LordErebus12
2012-08-16, 12:33 AM
Colossi
http://i.imgur.com/enBv1.jpg
Colossi are strange creatures, they occur at random, turning the person into an enigma and outsider to their normal societies. Think twice, these are not rock golems, though they share many physical similarities with them. The colossi are born from earth elemental bloodlines but can occur at random. These are not mindless constructs, they are real living characters who have begun the change into something akin to Earth Elementals.
Favored Class: I'd say that the Oread or Goliath races would have this class as an alternative favored class.
Role: Colossi excel at combat—resisting their enemy’s spells and attacks, controlling the flow of battle, and surviving such sorties through extreme constitution. Their toughness and size makes them opposing foes.
Preferred Abilities: Con (Health, Class Abilities, Saves), Str (Combat, Carrying Capacity) and Dex (AC, Reflexes).
Alignment: Any.
Hit Die: d12.
Class Skills
The colossi's class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex) and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.
{table=head]{colsp=6}Table: Colossi Class
Level| BAB | Fort| Ref |Will| Special
1st |+1 |+2 |+0 |+2 |Your Magic Is Weak, Improved Unarmed Strike
2nd |+2 |+3 |+0 |+3 |Stone’s Grace
3rd |+3 |+3 |+1 |+3 |Strength Surge
4th |+4 |+4 |+1 |+4 |Enlarge Self (3/Day)
5th |+5 |+4 |+1 |+4 |Magic Resistance (8+)
6th |+6 |+5 |+2 |+5 |Drop, Knockback
7th |+7 |+5 |+2 |+5 |Powerful Blows
8th |+8 |+6 |+2 |+6 |Enlarge Self (5/Day)
9th |+9 |+6 |+3 |+6 |Stone Skin, Internal Fortitude
10th |+10 |+7 |+3 |+7 |Magic Resistance (10+)
11th |+11 |+7 |+3 |+7 |Improved Drop
12th |+12 |+8 |+4 |+8 |Enlarge Self (7/Day)
13th |+13 |+8 |+4 |+8 |Mighty Swing
14th |+14 |+9 |+4 |+9 |Growth, Earthen Camouflage
15th |+15 |+9 |+5 |+9 |Magic Resistance (12+)
16th |+16 |+10 |+5 |+10 |Enlarge Self (9/Day)
17th |+17 |+10 |+5 |+10 |Indestructible
18th |+18 |+11 |+6 |+11 |Magical Immunity
19th |+19 |+11 |+6 |+11 |Timeless Body
20th |+20 |+12 |+6 |+12 |Enlarge Self (11/Day), This is Permanent
[/table]
Class Features
All of the following are class features of the colossi.
Weapon and Armor Proficiency: a colossi is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
1st - Your magic is weak (Ex): A colossi gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the colossi has attained.
1st - Improved Unarmed Strike: the colossi gains improved unarmed strike as a bonus feat.
2nd - Stone’s Grace (Su): a colossi gains a bonus equal to half her Constitution modifier (if any) on all saving throws.
3rd - Strength Surge (Ex): the colossi adds her level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This ability is used as an immediate action. This ability can only be used 3 + Constitution modifier per day.
4th - Enlarge Self (Sp): as a full round action, the Colossi begins to grow in size, doubling its height and multiplying its weight by 8. This increase changes the colossi's size category to the next larger one. The colossi gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A Colossi whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This Spell-like ability does not change the colossi's speed. If insufficient room is available for the desired growth, the Colossi attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it.
All equipment worn or carried by the colossi is similarly enlarged by the ability. Melee weapons affected by this spell-like ability deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this ability. Any enlarged item that leaves an enlarged colossi's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this ability.
Multiple magical effects that increase size do not stack, however, the class does increase the size of colossi's form permanently with Colossi's Growth, but these both stack, as does the capstone ability. The colossi can use this spell-like ability in 1 minute intervals, to the maximum of three minutes plus one minute per colossi class level.
5th - Magic Resistance (Su): the Colossi gains spell resistance equal to 8 + half Colossi's level. This increases to 10 + colossi's level at 10th level and finally 12 + colossi's level at 15th level. This spell resistance does not interfere with healing effects or other harmless effects if the colossi chooses.
6th - Drop (Ex): a colossi can avoid damage from many area-effect attacks by dropping prone and hardening its body. If a colossi makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage by falling prone. The colossi also gain a +2 natural armor bonus when prone. Drop can be used in any armor and while wielding a shield. A helpless colossi does not gain the benefit of drop.
6th - Knockback (Ex): Once per round, the colossi can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the colossi’s Strength modifier and is moved back as normal. The colossi does not need to move with the target if successful. This does not provoke an attack of opportunity.
7th - Powerful Blows (Ex): A colossi gains two slam attacks, each inflicting one and a half times its Strength modifier and threatening a critical hit on a 19–20.
9th - Stone Skin (Ex): the colossi's skin hardens, turning chiseled and stone-like. The colossi no longer appears to be a native member of their race, their appearance blurred by the change. The colossi gains DR X / adamantine; where X equals half of the colossi's class level.
Its also noteworthy to remind that pathfinder treats +4 or higher enhancement bonus weapons as overcoming adamantine.
9th - Internal Fortitude (Ex): the colossi becomes immune to the sickened and nauseated conditions.
11th - Improved Drop (Ex): the colossi’s drop ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless colossi does not gain the benefit of improved drop. The Colossi can stand up as a move action as normal, but standing up no longer provokes attacks of opportunity.
13th – Mighty Swing (Ex): The colossi automatically confirms a critical hit. This ability is used as an immediate action once a critical threat has been determined. This ability can be used three + colossi’s Constitution modifier times per day.
14th - Growth (Ex): the colossi's size increases by one step permanently. The colossi can spend a swift action (free action to maintain) to reduce its size back to its normal size before the increase.
14th - Earthen Camouflage (Ex): A colossi gains a +4 stealth bonus when hiding near a lot of rocks or boulders, in mountainous terrain, or when prone. The Colossi can use the Stealth skill to hide in any rocky or mountainous terrain, even if the terrain doesn't grant cover or concealment.
17th - Indestructible (Ex): a colossi is nearly impossible to destroy. A colossi gains fast healing equal to half of its class level. Even if reduced below 0 hit points, its fast healing continues to restore hit points, though the colossi is helpless unless above 0 hit points.
It can only be permanently destroyed if reduced to negative hit points and then decapitated using an adamantine vorpal weapon—alternatively, miracle or wish can be used to slay it while it is at negative hit points.
18th - Magical Immunity (Ex): a colossi becomes immune to any spell or spell-like ability that allows spell resistance. This does not mean the colossi cannot benefit from harmless spells, the colossi can still be buffed and healed by others. Magical Immunity can be suppressed at will to allow useful spells to take effect.
19th - Timeless Body (Ex): a colossi no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the colossi still dies of old age when his time is up.
20th - This is Permanent (Ex): a colossi type changes to Outsider and gains the following subtypes: earth, elemental and native. A Colossi gains the following features:
Size increases by one step once again. This allows medium creatures to reach gargantuan size and allows large creatures to reach colossal size.
Tremorsense 60 ft.
Burrow Speed equal to base speed. The colossi can burrow through solid rock at half speed.
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
colossi no longer need to breathe but they do need to eat and sleep. the colossi can sustain itself on rocks, feeding off material rich veins. The colossi also receives healing from eating gemstones: the Colossi's level + 1d8 per 50 gp in the value of a gemstone.
{table=head]{colsp=2}Table: Knowledge (The Planes) checks
DC| Lore
10 |by the gods! Rock Golem! (false)
15 |It appears to be a unique looking rock golem or a earth elemental of some sort (false)
20 |Its not a golem, the Colossi has an elemental origin rather than a construct origin, but cases of colossi are exceedingly rare and little knowledge is known to you.
25 |the colossi are known to you, some class features you might be aware of are its powerful slam attacks and its size increasing spell-like abilities. They make excellent frontline warriors, often the most opposing foe on the battlefield.
30 |You know many abilities of Collosi and even have met one or two of them. You know that they randomly occuring in bloodlines that have earthen blood, when the Collosi change begins the creature becomes something akin in appearance of a rock golem but still maintain their minds and are not constructs.
[/Table]
Favored Class Options
Oread gain a +1/5 of an additional point to their "Your Magic is Weak" class feature per level taken. Oread Colossi gain improved resistance to magical effects.
Goliath gains a +1/4 of an additional point of Damage Reduction of their "Stone Skin" class feature per level taken. The Lithoderms on such a Goliath Colossi become much thicker and tougher than normal.
Dwarves/Duergar gain a +1/5 of an additional use per day of their "Enlarge Self" class feature per level taken. Dwarves/Duergar are adept at increasing their size (Duergar can do this racially, or so I'm led to believe)
Crys (http://www.giantitp.com/forums/showthread.php?p=13768885)gain a +1/5 of an additional use per day of their "Crystal Rain" class feature per level taken. This is a class ability gained through the Gemsoul Variant, otherwise the favored class bonus grants one additional hp per level gained.
http://i.imgur.com/enBv1.jpg
Colossi are strange creatures, they occur at random, turning the person into an enigma and outsider to their normal societies. Think twice, these are not rock golems, though they share many physical similarities with them. The colossi are born from earth elemental bloodlines but can occur at random. These are not mindless constructs, they are real living characters who have begun the change into something akin to Earth Elementals.
Favored Class: I'd say that the Oread or Goliath races would have this class as an alternative favored class.
Role: Colossi excel at combat—resisting their enemy’s spells and attacks, controlling the flow of battle, and surviving such sorties through extreme constitution. Their toughness and size makes them opposing foes.
Preferred Abilities: Con (Health, Class Abilities, Saves), Str (Combat, Carrying Capacity) and Dex (AC, Reflexes).
Alignment: Any.
Hit Die: d12.
Class Skills
The colossi's class skills are Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex) and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.
{table=head]{colsp=6}Table: Colossi Class
Level| BAB | Fort| Ref |Will| Special
1st |+1 |+2 |+0 |+2 |Your Magic Is Weak, Improved Unarmed Strike
2nd |+2 |+3 |+0 |+3 |Stone’s Grace
3rd |+3 |+3 |+1 |+3 |Strength Surge
4th |+4 |+4 |+1 |+4 |Enlarge Self (3/Day)
5th |+5 |+4 |+1 |+4 |Magic Resistance (8+)
6th |+6 |+5 |+2 |+5 |Drop, Knockback
7th |+7 |+5 |+2 |+5 |Powerful Blows
8th |+8 |+6 |+2 |+6 |Enlarge Self (5/Day)
9th |+9 |+6 |+3 |+6 |Stone Skin, Internal Fortitude
10th |+10 |+7 |+3 |+7 |Magic Resistance (10+)
11th |+11 |+7 |+3 |+7 |Improved Drop
12th |+12 |+8 |+4 |+8 |Enlarge Self (7/Day)
13th |+13 |+8 |+4 |+8 |Mighty Swing
14th |+14 |+9 |+4 |+9 |Growth, Earthen Camouflage
15th |+15 |+9 |+5 |+9 |Magic Resistance (12+)
16th |+16 |+10 |+5 |+10 |Enlarge Self (9/Day)
17th |+17 |+10 |+5 |+10 |Indestructible
18th |+18 |+11 |+6 |+11 |Magical Immunity
19th |+19 |+11 |+6 |+11 |Timeless Body
20th |+20 |+12 |+6 |+12 |Enlarge Self (11/Day), This is Permanent
[/table]
Class Features
All of the following are class features of the colossi.
Weapon and Armor Proficiency: a colossi is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
1st - Your magic is weak (Ex): A colossi gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the colossi has attained.
1st - Improved Unarmed Strike: the colossi gains improved unarmed strike as a bonus feat.
2nd - Stone’s Grace (Su): a colossi gains a bonus equal to half her Constitution modifier (if any) on all saving throws.
3rd - Strength Surge (Ex): the colossi adds her level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This ability is used as an immediate action. This ability can only be used 3 + Constitution modifier per day.
4th - Enlarge Self (Sp): as a full round action, the Colossi begins to grow in size, doubling its height and multiplying its weight by 8. This increase changes the colossi's size category to the next larger one. The colossi gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A Colossi whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This Spell-like ability does not change the colossi's speed. If insufficient room is available for the desired growth, the Colossi attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it.
All equipment worn or carried by the colossi is similarly enlarged by the ability. Melee weapons affected by this spell-like ability deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this ability. Any enlarged item that leaves an enlarged colossi's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this ability.
Multiple magical effects that increase size do not stack, however, the class does increase the size of colossi's form permanently with Colossi's Growth, but these both stack, as does the capstone ability. The colossi can use this spell-like ability in 1 minute intervals, to the maximum of three minutes plus one minute per colossi class level.
5th - Magic Resistance (Su): the Colossi gains spell resistance equal to 8 + half Colossi's level. This increases to 10 + colossi's level at 10th level and finally 12 + colossi's level at 15th level. This spell resistance does not interfere with healing effects or other harmless effects if the colossi chooses.
6th - Drop (Ex): a colossi can avoid damage from many area-effect attacks by dropping prone and hardening its body. If a colossi makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage by falling prone. The colossi also gain a +2 natural armor bonus when prone. Drop can be used in any armor and while wielding a shield. A helpless colossi does not gain the benefit of drop.
6th - Knockback (Ex): Once per round, the colossi can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the colossi’s Strength modifier and is moved back as normal. The colossi does not need to move with the target if successful. This does not provoke an attack of opportunity.
7th - Powerful Blows (Ex): A colossi gains two slam attacks, each inflicting one and a half times its Strength modifier and threatening a critical hit on a 19–20.
9th - Stone Skin (Ex): the colossi's skin hardens, turning chiseled and stone-like. The colossi no longer appears to be a native member of their race, their appearance blurred by the change. The colossi gains DR X / adamantine; where X equals half of the colossi's class level.
Its also noteworthy to remind that pathfinder treats +4 or higher enhancement bonus weapons as overcoming adamantine.
9th - Internal Fortitude (Ex): the colossi becomes immune to the sickened and nauseated conditions.
11th - Improved Drop (Ex): the colossi’s drop ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless colossi does not gain the benefit of improved drop. The Colossi can stand up as a move action as normal, but standing up no longer provokes attacks of opportunity.
13th – Mighty Swing (Ex): The colossi automatically confirms a critical hit. This ability is used as an immediate action once a critical threat has been determined. This ability can be used three + colossi’s Constitution modifier times per day.
14th - Growth (Ex): the colossi's size increases by one step permanently. The colossi can spend a swift action (free action to maintain) to reduce its size back to its normal size before the increase.
14th - Earthen Camouflage (Ex): A colossi gains a +4 stealth bonus when hiding near a lot of rocks or boulders, in mountainous terrain, or when prone. The Colossi can use the Stealth skill to hide in any rocky or mountainous terrain, even if the terrain doesn't grant cover or concealment.
17th - Indestructible (Ex): a colossi is nearly impossible to destroy. A colossi gains fast healing equal to half of its class level. Even if reduced below 0 hit points, its fast healing continues to restore hit points, though the colossi is helpless unless above 0 hit points.
It can only be permanently destroyed if reduced to negative hit points and then decapitated using an adamantine vorpal weapon—alternatively, miracle or wish can be used to slay it while it is at negative hit points.
18th - Magical Immunity (Ex): a colossi becomes immune to any spell or spell-like ability that allows spell resistance. This does not mean the colossi cannot benefit from harmless spells, the colossi can still be buffed and healed by others. Magical Immunity can be suppressed at will to allow useful spells to take effect.
19th - Timeless Body (Ex): a colossi no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the colossi still dies of old age when his time is up.
20th - This is Permanent (Ex): a colossi type changes to Outsider and gains the following subtypes: earth, elemental and native. A Colossi gains the following features:
Size increases by one step once again. This allows medium creatures to reach gargantuan size and allows large creatures to reach colossal size.
Tremorsense 60 ft.
Burrow Speed equal to base speed. The colossi can burrow through solid rock at half speed.
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
colossi no longer need to breathe but they do need to eat and sleep. the colossi can sustain itself on rocks, feeding off material rich veins. The colossi also receives healing from eating gemstones: the Colossi's level + 1d8 per 50 gp in the value of a gemstone.
{table=head]{colsp=2}Table: Knowledge (The Planes) checks
DC| Lore
10 |by the gods! Rock Golem! (false)
15 |It appears to be a unique looking rock golem or a earth elemental of some sort (false)
20 |Its not a golem, the Colossi has an elemental origin rather than a construct origin, but cases of colossi are exceedingly rare and little knowledge is known to you.
25 |the colossi are known to you, some class features you might be aware of are its powerful slam attacks and its size increasing spell-like abilities. They make excellent frontline warriors, often the most opposing foe on the battlefield.
30 |You know many abilities of Collosi and even have met one or two of them. You know that they randomly occuring in bloodlines that have earthen blood, when the Collosi change begins the creature becomes something akin in appearance of a rock golem but still maintain their minds and are not constructs.
[/Table]
Favored Class Options
Oread gain a +1/5 of an additional point to their "Your Magic is Weak" class feature per level taken. Oread Colossi gain improved resistance to magical effects.
Goliath gains a +1/4 of an additional point of Damage Reduction of their "Stone Skin" class feature per level taken. The Lithoderms on such a Goliath Colossi become much thicker and tougher than normal.
Dwarves/Duergar gain a +1/5 of an additional use per day of their "Enlarge Self" class feature per level taken. Dwarves/Duergar are adept at increasing their size (Duergar can do this racially, or so I'm led to believe)
Crys (http://www.giantitp.com/forums/showthread.php?p=13768885)gain a +1/5 of an additional use per day of their "Crystal Rain" class feature per level taken. This is a class ability gained through the Gemsoul Variant, otherwise the favored class bonus grants one additional hp per level gained.