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View Full Version : GiTP Pathfinder Grab Bag Competition XII: Homebrew! I Choose You!



Tanuki Tales
2013-02-01, 12:39 AM
Homebrew! I Choose You!


http://i1356.photobucket.com/albums/q727/CandyCoatedGengar/PGBXI_zps2484c577.jpg
SimplySaraArt (http://simplysaraart.deviantart.com/) has given her permission for the use of this photograph.


"I wanna be the very best, like no one ever was.
To catch them is my real test, to train them is my cause...
I will travel across the land, searching far and wide,
Each Pokemon to understand, the power that's inside.
Pokemon...gotta catch 'em all!!"


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 28th of February.

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 15th of March. You will be casting five votes, one for what you believe deserves first, second and third places, 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) and one for the entry you believe was the most unique entry for the competition. [All three types of votes may be for the same entry.]

All winners 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 one of the currently existing six hundred and fifty four Pokemon (reference site here (http://bulbapedia.bulbagarden.net/wiki/Main_Page)) or monster training/battling/breeding in general. An entry could take the form of a base class that manipulates and devours dreams, a prestige class that makes the entrant the bitter foe of a specific creature species, a monster that hides in the shadows of others and drains their life from them or a race of tree-like beings who are made of living stone. [Please make a mention in spoiler text before your entry which Pokemon your entry is based on.]

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 (http://www.giantitp.com/forums/showthread.php?t=234663)

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.

-*-*-*-

Tanuki Tales
2013-02-01, 12:40 AM
Base Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

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


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

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

2nd|
+x|
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+x|Class Ability

3rd|
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4th|
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5th|
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6th|
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7th|
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8th|
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9th|
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10th|
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11th|
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12th|
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13th|
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14th|
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15th|
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16th|
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17th|
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18th|
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19th|
+x|
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+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

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

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

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

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




Base Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

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


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

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

2nd|
+x|
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3rd|
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4th|
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5th|
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6th|
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7th|
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8th|
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9th|
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10th|
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11th|
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12th|
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13th|
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14th|
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15th|
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16th|
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17th|
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18th|
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19th|
+x|
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+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

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

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

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

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

Tanuki Tales
2013-02-01, 12:41 AM
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.


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.

Tanuki Tales
2013-02-01, 12:42 AM
Prestige Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

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


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

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

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

3rd|
+x|
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+x|Class Ability

4th|
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5th|
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6th|
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7th|
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8th|
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+x|Class Ability

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

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

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

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

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

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



Prestige Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

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


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

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

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

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

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

5th|
+x|
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+x|Class Ability

6th|
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7th|
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8th|
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+x|Class Ability

9th|
+x|
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+x|Class Ability

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

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

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

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

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

Tanuki Tales
2013-02-01, 12:44 AM
RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

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

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

Adventurers: Reasons members of the race take up adventuring.

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

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

---

RACIAL TRAITS

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


---

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

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

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


[spoiler]RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

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

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

Adventurers: Reasons members of the race take up adventuring.

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

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

---

RACIAL TRAITS

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


---

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

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

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

Kane0
2013-02-04, 02:11 AM
Pokemaster
Put an image of your class here!
That 'monster' is a 'he', not an 'it'. Address him as such.

Description: Out in the wilderness many go to extreme lengths just to survive. Many attempt to dominate their surroundings, others strive for peaceful co-existance. The Pokemaster walks the line between, living his life with a creature that is, like himself, slightly out of place in this world. These Pokemasters are always passionately striving for something and are more attached to their companion than anything else they can think of, up to including their own lives.

Role: Frontliner/Secondliner combo. Shares the summoners role, but more martially than magically oriented.

Alignment: Any. Pokemasters are so varied in mindset and motivation that as a whole they rarely lean towards one alignment over another.

Hit Die: d8

Starting Gold: As Druid

Class Skills
The Pokemaster's class skills (and the key ability for each skill) are Craft, Fly, Handle Animal, Heal, Knowledge (Dungeoneering, Geography, History, Local, Nature), Linguistics, Perception, Profession, Ride, Sense Motive, Survival, Swim

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

Weapon and Armor Proficiencies: All light and medium armor, shields except tower, and all simple and martial weapons


{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st | +0 |+0 | +0 | +2 | Animal Companion, Companion Shelter, Command Companion
2nd | +1 |+0 | +0 | +3 | Companion Likeness
3rd | +2 |+1 | +1 | +3 | AC Bonus +1, Companion Special Attack
4th | +3 |+1 | +1 | +4 | Companion Aid
5th | +3 | +1 | +1 | +4 | Energy Resistance
6th | +4 |+2 | +2 | +5 | Companion Likeness
7th | +5 | +2 | +2 | +5 | AC Bonus +2
8th | +6/+1 | +2 | +2 | +6 | Companion Trust
9th | +6/+1 | +3 | +3 | +6 | Energy Resistance
10th | +7/+2 | +3 | +3 | +7 | Companion Likeness
11th | +8/+3 | +3 | +3 | +7 | AC Bonus +3
12th | +9/+4 | +4 | +4 | +8 | Tend Companion
13th | +9/+4 | +4 | +4 | +8 | Energy Resistance
14th | +10/+5 | +4 | +4 | +9 | Companion Likeness
15th | +11/+6/+1 | +5 | +5 | +9 | AC Bonus +4
16th | +12/+7/+2 | +5 | +5 | +10 | Companion Awareness
17th | +12/+7/+3 | +5 | +5 | +10 | Energy Resistance
18th | +13/+8/+3 | +6 | +6 | +11 | Companion Likeness
19th | +14/+9/+4 | +6 | +6 | +11 | AC Bonus +5
20th | +15/+10/+5 | +6 | +6 | +12 | Inseparable Companion
[/table]

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

Companion (Ex):
A Pokemaster forms a bond with a magical beast, otherwise identical to the Animal Companion Druid class feature.
Example Companion: Scyther

Scyther
Starting Statistics: Size Medium; AC +2 natural armor; Attack 2 claws (1d6) Ability Scores Str 14, Dex 14, Con 14, Int 4, Wis 10, Cha 10; Special Qualities low-light vision, Darkvision.

7th-Level Advancement: AC +2 natural armor; Attack 2 claws (1d8), Fly speed 30 ft; Ability Scores Str +2, Con +2; Special Attacks pounce.


Companion Shelter (Su):
The Pokemaster can cast Pocket Familar at will as a spell like ability, with the exception that it functions for the Pokemaster's companion, and is usable regardless of the Companion's size. Common containers are small hollow spheres and other easily accessible, handheld items that can be thrown into a space that the Pokemaster wishes his Companion to form into.

Pocket Familiar

Universal
Level: Sorcerer 2, Wizard 2
Components: V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: One container or garment with a pocket touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No

When you cast this spell, a garment or container becomes a safe haven for a Tiny or smaller familiar.
The spell turns the target item or pocket into a comfortable extradimensional space (about 1 cubic foot).
The familiar can fit inside the space without creating any noticeable bulge in the item.
Whenever the familiar is touching you, you can whisk it inside the space as a free action by speaking a command word chosen by you when the spell is cast.
The familiar can speak can command itself inside.
As a free action, you can call the familiar forth or it can leave the space on its own.
Once inside, the familiar has total cover (+4 AC) and concealment (20% miss chance), and as a free action, you or the familiar can further seal the space to make it airtight and waterproof.
The air supply inside the sealed space lasts for 1 hour, but with the pocket unsealed, the familiar can remain inside indefinitely.
The familiar cannot attack or cast spells from within the space, but can use supernatural or spell-like abilities as normal (provided they don't require line of sight, which the pocket blocks).
The spell ends if the familiar pocket is placed within or taken into another extradimensional space (such as a portable hole).
If your familiar is within the pocket when the spell duration expires or if the spell ends abnormally (as above), it appears in the nearest available space unharmed.


Command Companion (Ex):
The Pokemaster can issue more complicated directions to his Companion, increasing his fighting effectiveness. As a standard action the Pokemaster may issue combat orders, which requires some form of communication. For one round the Pokemaster's companion gains a +1 per 4 Pokemaster levels on all attack rolls, damage rolls, skill checks, ability checks and saving throws.

Companion Likeness (Ex):
The Pokemaster chooses an ability to gain from the list below

Natural Weapon: Gains 2 claws, 1 bite or 1 tail slap (with tail) as per creature of Pokemaster's size.
Poison: Requires Neatural Weapon. Gains Injury Poison delivered via natural weapon, DC 10+half Pokemaster level + Con modifier. Poison Initially deals 1d4 Str damage and secondary 1d4 Con damage
Poison Spray: Requires Poison. Can spray poison in 15' cone, becoming contact poison in the process.
Blindsight: Blindsight out to 30'. Minimum level 10.
Wings: Wings and flight speed of 30' with average maneuverability. Minimum level 10.
Charge: The Pokemaster deals an extra 1d6 damage per 4 Pokemaster levels when charging
Fast Healing: Gains Fast healing 1 per 3 points of Natural Armor bonus the Pokemaster has, minimum 1.
DR: Gains DR X/-, where X equals the amount of Natural armor bonus of the Pokemaster
Disruption Field: As a swift action can bring up a 30' aura that
Water acclimation: Pokemaster gains the ability to breathe underwater and a 30' swim speed.
Underground Acclimation: Pokemaster gains Darkvision 30' or increase any existing darkvision by 30', as well as a 15' climb speed and 15' burrow speed.


AC Bonus (Ex):
The Pokemaster gains a bonus to his natural AC of +1, with an additional +1 every 4 levels after.

Companion Special Attack (Su):
The Pokemaster's companion gains a special attack, usable at will as a standard action with a range of 30 ft. All special attacks must suceed on a ranged touch attack and deal 1d4 damage per two Pokemaster levels in damage.
Companion Special Attack

'Grass' or 'poison' type: Acid damage
'Fire' type: Fire damage
'Water' or 'ice' type: cold damage
'Electric' type: Electrical damage
'Fighting' or 'rock' type: force damage
'Dark' or 'ghost' type: Negative energy damage
'Physchic' or 'normal' type: untyped damage


Companion Aid (Ex):
When performing the aid another action or providing a flank, the Pokemaster or his companion grants a +4 bonus instead of the usual +2 to the other, but others do not get this enhanced benefit.

Energy Resistance (Su):
Both the Pokemaster and his Companion gain Energy resistance 5 to one energy type of Fire, Cold, Acid or Electrical, or increase an existing resistance by 5. Every 4 levels this energy resistance increases by 5, or another energy type may be chosen to gain resistance 5 to. If at any time resistance to an energy exceeds 30 then the Pokemaster or his companion instead gains immunity to that energy type.

Companion Trust (Ex):
The Pokemaster and his companion have been through much, and there is little that can come between them. Both the Pokemaster and his companion must succeed on a will save (DC= 10 + half Pokemaster level + Wis modifier) to cause any kind of harm to the other.

Tend Companion (Su):
The Pokemaster gains the use of Lay on Hands, as per the Paladin ability. A Pokemaster's Lay on Hands is usable only on his Companion.

Companion Awareness (Su):
The Pokemaster and his companion are always aware of each others health and general condition, though cannot perceive via each other in any way. Both the Pokemaster and his companion gain the effects of Improved Uncanny Dodge, as per the Rogue ability, while both conscious and within 30' of each other.

Inseparable Companion (Su):
As long as either the Pokemaster or his companion is not in negative hit points or subject to a condition rendering them mechanically 'dead' (turned to stone, drowned, comatose, etc), the other cannot die (although they can be put into negative hitpoints or otherwise incapacitated). It is possible for one or the other to be undead or construct before attaining this ability, in which case they cannot be permanently destroyed (as if they have a phylactery or other means of returning). The Pokemaster and his companion can communicate telepathically to each other at any distance so long as they are on the same plane of existence.

Morph Bark
2013-02-04, 10:39 AM
Incredibly blatantly obvious, I know, but I promise to make it worth your while!



Duel Summoner

http://i50.tinypic.com/10f0xmv.jpg

I wanna be the very best, like no one ever was.

A general description of what your class is!


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

Alignment: Duel summoners may be of any alignment.

Hit Die: d6

Starting Gold: 6d4 x 10 gp.

Class Skills
The duel summoner's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana, Nature; Int), Perform (Cha), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Speak Language (n/a), Survival (Wis), Use Magic Device (Cha).

Skill Points at First Level: (6 + Int modifier)


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

1st|
+0|
+0|
+2|Starter, Capture Focus, Duel Summoning

2nd|
+1|
+0|
+3|Train Duel Monster

3rd|
+2|
+1|
+3|Duel Ability

4th|
+3|
+1|
+4|Double Team

5th|
+3|
+1|
+4|Duel Ability

6th|
+4|
+2|
+5|Great Capture Focus, Type Specialization

7th|
+5|
+2|
+5|Duel Ability

8th|
+6|
+2|
+6|Type Specialization

9th|
+6|
+3|
+6|Duel Ability

10th|
+7|
+3|
+7|Type Specialization

11th|
+8|
+3|
+7|Duel Ability, Ultra Capture Focus

12th|
+9|
+4|
+8|Type Specialization

13th|
+9|
+4|
+8|Duel Ability

14th|
+10|
+4|
+9|Type Specialization

15th|
+11|
+5|
+9|Duel Ability

16th|
+12|
+5|
+10|Master Capture Focus, Type Specialization

17th|
+12|
+5|
+10|Duel Ability

18th|
+13|
+6|
+11|Type Specialization

19th|
+14|
+6|
+11|Duel Ability

20th|
+15|
+6|
+12|Legendary Specialization[/table]

Weapon and Armor Proficiencies: Duel summoner are proficient with all simple weapons, nets, bolas, Orcish Shotputs, Halfling Skiprocks, harpoons, shuriken, and whips. Duel summoners are proficient with light armor, but not with shields.

Starter: A "starter" is the term for a creature you select to be your companion at the start of your career as a duel summoner.

http://i47.tinypic.com/34ycokk.png

Your starter must be of a creature type available to you as a duel monster that has no more than 1 HD and doesn't normally advance by character class. (A creature that can advance by character class, but has no "Advancement: By character class" line on its statblock, is eligible as a starter.) Your starter functions the same way as any other duel monsters you may acquire, but you can also gain a handful of abilities specifically for your starter.

Possible Starters
Pathfinder Bestiary
Brownie
Dinosaur, Compsognathus
Dog, Goblin
Gremlin, Fuath
Gremlin, Jinkin
Gremlin, Vexgit
Grig
Leshy, Gourd
Skeleton, Burning, Gold-Clad
Skeleton, Burning, Shrine-Blessed

Monster Manual
Animated Object (Tiny or Small)
Archon, Lantern
Darkmantle
Dire Rat
Formian Worker
Sprite (Grig, Nixie or Pixie)
Stirge
Vargouille

Animals
Baboon
Badger
Bat
Cat
Dog
Eagle
Hawk
Lizard
Monkey
Owl
Rat
Raven
Snake (Tiny or Small Viper)
Toad
Weasel

Vermin
Giant Fire Beetle
Monstrous Centipede (Tiny, Small or Medium)
Monstrous Scorpion (Tiny or Small)
Monstrous Spider (Tiny or Small)

Monster Manual III
Petal

Capture Focus: Every duel summoner is capable of crafting magic items known as capture focuses. Their exact shape and form can differ, with some making them ball-shaped, while others prefer them thin and rectangular, like cards. They're always no bigger than a fist and come in a variety of colours and decorative appearances.

A capture focus functions like a thrown weapon with a range increment of 15 ft.

At first level, a duel summoner is only capable of creating basic capture focuses. If a basic capture focus hits a duel monster, it deals 1 nonlethal damage per duel summoner class level of the person who threw the capture focus. If this knocks the duel monster unconscious, it is sucked into the capture focus and stored inside of the dimensional space within. From that moment, the duel monster belongs to the duel summoner who threw the capture focus. The capture focus lands in a square that the captured duel monster occupied before it was thrown. A capture focus that has been used to successfully capture a duel monster can never again be used to capture another duel monster. A duel monster that already belongs to another duel summoner is immune to the damage dealt by a capture focus.

While inside a capture focus, duel monsters do not need to eat, sleep or breathe. A duel monster can be returned to its capture focus, or summoned from it, as a standard action by the duel summoner who owns it within a range of 25 feet + 5 feet per two duel summoner levels. If a capture focus with a duel monster in it is traded, given or sold to another person, ownership of the duel monster is also transferred. Duel monsters heal faster while residing within their capture focus, at a rate of 1 hit point per hour. Nonlethal damage is completely healed after a 5 minute rest.

Duel Summoning (Su): A duel summoner has the ability to capture monsters. Monsters eligible for capture or already captured are called "duel monsters" by duel summoners. Duel summoners can capture monsters with an amount of HD equal to or less than their class level, as long as the monster has no class levels and is of a type the duel summoner can capture and subsequently summon. Duel summoners start out being capable of capturing animals, magical beasts and vermin, and become able to capture creatures of other types later in their career.

At any time, a duel summoner may have an amount of captured duel monsters equal to their Charisma modifier (minimum 1, excluding their starter). Temporary increases to their Charisma score do not affect this amount. Any amount of their duel monsters may be outside of their capture focuses at a time, but only the first one released will act like a summoned creature. Subsequently released duel monsters will act unaggressively, usually standing around and watching on or sleeping, though certain events may allow them to do more (DM's call). For this reason, most duel summoners will usually walk around with only one duel monster released, if at all.

A duel monster may be released to the wild by a duel summoner, which takes 10 minutes, at the end of which the duel monster leaves and their old capture focus becomes useless.

Train Duel Monster (Ex):

Duel Ability:

Type Specialization:

Milo v3
2013-02-05, 06:36 AM
Hollowed Spirit [WIP]

The thundering drone surrounds you as the brown husk decends from the forest canopy. It looked as though it been dried in the sun for years and a gapping abyss seemed to crawl from it's back.

Hollowed Wasp CR ?
XP ?
N Large Outsider (Native)
Init +1; Senses darkvision 60 ft.; Perception +9

Defenses

AC 14, Touch 10, flatfooted 13; (+1 Dex, +4 natural, –1 size)
hp 4 (4d10);
Fort +8, Ref +2, Will +2

Offenses

Speed 20 ft., fly 60 ft. (good)
Melee sting +7 (1d8+6 plus poison)
Space 10 ft.; Reach 5 ft.

Statistics

Str 18, Dex 12, Con 18, Int 3, Wis 13, Cha 11
Base Atk +4; CMB +9; CMD 20
Feats Acrobatic, Alertness
Skills Acrobatics +3, Fly +5, Perception +13; Racial Modifiers +8 Perception
Languages Common

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.

Creating a Hollowed Spirit
“Animal Lord” is an inherited template that can be added to any humanoid of 10 Hit Dice or more, referred to hereafter as the base creature. The animal lord also gains the characteristics of one type of animal (of a size no larger than one step larger than the base creature's size), referred to hereafter as the base animal.

CR: Same as the base creature or the base animal (whichever is higher) +2.

Alignment: Any neutral.

Type: The base creature's type changes to outsider (native, shapechanger). Do not recalculate class Hit Dice, BAB, or saves.

Senses: An animal lord gains the senses of both the base creature and the base animal in both of its forms.

AC: An animal lord gains the base animal or base creature's natural armor bonus, whichever is higher, in both of its forms—this bonus is increased by +2 to determine the animal lord's actual natural armor bonus.

Defensive Abilities: An animal lord gains DR 10/silver. It also gains all of the base animal's defensive abilities in both of its forms.

Speed: An animal lord's base speed is that of its base creature form or its base animal form, whichever is greater. Animal lords whose base animal has a burrow, climb, fly, or swim speed can use that mode of movement even in humanoid form, instantly growing the necessary appendages as necessary.

Melee: An animal lord in humanoid form can instantaneously transform parts of its body to make all of the natural attacks possessed by the base animal. An animal lord typically prefers to use its natural attacks in melee combat, but often carries manufactured ranged weapons to diversify its combat options as well.

Special Attacks: An animal lord gains all of the special attacks possessed by the base animal and can employ them in both humanoid and animal form. It also gains abilities determined by its species affinity (see below).

Ability Scores: Animal lords use the higher ability score between the base creature and the base animal as their base ability scores, then increase all of these ability scores by +4.

Skills: An animal lord gains all of the base animal's racial modifiers to skill checks.

Special Qualities: An animal lord gains the following special qualities.

4th number
2013-02-05, 08:28 PM
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: d8

Starting Gold: As cleric.

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

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

CLASS NAME
{table=head]Level|Base Attack Bonus|FortSave|Ref Save|Will
Save|Special|1st|2nd|3rd|4th
1st|
+0|
+x|
+x|
+x|Concoct Poison, Apply Poison, The Poison That..., Bodily Resilience +1|-|-|-|-

2nd|
+1|
+x|
+x|
+x|+1 Concoction Point|-|-|-|-

3rd|
+2|
+x|
+x|
+x|Bodily Resilience +2, Toxic Insight +1|-|-|-|-

4th|
+3|
+x|
+x|
+x|+1 Concoction Point|0|-|-|-

5th|
+3|
+x|
+x|
+x|The Poison That..., Bodily Resilience +3, Apply Poison|1|-|-|-

6th|
+4|
+x|
+x|
+x|+1 Concoction Point, Concoct Faster|1|-|-|-

7th|
+5|
+x|
+x|
+x|Bodily Resilience +4, Toxic Insight +2|1|0|-|-

8th|
+6/+1|
+x|
+x|
+x|+1 Concoction Point|1|1|-|-

9th|
+6/+1|
+x|
+x|
+x|Bodily Resilience +5, Apply Poison|2|1|-|-

10th|
+7/+2|
+x|
+x|
+x|The Poison That..., +1 Concoction Point|2|1|0|-

11th|
+8/+3|
+x|
+x|
+x|Bodily Resilience +6, Toxic Insight +3|2|1|1|-

12th|
+9/+4|
+x|
+x|
+x|+1 Concoction Point, Concoct Faster|2|2|1|-

13th|
+9/+4|
+x|
+x|
+x|Bodily Resilience +7, Apply Poison|3|2|1|0

14th|
+10/+5|
+x|
+x|
+x|+1 Concoction Point|3|2|1|1

15th|
+11/+6/+1|
+x|
+x|
+x|The Poison That..., Bodily Resilience +8, Toxic Insight +4|3|2|2|1

16th|
+12/+7/+2|
+x|
+x|
+x|+1 Concoction Point|3|3|2|1

17th|
+12/+7/+2|
+x|
+x|
+x|Bodily Resilience +9, Apply Poison|4|3|2|1

18th|
+13/+8/+3|
+x|
+x|
+x|+1 Concoction Point, Concoct Faster|4|3|2|2

19th|
+14/+9/+4|
+x|
+x|
+x|Bodily Resilience +10, Toxic Insight +5|4|3|3|2

20th|
+15/+10/+5|
+x|
+x|
+x|The Poison That..., +1 Concoction Point, TOXIC|4|4|3|3[/table]

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

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

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

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

Mechanics overview

Dude Concocts poisons. At 6th 12th etc. he Concocts 'em faster.

At 1st 5th 9th etc he can Apply them to more things, like weapons, other people's weapons, paper, himself, whatever. Might replace this with something else.

At odd numbers he gets save bonuses against things that he can brew.

At even numbers he gets Points to spend on new poison abilities. If he picks the ability to add fire damage to poison, his save bonuses apply against fire damage.

At 1st, 5th, etc, he gets an instance of The Poison That... chosen from the options that I will write. For each of these, he gets his choice of nicely-scaling fun ability, 4 "domain" spells on the list (maybe), and a pet that scales roughly like an animal companion.

Here is examples:

The Poison That Oozes
Ability: Scaling ooze form with some gross attack
Spells: Might homebrew some-- Sludge Bomb and so on
Pet: Basically Grimer.

The Poison That Swoops
Ability: HP-drain attack and a lousy fly progression
Spells: eh
Pet: Think Zubat.

The Poison That Strikes
Ability: Natural weapons oozing poisons!
Spells: Something to poison attackers, etc
Pet: Nidoran!

DawnbringerSO
2013-02-09, 06:53 PM
Steelix

A great, iron snake towers above you with interlocking body parts
Steelix Challenge Rating 11
XP 12,800
Neutral Huge Magical Beast (Steel)
Init -1; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft. scent metals 90 ft.; Perception +15

Defenses

AC 27 (-2 size, -1 Dex, +20 natural), touch 7, flat-footed 25
hp 172 (14d10+95);
Fort + 15, Ref +8, Will +6
Immune Poison, Electricity, Steel traits
Weaknesses Vulnerability to fire
Other Defenses DR 10/-, cold resist 10

Offenses

Speed 40 ft., burrow 40 ft.
Melee Bite +23 (2d6+6), Slam +23 (2d6+6), Tail Slap +25 (3d6+13+grab)
Space 15 ft.; Reach 10 ft.
Special Attacks: Constrict (3d6+13), Grab, Sandstorm, Overheat

Statistics

Str 36, Dex 8, Con 23, Int 5, Wis 10, Cha 10
Base Atk +14; CMB +29; CMD 28
Feats Improved Natural Attack (Bite), Improved Natural Attack (Slam), Improved Natural Attack (Iron Tail), Iron Will. Multiattack, Power Attack, Toughness
Skills Cimb +19, Perception +15, Swim +19
Languages Common (Understood, not spoken)

Special Abilities

Sandstorm (Su): Steelix may spin their bodies in a circle to create a sandstorm as a full round action in a 50 ft. radius around itself that moves with it. Any creature in the area takes 3d6 points of piercing damage each round. The area is considered a windstorm. This ability lasts 1 round per HD and a Steelix may exert itself in this manner up to 3 times per day. Steelix to sandstorm weather effects.

Grab (Ex): When Steelix hits with its iron tail attack, it may make a grapple attempt as a free action. If it succeeds, it automatically deals constrict damage.

Ecology

Environment Deep caverns, tunnels, underground, mountains.
Organization Often solitary or breeding pair.
Treasure None

Steelix resemble giant iron snakes. They are a reflective, silvery gray, which reflects the sunlight making them shine slightly. They are about 30 feet long and weigh 20 tonnes.

Their body is made up of rock-like sections, some of which have massive rock formations jutting out of them. They have a massive head with a huge jaw, which has sets of large square teeth inside. Their jaws also have massive ridges where they meet their skull. Along their bottom jaw are a pair of ridges (varies with gender). Underneath their bottom jaw and chin, on the underside of the jaw, there are small square domes.

Their eye sockets are slightly set in, giving them good eye protection. Their heads have two long ridges going from the eyes up to the top of their heads.
The rock portions on their body start at the back of their head. There are three slightly larger sections that have the massive rock-like spikes coming out of them. The tail ends in a long sharp point, but with a blunt tip. Steelix's rock-like sections don't look perfect and can easily be mistaken for rocks, for they have many chips and scrapes all along them from fights and tunneling.

Combat Tactics

Steelix are rather rash and often charge into situations without thinking about the consequences of their actions. Often if they are disturbed they will attack anyone rather than the actual person responsible for disturbing them. They also often prone to being a bit vain and in some cases a bully to other creatures that happen to live in the area they are living in. Steelix don't give up until they are beaten. Often they are adamant about their choice of action. Steelix like to burrow underground and prefer to live inside mountains or on mountains, or even caves.


Steel Subtype

A creature with the steel subtype has an incredibly hard, metallic body.

An creature with the steel subtype has the following features.

Steel creatures count as ferrous creatures and are thus vulnerable to rust type attacks (such as from the rusting grasp spell).
All steel creatures have a higher than average natural armour.
All steel creatures have some amount of DR/-.
Overcomes DR as if natural attacks were adamantine.
Immunity to Poison, bleed effects, and stunning.
Resist cold 10 and resist electricity 10.
25% chance to ignore critical hits and sneak attacks.
Vulnerability to fire.

Scent Metals (Ex): This ability functions much the same as the scent ability, except that the range is 90 feet and the steel creature can only use it to sense metal objects (including creatures wearing or carrying metal objects).

Overheat (Ex): If a steel creature takes more than 15 points of fire damage in a single round, it begins to overheat. For 1d4+1 rounds, the steel creature radiates heat such that it starts to glow red and any creature it hits with a natural attack or any creature that strikes it with a weapon or natural attack takes 1d6 points of fire damage. Creatures that hit it with reach weapons do not suffer from this extra damage.

Heavy: Steel creatures treat wind effects as if they were one size larger.

Tanuki Tales
2013-02-14, 12:48 PM
Being half-way through the month, I bid you my creation rise from the depths!

Razanir
2013-02-14, 08:42 PM
Psionic Dancer

http://old.marriland.com/images/freebies/avatars/kirlia_01.jpg
Image scanned from the TCG by the folks over at marriland



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

Alignment: Any, but I'm considering restricting to non-lawful and/or non-evil

Hit Die: d6

Requirements
To qualify to become a Psionic Dancer, a character must fulfill all of the following criteria.
Size : Small
Skills : 5 ranks in Acrobatics
Feats : Mobility
Other : Must have a power point reserve

Class Skills
The Psionic Dancer's class skills (and the key ability for each skill) are Acrobatics (Dex), Autohypnosis (Wis),Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Sleight of Hand (Dex), Stealth (Dex) and Use Psionic Device (Cha).

Skill Points: (6 + Int modifier)

PSIONIC DANCER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Power Points/Day|Powers Known|Max Level

1st|
+0|
+0|
+2|
+2|Weapon Finesse, Danceform|
2|
1|
1st

2nd|
+1|
+0|
+3|
+3|Dancer's Charm|
5|
2|
1st

3rd|
+2|
+1|
+3|
+3||
9|
2|
2nd

4th|
+3|
+1|
+4|
+4|Dancer's Grace|
14|
3|
2nd

5th|
+3|
+1|
+4|
+4||
20|
3|
3rd

6th|
+4|
+2|
+5|
+5|Advanced Danceform, Improved Weapon Finesse|
28|
4|
3rd

7th|
+5|
+2|
+5|
+5||
37|
4|
4th

8th|
+6|
+2|
+6|
+6|
47|
5|
4th

9th|
+6|
+3|
+6|
+6||
58|
5|
5th

10th|
+7|
+3|
+7|
+7|Undecided Capstone Ability|
70|
6|5th[/table]

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

Weapon and Armor Proficiencies: A Psionic Dancer is proficient with all simple weapons and light armor.

Weapon Finesse (Ex): At 1st level, a Psionic Dancer gains Weapon Finesse as a bonus feat.

Danceform (Su): Starting at level 1, a Psionic Dancer can enter her danceform for a number of rounds per day equal to 1 + twice her Psionic Dancer level + her Cha modifier (min 1). While in this form, her stats change according to the stat block for the danceform. Additionally, while manifesting powers gained from this class, she only needs to spent power points to augment them.

Dancer's Charm (Ex): Starting at level 2, a Psionic Dancer adds her Psionic Dancer level to Diplomacy and Perform checks.

Dancer's Grace (Ex): Starting at level 4, a Psionic Dancer also adds her Psionic Dancer level to all Dex-based checks (including attack rolls with Weapon Finesse).

Advanced Danceform (Su): At 6th level, a Psionic Dancer loses the Form of the Student and gains access to her choice of the Form of the Dancer, Form of the Beauty or Form of the Warrior. This decision may not be changed by anything short of a limited wish.

Improved Weapon Finesse (Ex): Beginning at 6th level, Weapon Finesse may be applied to any light or one-handed weapon

Danceforms
WIP

Power List

Tanuki Tales
2013-02-24, 01:46 AM
Less than a week remains, so here is a reviving bump for the spirit of competition!

LordErebus12
2013-02-24, 02:24 AM
hmm, would my Bulbasaur (http://www.giantitp.com/forums/showpost.php?p=14766821&postcount=2)work?

Tanuki Tales
2013-02-24, 07:08 PM
hmm, would my Bulbasaur (http://www.giantitp.com/forums/showpost.php?p=14766821&postcount=2)work?

Please ask any questions concerning the contest in the official chat thread. You can find a link to said thread at the end of Rule 4 in the first post.

Thank you.

Tanuki Tales
2013-02-28, 06:29 PM
This contest is hereby extended to March 7th.

xammux
2013-03-05, 05:14 AM
Monster Trainer
"Are you a boy or a girl?"

A Monster Trainer is someone who has mastered the obscure art of crafting several unusual magical devices, the most important of which is known as a containment sphere, which is capable of capturing and controlling monsters of all sorts. They vary greatly in personality and their intentions of utilizing these monsters, but almost all travel far and wide in the hopes of catching more exotic and powerful monsters.

Role: Most Monster Trainers use their monsters to fill a more front line melee role and use their large array of skills to help out otherwise, often as the party face, but theoretically can fill any role depending on what monsters they capture.

Alignment: Any. Some use monsters to protect themselves and their friends, some use them for entertainment, and still other abuse them and use them for criminal activity.

Races: Though the methods were originally invented by Humans, small races such as Halflings and Gnomes in particular quickly saw the utility of the class and currently there is a fairly even split between those three races, though ultimately there is no race restrictions and many other races have also seen the value of this amazing power.

Hit Die: d8

Starting Gold: As Cleric

Class Skills: The Monster Trainer's skills and the key ability modifiers for each are Bluff (cha), Craft (int), Diplomacy (cha), Handle Animal (cha), Heal (wis), Intimidate (cha), Knowledge (All; int), Perform (cha), Profession (wis), Ride (dex),Sense Motive (wis), Sleight of Hand (dex), Survival (wis), Stealth (dex), and Use Magic Device (cha).

Skill Points at First Level: (6+int modifier)

{table="head"]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+0|+2|+2|Containment Spheres, Direct Command, Personal Codex
2nd|+1|+0|+3|+3|Advanced Training, Obvious Threat
3rd|+1|+1|+3|+3|Badges (1st Badge)
4th|+2|+1|+4|+4|Protect the Master
5th|+2|+1|+4|+4|Badges (2nd Badge)
6th|+3|+2|+5|+5|Initial Evolution
7th|+3|+2|+5|+5|Badges (3rd Badge)
8th|+4|+2|+6|+6|Double Battle
9th|+4|+3|+6|+6|Badges (4th Badge)
10th|+5|+3|+7|+7|Indirect Command
11th|+5|+3|+7|+7|Badges (5th Badge)
12th|+6|+4|+8|+8|Reach of the Living Shield
13th|+6|+4|+8|+8|Badges (6th Badge)
14th|+7|+4|+9|+9|Final Evolution
15th|+7|+5|+9|+9|Badges (7th Badge)
16th|+8|+5|+10|+10|Triple Battle
17th|+8|+5|+10|+10|Badges (8th Badge)
18th|+9|+6|+11|+11|Emergency PC Access
19th|+9|+6|+11|+11|Monster Champion
20th|+10|+6|+12|+12|Legendary Trainer[/table]

Weapon and Armor Proficiencies: Monster Trainers are proficient with simple weapons and light armor, as well as all containment spheres.

Containment Spheres (Su): Likely the most notable and important feature of being a monster trainer is their famous containment spheres, named as such because though they may have different outward colors, designs, and markings, they are always hollow, hinged and spherical. This is because the inside must be inscribed with a multitude of crisscrossing, intersecting and overlapping tiny magic circles necessary for the monitoring, binding and controlling of monsters.

To capture a monster, a containment sphere must be thrown as a ranged touch attack with a 20ft range increment at the target monster, which if hit must make a will save DC 10+1/2 class levels+cha modifier. For a basic containment sphere, the targeted monster must be at 10% of its maximum hit points or less to be successfully captured. An improved sphere can potentially capture a monster with up to 20% of its maximum hit points and adds +1 to the save DC, while a perfected sphere can capture up to 30% of max hit points monsters and adds +2 to the save dc. The special spheres act as the perfected spheres, but only work on their specific type and are much cheaper and faster to make. A held sphere will warm in the hand if a particular monster it is pointed at can be potentially captured with it at the time. A containment sphere that misses its target can be retrieved intact as long as it is not destroyed through some other means, but a sphere that hits and fails to capture a monster is worthless as the magic is burned out.

The costs and time to make the spheres varies with type and each may only be crafted by monster trainers of the appropriate level and ability. Basic spheres require level 1, improved spheres require level 6, perfected spheres require level 14, and how to make a single type of special sphere (that targets a specific creature type such as dragon or undead) is learned at levels 6, 10, 14 and 18. Material cost to make basic spheres is 1gp per sphere, improved and special spheres cost 10gp apiece and perfected spheres cost 100gp apiece to craft. Time taken is 30 minutes/basic sphere, 1 hour/improved or special sphere and 2 hours/perfected sphere. Every five spheres, regardless of type, weigh one pound. Having very large numbers of spheres is cumbersome and irritating, so most even moderately experienced trainers invest in a handy haversack or bag of holding.

There are some restrictions on what can be captured with containment spheres. They may target any creature type, but may not target any being that is dead or has any class levels, whether npc classes or pc classes. This means any creature without racial hit dice and even any creature with racial hit dice that has taken class levels cannot be captured. Conjuration (Summoning) creatures may also not be captured, though Conjuration (called) ones can. Animated Objects created through the spell may not be captured, but ones created through the craft construct feat can. Also, creatures with natural spellcasting as a class such as an Aranea, Coutal, True Dragon, or Solar do not have access to those abilities when captured. Spell-like and other abilities that do not replicate spells with expensive material components or summon other monsters remain, but notably all non-permanent magical effects caused by a monster immediately end when it is returned to its sphere.

Summoning and assuming command of a monster from the containment sphere is a standard action and the creature must be summoned within close range (25ft+5ft/level) of its sphere. A monster summoned from its sphere may not move beyond medium range (100ft+10ft/level) away from its sphere. As long as the trainer holds the sphere, he may recall the monster from anywhere. The sphere may be thrown, which automatically summons the monster where it hits, but the sphere must be physically retrieved to recall the monster, and having it far away makes it more vulnerable to destruction as it no longer counts as attended. It also makes the trainer more vulnerable, as their monster may be too far away to help in time. A monster is automatically recalled to its sphere if it is killed. Any number may be summoned at a time, but see the Direct Command class ability for details. Monsters summoned from a containment sphere are not subject to banishment or effects that hedge out summoned creatures.

Any sphere may potentially capture any target regardless of hit dice, but the limit of controllable hit dice any one monster may have is equal to class level modified by the Badges class feature. Any used beyond this limit will not obey any command given to them in or out of combat and will simply loaf around and do basically nothing. Negative levels inflicted upon a trainer do not affect controllable hit dice. A monster in a containment sphere does not need to eat, drink, or breathe. A monster that spends eight consecutive hours in a containment sphere is fully healed of all hit point damage and all conditions including the dead condition. If a sphere is destroyed, the monster is automatically summoned adjacent to it if it was not already out, and while ownership of the creature is maintained, it may not be commanded and will die permanently if killed unless a replacement sphere is provided to it.

Any monster may be permanently released at any time by the trainer as long as he is not affected by any mind altering magics and is truly willing. Released monsters do not attack anyone and are compelled to leave the area as fast as possible for about a day then regain their normal behavior, though they will not seek revenge on the trainer. Monster trainers may willingly trade monsters permanently as a full-round action if they both agree to the trade, though it is very possible one side may end up with a monster they cannot currently control.

Every monster trainer begins with a single 1 hit dice monster that exists in the campaign subject to the usual restrictions, and may also not have a challenge rating greater than 1 (I'm looking at you Iron Cobra and Juju Zombie). They also begin with 5 free basic containment spheres.

Direct Command (Ex): A downside of using a containment sphere to control a monster is that monsters summoned from a sphere must be controlled directly, with a trainer spending a standard action each turn to direct the actions of a monster. This is because it saps much of the will of the captured monster. If not directed in battle, the monster will assume total defense if being attacked or withdraw toward its ball if such an action is more appropriate for the situation. This is why outside of other special class abilities a monster trainer may only battle with a single monster at a time. Commands must be verbal (or telepathic if available)and the monster must be able to hear them, though the monster automatically understands any language the trainer speaks. Monsters act on the trainer's initiative. A monster trainer may carry with him a number of spheres with contained monsters equal to 1+ cha modifier(minimum 1), though any number may be captured. What happens to any captured beyond the limit is described in the next ability. Decreases in charisma from ability damage/drain do not affect the carried limit.

Personal Codex (Su): The other invaluable tool of the monster trainer is the personal codex, or PC for short, which is a special magical book that has a variety of important functions. Most importantly, it stores all monsters caught beyond the carry limit in an extra dimensional space that can be accessed once per day at a selected time that cannot be changed to switch out monsters within your limit. Additionally it has a constant link to all your caught monsters telling all their exact abilities and current status (hit points, any status effects, etc). It also contains a veritable encyclopedia of information, adding 1/2 your class levels (round down, minimum 1) to all knowledge checks and allows you to make knowledge checks untrained. If the PC is lost or destroyed, you may not change your monsters and none of its other abilities may be used until it is replaced. It may be replaced after eight hours of work and materials costing 50GP/class level of the monster trainer. A PC weighs 3 pounds and is magically tough with a hardness of 10 and 20 hit points, and always saves as if attended by the owner even when it is not with him.

Advanced Training (Ex): At 2nd level, a trainer gains the ability to train lower hit dice monsters to match his current maximum hit dice for controlled monsters. This does not allow him to lower the hit dice of stronger monsters.This ability only increases hit dice, and corresponding save DCs, base attack bonus, saves, hit points, ability score increases, skill points, and feats, all of which the trainer assigns. It does not change size, type or anything else not directly tied to hit dice.This is automatic with level up, or at the GM's option requiring a period of time to train or getting through a single battle.

Obvious Threat (Su): The monsters of a trainer are often frightening or obviously powerful, while monster trainers themselves are generally physically unimpressive and poorly armed and armored, often holding a book (Personal Codex) and ball (containment sphere) in their hands instead of sword and shield. When a monster is currently summoned and controlled, an enemy must make a will save DC 10+1/2 class levels+cha modifier to directly target the monster trainer over the summoned monster. There is nothing stopping an indirect attack, such as catching both monster and master with a fireball however. Even creatures normally immune to mind-affecting abilities are vulnerable to this ability. A foe must save every time they wish to directly attack the trainer, but they may spend their turn normally if they fail, and may try again next turn if they so desire. This ability is gained at 2nd level.

Badges (Ex): Beginning at 3rd level, a trainer earns the right to craft and wear his first badge, and earns another each 2nd level after, stopping when the eighth is earned at 17th level. Each badge represents a benchmark in the ability of a trainer to tactically optimize certain areas of ability for their monsters. Also, badges also represent greater ability to control more powerful monsters, every two adding one to their class level to determine total controllable monster hit dice.

The Earth badge, gained at 3rd level, represents the trainer's ability to toughen his monsters with rigorous training, granting all owned monsters a free toughness feat every at levels 3, 8, and 16.

The Zephyr badge, gained at 5th level, represents a trainer's ability to train their monsters to avoid attacks with greater ability, granting all owned monsters a +1 dodge bonus to AC at 5th, 10th, 15th and 20th levels.

The Bolt badge, gained at 7th level, demonstrates their ability to train monsters to hit with great accuracy, granting a +1 competence bonus to all attack rolls at levels 7, 12, 14, and 17

The Jet badge, gained at 9th level, shows the trainers ability to train the sheer speed of their monsters, all monsters gain a +10ft competence bonus to all movement speeds they possess every 9th level (9th and 18th).

The Volcano badge, gained at 11th level, shows the trainers ability to train their monsters to attack with brutal efficiency, adding +2 damage to all their non-magical damage rolls at levels 11 and 18, which is increased to +3 at each of those levels if the specific attack involved adds one-and-a-half times strength bonus or more (like two-handed or single natural attacks), and reduced to 1 if the attack adds 1/2 strength bonus or no strength bonus to damage (like off-hand or secondary natural attacks).

The Stone badge, gained at 13th level, shows the trainers ability take the natural defenses of their monsters to the next level, enhancing their existing natural armor by +2 at levels 13 and 19.

The Balance badge, gained at 15th level, shows the trainers ability train their monsters to overcome many strange and deadly threats, giving all monsters +2 competence bonus to all saves at level 15 and 19.

The Soul badge, gained at 17th level, shows the trainers ability maximize their monster's skill with their special abilities, increasing the save DCs of all monster abilities that require saves by +1 at levels 17 and 20.

Note that the crafted badges themselves are simply to show off a certain level of proficiency, though the physical badges may be easily destroyed and recreated, the benefits they represent remains. All benefits are just the results of optimized training, which is why they are extraordinary.

Protect the Master (Ex): At 4th level, whenever a trainer is within his summoned and controlled monster's reach, the trainer receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws, as well as the Evasion ability. This bonus does not apply if the monster is grappled, helpless, paralyzed, stunned, or unconscious.

Initial Evolution (Su): The strange magic of the containment spheres has unusual effects on weaker monsters contained within them. A trainer of 6th level or higher may apply an effect to their monsters similar to the spell Evolution Surge (APG p.220), except any combination of abilities may be taken adding up to no more than 4 total evolution points and the effects are permanent changes that cannot be altered with anything short of a Wish or Miracle spell. Also the large evolution does not work as listed, instead it simply changes the size of any monster not already colossal to one size category larger with all the corresponding size changes to statistics as written on page 296 of Pathfinder Bestiary 1. Evolution may only be applied to monsters whose normal base hit dice are at most half the trainer's current controllable hit dice limit (round down). For example, at 6th level, the normal hit dice controllable is seven, meaning evolution could only be applied to monsters whose total hit dice at the time of capture was three or less. At the trainer's option, minor cosmetic features of the monster may change with

Double Battle (Su): 1/day, a trainer of 8th level or higher may summon and command up to two monsters at once, this lasts for the duration of a single combat.

Indirect Command(Ex): At 10th level, it only takes a move action to command a monster, though still only one may be controlled at a time. Additionally your connection with your monsters has improved to the point where commands no longer have to be verbalized.

Reach of the Living Shield (Ex): At 12th level, whenever a trainer is within his summoned and controlled monster's reach, the trainer receives a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws, as well as the Improved Evasion ability. This bonus does not apply if the monster is grappled, helpless, paralyzed, stunned, or unconscious. Additionally, any other ally within the monster's reach receives the benefit of the Protect the Master class ability.

Final Evolution (Su): Even more powerful and often bizarre changes may happen to weak monsters who spend a long enough time in containment spheres. At 14th level or higher a trainer may apply an effect to their monsters similar to the spell Greater Evolution Surge (APG p.220), except any combination of abilities may be taken adding up to no more than 6 total evolution points and the effects are permanent changes that cannot be altered with anything short of a Wish or Miracle spell. Also the Large and Huge evolutions do not work as listed, instead simply changing the size of any monster not already colossal to one size category larger with all the corresponding changes to statistics as written on page 296 of Pathfinder Bestiary 1, and Huge requires and works cumulatively with the Large evolution. Evolution may only be applied to monsters whose normal base hit dice are at most half the trainer's current controllable hit dice limit (round down).

Triple Battle (Su): 1/day, a trainer of 16th level or higher may summon and command up to Three monsters at once, this lasts for the duration of a single combat.

Emergency PC Access (Su): 1/day, a trainer of 18th level or higher may independently access their PC to use it as normal to switch out monsters.

Monster Champion (Ex): At 19th level, a monster trainer has become so skilled at commanding their monsters that they may exert command even if they are normally unable to do so. If the trainer is unable to command his monster because of any reason they did not inflict on themselves, including being killed, they may choose to command their monster as normal for the next 5 minutes, or until whatever is preventing normal control is over. They may do absolutely nothing other than commanding their monster for this duration, and if they still cannot command their monster normally when the duration ends their monster lapses into the uncontrolled state and they are out of luck.

Legendary Trainer (Ex): At 20th level, a monster trainer has achieved such mastery of monsters that he may even command monsters of truly legendary might. He may have a single monster at a time that he may control and command even if it would normally be beyond his hit die limit. Obviously this monster would still need to be captured (Tarrasque here I come!).

Tanuki Tales
2013-03-10, 11:18 PM
This contest is hereby closed and since the minimum number of entries to require a voting thread were not completed, I will now declare winners:

First Place - Monster Trainer

Second Place - Steelix.

DawnbringerSO
2013-03-11, 06:36 AM
if there was no voting thread, why is first and second place the way it is?

Seems to me those who choose anything other than a class get the short stick.

Tanuki Tales
2013-03-11, 07:33 AM
if there was no voting thread, why is first and second place the way it is?

Seems to me those who choose anything other than a class get the short stick.

Please direct any comments or questions to the contest chat thread. Thank you.