn Totem
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Fierce Totem
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Quick Totem
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Trickster Totem
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Last edited by tallonRook : 12-06-2012 at 11:07 PM.
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Old 12-04-2012, 12:03 PM   Top  -  End  -  #11
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

Going to give this one last bump before the end.
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Old 12-05-2012, 01:31 PM   Top  -  End  -  #12
grimgrin
Pixie in the Playground
 
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Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species


Atavist

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

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

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


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

Random Starting Ages
Adulthood
Intuitive
Self-Taught
Trained
13 years
+1d3
+1d4
+1d6

Aging Effects
Middle Age
Old
Venerable
Maximum Age
30 years
60 years
90 years
+1d10 years

Random Height and Weight
Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
2'0"
+3d6
20 lb.
× (3d6) lb.
Female
2'0"
+2d6
20 lb.
× (2d6) lb.
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Last edited by grimgrin : 12-05-2012 at 04:22 PM.
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Old 12-08-2012, 12:50 PM   Top  -  End  -  #13
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default Re: GiTP Pathfinder Grab Bag Competition IX - On the Origin of Species

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