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Tanuki Tales
2013-05-01, 12:20 PM
Gamer's Gambit





"Thank you, Mario! But our Princess is in another castle! "


~~~~~~~~~~


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

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 June. 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 Archetype or Base Class or Monster or Prestige Class or Race or Template that is themed around any existing video game franchise, video gaming in general or gaming in general. An entry could take the form of a base class that can create and control portals, a monster that is born from the negative emotions of living creatures and inspires them in others or a race of nudist rock people.

2. Your entry must be entirely complete. Incomplete contest entries will be disqualified upon the closing deadline of the contest.

2a. Archetypes, 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
2013-05-01, 12:21 PM
Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.


Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.

Tanuki Tales
2013-05-01, 12:22 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: 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 Ranks per 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|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

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

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/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 Ranks per 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|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

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

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/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
2013-05-01, 12:23 PM
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
2013-05-01, 12:25 PM
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 Ranks per 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|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

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

10th|
+x|
+x|
+x|
+x|Class Ability[/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 Ranks per 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|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

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

10th|
+x|
+x|
+x|
+x|Class Ability[/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
2013-05-01, 12:26 PM
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]

Tanuki Tales
2013-05-01, 12:27 PM
Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.



Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.

Tanuki Tales
2013-05-18, 03:47 PM
We're over halfway through, so here's a bump.

gr8artist
2013-05-18, 08:03 PM
Biskmatar

"No matter what happens, even if you become the world's enemy, I'll be your knight." - Squall, the Lion-hearted
(annoyingly LN biskmatar)

Trained soldiers and guardians to their more fragile comrades, Biskmatars are powerful combatants that blur the line between magic and the mundane. While they offer little in magical power in their own right, they are trained and proficient with abilities that make the most out of a team-mate's spells.

Role: Front-line guardians and protectors, the biskmatar is an ally to mages and a bane to those who wish for an easy victory. The biskmatar functions best when a wizard or spellcaster stands by his side, providing support, and the wizard usually finds that his odds of victory increase as his relationship with the biskmatar grows.
Though weapon skill and defense are crucial to a biskmatar's worth, many of their skills and abilities rely on intelligence to function.

Alignment: Though biskmatars are usually lawful, they may be of any alignment. Chaotic biskmatar bodyguards hired by evil necromancers are terrifying rivals.

Hit Die: d10

Starting Gold: As fighter

Class Skills
The Biskmatar's class skills (and the key ability for each skill) are...
Acrobatics (Dex), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge [Arcana] (Int), Knowledge [History] (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Use Magic Device (Cha)

Skill Ranks per Level: (4 + Int modifier)

The Biskmatar


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1


+2


+2


+0

Arcane training, Enduring magic


2nd

+2


+3


+3


+0

Combat Style


3rd

+3


+3


+3


+1

Arcane Aegis (5')


4th

+4


+4


+4


+1

Determination


5th

+5


+4


+4


+1

Combat Style


6th

+6/+1


+5


+5


+2

Arcane aegis (10')


7th

+7/+2


+5


+5


+2

Elemental blade (1d6)


8th

+8/+3


+6


+6


+2

Combat Style


9th

+9/+4


+6


+6


+3

Enduring Magic (lingering)


10th

+10/+5


+7


+7


+3

Spell siphon (touch)


11th

+11/+6/+1


+7


+7


+3

Combat Style


12th

+12/+7/+2


+8


+8


+4

Arcane aegis (20')


13th

+13/+8/+3


+8


+8


+4

Elemental blade (2d6)


14th

+14/+9/+4


+9


+9


+4

Combat Style


15th

+15/+10/+5


+9


+9


+5

Enduring magic (All targets, +100%)


16th

+16/+11/+6/+1


+10


+10


+5

Spell siphon (close)


17th

+17/+12/+7/+2


+10


+10


+5

Combat Style


18th

+18/+13/+8/+3


+11


+11


+6

Arcane aegis (30')


19th

+19/+14/+9/+4


+11


+11


+6

Limit Break, Elemental Blade (4d6)


20th

+20/+15/+10/+5


+12


+12


+6

Ultimate aegis, Combat Style



Class Features
All of the following are class features of the biskmatar.

Weapon and Armor Proficiencies: The biskmatar is proficient with all armor and with shields, but not tower shields. He is also proficient with all simple and martial weapons.

Arcane Training (Su): The biskmatar is trained in magical research and theory. He gains a +2 bonus on Knowledge (arcane) and Spellcraft checks.
At 2nd level, the biskmatar's knowledge of magic allows him to count half his biskmatar class levels as a bonus to his caster level for one arcane or divine spellcasting class he belongs to. If he does not cast spells, then he gains an effective arcane caster level equal to half his biskmatar class levels. He also gains the arcane strike feat as a bonus feat.
At 4th level, the biskmatar may now take 10 to identify spells as they are being cast, regardless of stress or interference. When the biskmatar successfully identifies a spell and uses an attack of opportunity against the creature casting it, that creature takes a -4 penalty on concentration checks for 1 round.
At 7th level, when using the arcane strike feat and the elemental blade ability, the extra damage from arcane strike is the same damage type as the damage dealt by elemental blade.

Enduring magic (Su): The biskmatar has learned to make the most out of magical power loaned to him by his teachers and comrades. When any creature casts a spell that affects the biskmatar with a duration greater than 1 round, the biskmatar may spend an immediate action to increase the duration of that spell by 50%. This increase in duration affects only the biskmatar, not any other creatures affected by the spell, and does not stack with the benefits of an extended spell.
The biskmatar may use this ability a number of times per day equal to 3 + his level, but may only have one spell modified in this way at a time. If he wishes to apply this benefit to a later spell, then the duration of the previously enhanced spell is reduced to its normal duration (this may cause the spell to end immediately).
At 9th level, the biskmatar can spend one use of his enduring magic ability to grant the benefits of the lingering spell metamagic feat to any spell cast within 60' of himself. The spell's effects persist for a number of rounds equal to the biskmatar's intelligence modifier, or until the biskmatar chooses to use his enduring magic ability again.
At 15th level, the biskmatar's enduring magic ability affects all creatures subject to the spell, not only the biskmatar. In addition, 3 times per day, the biskmatar may choose to double the spells listed duration, instead of increasing the duration by 50%.

Combat Style (SU): At 2nd level, and again at every 3 levels after 2nd, the biskmatar chooses one of three combat styles to train in. Each time he chooses a combat style, he selects one ability from among those listed within that style. He may not select the same ability more than once, and may not select the same combat style twice in succession.
In addition, so long as he has chosen at least one ability from a given style, he gains the role focus of that style.

Commando Style Abilities
Commando Role Focus: The biskmatar treats his class level as his effective fighter level when qualifying for feats. The biskmatar and all allies within his arcane aegis deal +1 additional point of damage with any weapon they yield. This damage increases by +1 for every 6 hit die the biskmatar possesses.
- Weapon Skill: Choose one weapon you are proficient with. You gain weapon focus (that weapon) as a bonus feat. If you already have weapon focus with that weapon, you instead gain greater weapon focus (that weapon) instead, regardless of your fighter level.
- Vitality: Constant exposure to harm has raised your tolerance to pain. You gain toughness as a bonus feat, and you gain a +1 insight bonus against spells that deal hit-point damage.
- Strategy: Gain one teamwork feat for which you meet the prerequisites. Once per day, as a full-round action, you can grant this feat to all allies within 30 feet who can see or hear you. Allies retain the use of this bonus feat for 1 minute, and do not need to meet the prerequisites of this bonus feat.
- Coordination: While the biskmatar and an ally are flanking an opponent together, they each gain a +2 insight bonus to their attack rolls against that opponent.
- Launch: You now gain the launch combat maneuver. As a full round action, you may attempt a combat maneuver check at -5 against any victim within melee range. If you succeeds, the defender is launched vertically 10' in the air, plus an additional 10' for every 5 by which he beat their CMD. To use this maneuver, the you must have your feet planted firmly against a surface which can support your weight. You may then leap up to striking range and perform a full attack action with a melee weapon, though you must forgo the attack at your highest base attack bonus. After your full attack action ends, the victim of your combat maneuver then falls to the ground, suffering the normal falling damage. You must be at least 11th level and have one other commando ability before selecting this ability.
- Status Attack: Choose any combat maneuver for which you have an "Improved" feat (such as improved sunder). You may now use that combat maneuver once per round as a free action after damaging an opponent with a melee weapon. You must declare that you intend to use this ability prior to the attack roll, and the victim of the combat maneuver must be the opponent you attack. If the attack misses or fails to inflict damage, then the attempt is wasted for that round. You must be at least 11th level and have one other commando ability before selecting this ability.
- Renzokuken: As a full-round action, you may charge any creature within 30 feet and make a full-attack action at the end of the charge. When doing so, you make one additional attack at your highest base attack bonus. This extra attack does not stack with haste or similar effects. If any attack misses the enemy, you take a cumulative -5 penalty on all other attacks in that action. After using this ability, you take a -2 penalty on any attacks you make for the rest of the round, such as attacks of opportunity. You must be at least 17th level and have two other commando abilities before selecting this ability.
Ravager Style Abilities
Ravager Role Focus: The biskmatar doubles the bonus damage dealt by his arcane strike feat. When the biskmatar or any ally within his aegis damages a creature with magic (excluding a magic weapon's enhancement bonuses), the defending creature takes +1 additional point of damage for every creature that has already damaged it in that round, since the defender's last turn. This additional damage increases by +100% for every 6 hit die the biskmatar possesses.
Confused by the wording? HD 1-5, 4 attackers: +0/+1/+2/+3 // HD 6-11, 4 attackers: +0/+2/+4/+6 // HD 12-17, 4 attackers: +0/+3/+6/+9
If you can think of a better wording, please let me know.
- Focusing: The biskmatar adds his intelligence modifier to the caster level bonus provided by his arcane training ability.
- Infusing: While using the arcane strike feat with an attack that deals no elemental damage, you may choose to treat the arcane strike bonus damage as any of the following types: fire, acid, cold, or electric. If you are using a bludgeoning weapon, you may instead choose to deal sonic bonus damage.
- Drawing: The biskmatar can steal magical power from a target within 30 feet. This requires a spellcraft check (DC 10 + the target's hit dice + the targets constitution modifier). If the biskmatar succeeds, he immediately becomes aware of the lowest level spell or spell-like ability that the target creature can cast. This must be a spell with an elemental descriptor of [Fire],[Cold],[Acid], or [Electric]. The target creature loses one daily use (if at least one remains) of that spell, spell-like ability, or spell slot. On his next turn, the biskmatar may choose to spend a standard action to cast the stolen spell, but the DC's are calculated as if the spell was being cast from a wand (DC = 10 + 1.5*Spell's level). The biskmatar can only cast the stolen spell on the round immediately after stealing it. If the biskmatar uses this ability on a creature that has no uses of a suitable spell, or if the lowest suitable spell has a higher spell level than 1/2 the biskmatar's caster level, then this ability is wasted. The biskmatar may use this ability 3 times per day.
- Dispelling: When the biskmatar damages a creature while using the arcane strike feat, he may choose to forgo the extra damage provided by that feat. If he does, he may make a targeted dispel check against that enemy, just as if he'd cast dispel magic. He makes a caster level check as normal, but gets a bonus on this check equal to his arcane strike damage bonus. Using this ability wastes two uses of his enduring magic ability, but does not cause his enduring or lingering spells to end.
- Multitask: The biskmatar may now have two spells benefiting from his enduring magic ability simultaneously. In addition, the biskmatar gains a number of additional uses of his enduring magic ability equal to his intelligence modifier. You must be at least 11th level and have one other ravager ability before selecting this ability.
- Doublecast: Once per round, the biskmatar may spend a swift action to activate a spell completion or spell trigger item with a normal activation time of 1 standard action. The item must have a caster level less than half the biskmatar's own caster level. You may only use this ability immediately after you cast a spell, or activate a spell completion or spell trigger item. You may only use this ability a number of times per day equal to your intelligence modifier. You must be at least 11th level and have one other ravager ability before selecting this ability.
- Ravager's Rush: Whenever another creature casts a spell or uses an ability that gives the biskmatar a bonus to his attack rolls, damage rolls, or movement speed, the biskmatar may choose to take an immediate turn after theirs. He may not use this ability during a surprise round or before his first regular turn in combat. After his immediate turn, the biskmatar's later turns in the initiative order come immediately after the turns of the creature that provided him the bonus. The biskmatar may use this ability once per minute. You must be at least 17th level and have two other ravager abilities before selecting this ability.
Sentinel Style Abilities
Sentinel Role Focus: The biskmatar adds his intelligence modifier as an insight bonus to his AC and CMD while using the combat expertise feat or fighting defensively. While the biskmatar is using the combat expertise feat or fighting defensively, he and all allies within his arcane aegis gain DR 1/--. This damage reduction increases by +1 for every 6 hit dice the biskmatar possesses.
- Taunt: With a successful bluff or intimidate check, the biskmatar can provoke an enemy to attack only him. The creature receives a +1 on attack and damage rolls against the biskmatar for 1 round per point of intelligence modifier the biskmatar possesses, but must succeed on a will save (DC = the biskmatar's taunt check) to attack any of the biskmatar's allies.
- Block: When using a shield or wearing gauntlets, the biskmatar gains a +2 competence bonus to his AC. This bonus is doubled while the biskmatar is fighting defensively.
- Resist: Choose one of the four following energy types: acid, cold, electricity, or fire. You gain resistance 5 to that energy type. For every 6 hit dice you possess, you may choose an additional energy type, and gain resistance 5 to that energy type.
- Break: You gain the improved sunder feat as a bonus feat, even if you don't meet the prerequisites for it. If you already have improved sunder, you instead gain the greater sunder feat. When attempting to sunder an opponent's weapon, your roll gains an additional +2 bonus.
- Strikeback: When an opponent makes a melee attack against you and rolls less than your touch AC, you may immediately make an attack against them, as though they'd provoked an attack of opportunity from you. You can only use this ability if you are actively aware of the opponent during the attack and only if they have no cover or concealment against you. You must be at least 11th level and have one other sentinel ability before selecting this ability.
- Cover: When an opponent attempts to attack an ally adjacent to you, you may spend an immediate action to make a combat maneuver check against that opponent. If you succeed, then the opponent's attack is directed at you instead of at your ally. Using this ability counts as an attack of opportunity, and you cannot use this ability if you have no more attacks of opportunity in this round. You must be at least 11th level and have one other ravager ability before selecting this ability.
- Mighty Guard: As a full-round action, the biskmatar can assume a stance that gives himself and all allies within his arcane aegis DR 10/-- and Spell Resistance equal to his level. Maintaining this stance is a standard action. The biskmatar may use this ability for a number of rounds per day equal to his constitution score. When the biskmatar ends his stance, he becomes staggered for 2 rounds per round that he maintained the stance. The biskmatar must be at least 17th level and have two other sentinel abilities before selecting this ability.

Arcane aegis (Su): At 3rd level, the biskmatar gains the ability to radiate a protective aura over his allies. While the biskmatar gains a temporary bonus to his AC or saves, he shares that bonus with any number of willing allies within a 5' emanation around him. The biskmatar only provides this aura when under the effects of a spell, spell-like, or supernatural ability; his allies cannot benefit from the biskmatar's constant or permanent bonuses.
This ability only functions while the biskmatar is conscious and in his right mind; it ceases to function while he is confused, asleep, or suffering from a fear effect.
At 6th level, the radius of this emanation increases to 10', and it increases by an additional 10' every six levels after 6th.

Determination (Ex): At 4th level, the Biskmatar has learned how to better defend himself from enemies' attempts to control him. He gains a morale bonus against enchantment spells and effects equal to 1/4 hit dice he possesses.

Elemental blade (Su): Beginning at 7th level, the biskmatar has learned to infuse elemental power into his weapons. Whenever a creature or area within his weapon's reach is subject to a spell with an elemental descriptor (Acid, Cold, Electric, or Fire), he may spend an immediate action to draw a portion of that spell's power into his weapon. For a number of rounds equal to his caster level, the biskmatar's weapon then deals an additional 1d6 points of the appropriate elemental damage on a successful hit. The biskmatar can use this ability a number of times per day equal to 3 + his intelligence modifier. This additional damage doubles (2d6, 4d6, etc.) every 6 levels after 7th.

Spell siphon (Ex): Upon achieving 10th level, the biskmatar can benefit from spells that normally can't be used on a mage's allies. Allied spellcasters may cast spells with a range of "personal" or a target of "you" on the biskmatar as though they had a range of "touch" and target "one creature". Casting these spells in this way is more complicated than normal, and requires a spellcraft check to succeed. The DC of this check is 15 + double the spell's level, and the spell is lost if this check fails.
At level 16, allied spellcasters who succeed on their check may cast spells with a range of "personal" or "touch" on the biskmatar as though they had a range of "close".

Limit Break (Ex): At 19th level, the biskmatar has become a powerful guardian to his team and a devastating warrior to his enemies. Once per day, when the biskmatar would be reduced to less hit points than his constitution score, he may enter a limit-break trance as an immediate action. This trance lasts for 1 round per hit die the biskmatar possesses, or until his current hit points are equal to or greater than half his maximum hit points, whichever comes first.
While in this trance, the biskmatar gains a +2 morale bonus to his AC, skill and ability checks, attack and damage rolls, and saves. In addition, the biskmatar gains immunity to the staggered condition and gains the ferocity extraordinary ability, allowing him to continue fighting even while at negative health. Finally, while in this trance, the biskmatar does not suffer the -5 cumulative penalty when using renzokuken, may use ravager's rush once every other round, and may maintain his mighty guard stance as a swift action.
When the biskmatar's trance ends, he becomes immediately exhausted for 1d4 minutes, in addition to becoming staggered or unconscious if his health is less than 1.

Ultimate aegis (Su): At 20th level, the biskmatar has learned to share more than just his magical defenses with his allies. His arcane aegis now also applies to any temporary benefit he receives to his attack rolls, caster level checks, or weapon damage, other than his limit break. This includes secondary effects such as elemental damage or spells that increase critical threat range, but does not apply to constant benefits, such as weapons' innate qualities (keen) or elves' natural bonus to overcoming spell resistance.


New Feats
Extra Elemental Blade (combat)
You are an expert at extracting power from elemental spells.
Prerequisite: Elemental Blade class feature.
Benefit: You may use your elemental blade ability 2 additional times per day.
Special: You can take this feat multiple times. Its effects stack.Magical Study
You have learned the basics of magic, without official training.
Prerequisite: Minimum caster level 1, inability to cast arcane spells normally.
Benefit: Choose a 0-level spell from the sorcerer/wizard spell list, which you memorize. Every day, you gain three 0-level spell slots, which must be prepared in the same way that wizards prepare their first level spells. You may only prepare the spells you have memorized in these slots, and they are expended when cast, unlike wizard's cantrips. If you later gain the ability to cast arcane spells, you lose the additional spell slots, though you retain the spells you've memorized and may scribe them in your spell book or add them to your list of spells known. The DC for these spells is 10 + your intelligence modifier.
Special: You can take this feat multiple times. When you do, you memorize 1 new 0-level spell, but gain no additional spell slots.Expanded Magical Study
Your untrained knowledge of magic has grown
Prerequisite: Magical Study feat, Minimum caster level 3rd, inability to cast arcane spells normally
Benefit: Choose one 1st level spell from the sorcerer/wizard spell list which you memorize. Every day, you gain two 1st-level spell slots, which must be prepared in the same way that wizards prepare their first level spells. You may only prepare the spells you have memorized in these slots, and they are expended when cast. If you later gain the ability to cast arcane spells, you lose the additional spell slots, though you retain the spells you've memorized and may scribe them in your spell book or add them to your list of spells known. The DC for these spells is 11 + your intelligence modifier.
Special: You can take this feat multiple times. When you do, you memorize 1 new 1st-level spell, but gain no additional spell slots.Arcane Assault (Combat)
You have become a master of infusing magical power and brutal strength into your weapons.
Prerequisite: Arcane Strike feat, Power Attack feat
Benefit: While using the power attack feat, you receive double the bonus from arcane strike. While using both power attack and arcane strike, your melee attacks ignore the first 5 points of DR or Hardness that your target may have.Arcane Maneuvers (Combat)
Magical power helps you overcome disadvantages when fighting strategically.
Prerequisite: Arcane Strike feat, Combat Expertise feat
Benefit: While making a combat maneuver, you may double the bonus from arcane strike, and add this amount to your combat maneuver checks. In addition, while using both combat expertise and arcane strike, your AC and CMD gain a deflection bonus equal to the extra damage provided by arcane strike.Extended Arcane Strike (Combat)
Your magical weapon focus lasts longer than normal, allowing you to make stronger and stronger attacks.
Prerequisite: Arcane Strike feat, Intelligence 14 or higher
Benefit: When using the arcane strike feat, you gain the bonus for 1 round per point of intelligence modifier you possess, instead of only 1 round. If you use arcane strike again in later rounds, its effects stack.Synergistic Spellcasting
You have learned to augment weakness in another's magic with your own power and knowledge.
Prerequisite: Caster level 5th
Benefit: With a successful spellcraft check, you may use the aid another action to help a comrade cast a spell. If you do, he gains a competence bonus on his effective caster level equal to your own. This bonus cannot increase any level dependent variables of the spell (such as damage or duration) beyond the spellcaster's hit dice, although the spell's caster level for other purposes (such as dispelling) may exceed this value.
If you know any metamagic feats, you may choose to instead spend a full-round action to aid a spontaneous spellcaster in this way, and apply the effects of that metamagic to their spell. The spell must still use up a higher level spell slot, as normal.Infusion of Magic
Spells cast on you are harder to dismiss.
Prerequisite: Caster level 4th
Benefit: The difficulty to dispel spells cast on you increases by an amount equal to half your caster level. This effect only applies to spells which you wish to maintain, and does not prevent allies from dismissing enemies' spells cast on you.
Special: If you possess the Arcane Aegis ability, you radiate the benefits of this feat to all allies within the radius of your aegis.

iTookUrNick
2013-05-22, 08:04 AM
Work in Progress!!!
I must say that this project is turning out to be trickier than expected. I do not know if I'll be able to finish in time, especially considering other RL engagements...

The Cursed Knight
(a.k.a. Azeroth's Death Knight Hero Class)
http://images4.wikia.nocookie.net/__cb20101217181151/wowwiki/images/3/30/Death_knight_crest.png

"With my death, all I have left is my duty. There is no family, there are no friends... there is only this. War." Thassarian, first death knight to join the alliance

This is a class based on the Death Knight from the World of Warcraft universe.
Author's note:
This is probably the 1472th (and counting) attempt to bring a piece of World of Warcaft in d20 form. Some of these attempts might be more polished, closer to the lore or the game mechanic, or whatever. Here I will try to make a "death knight-esque" character that preserves the feel and flavor of the mmo ad combines it with the balance of the base class on witch it is molded (the [anti]paladin). Ideally, a player familiar with the class in one game should not find it overly difficult to use it in the other; at the same time, I do not with to implement a mechanical system that hinders and lengthen the combat round when playing with pen and paper. Hopefully, the execution will remain faithful to these principles.

As to why I made an entirely new class: well, I ended up changing so much that the original was nowhere to be seen, except as a rough guideline power-wise.
Design Note:
The fundamental points of a death knight in WoW are: blood (and lifesteal), frost (and movement impairing) and unholy (and undeath). Diseases play a major role in all three specs, although they seem to be more appropriate to the unholy spec in the context of the d20 system
Limited resources include, originally, both runes and rune powers, with one fuelling the other in more or less complex patterns. The important point is that runic power is supposed to be gained during combat and spent as a devastating/finishing move. Runes, on the other hand, are supposed to be immediately available, spent to gain runic power or to activate selected special abilities, and slowly regained (perhaps with a mechanic similar to meneuvers, or perhaps grit points).

Although this is a different class (not an alternate), I've tried to maintain the power level in line with the Paladin. As a reference, these are the "substitutions", so to speak:

Detect + Smite > Runic Weapon
Lay on hands > Vampiric strike
Mercy > Cruelty (≠ from the antipaladin)
Plague bringer (same as AP)
Divine Grace > Presence
Spells > Spec. Powers
Divine Bond > rune tap
Aura of Courage > aura 2
Aura of despair (same as AP) moved as aura 1
Aura of vengeance > aura 3
Aura of sin > aura 4
Aura of depravity > aura 5
Unholy champion > Lich King



Role: The cursed knight is a hybrid class, whose focus changes in accordance to the chosen order. A blood-specc'd knight is a tank without shield that saps away the life force of his enemies in order to fuel his own staying power. A frost-specc'd knight is king of the battlefield around himself, controlling enemy movement and offensive capabilities. A unholy-specc'd knight harness the power of death and decay to weaken the enemy defenses and bring them down. All death knights can dabble in all three aspects of the class, albeit only those specialized in a particular aspect can unleash its full power.

Alignment: Any Good or Evil. Cursed Knights tend to be lawful on both sides of the conflict, but this is not a requirement.

Hit Die: d10

Starting Gold: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The Cursed Knight's class skills (and the key ability for each skill) are Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Perception (Wis), Ride (Dex), Sense Motive (Wis), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier


CCursed Knight
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Aura, Specialization, Runic Weapon, Presence

2nd|
+2|
+3|
+0|
+3|0th-level powers

3rd|
+3|
+3|
+1|
+3|1st cruelty

4th|
+4|
+4|
+1|
+4|Plague Bringer

5th|
+5|
+4|
+1|
+4|Specialized Power

6th|
+6|
+5|
+2|
+5|1st-level powers

7th|
+7|
+5|
+2|
+5|2nd cruelty

8th|
+8|
+6|
+2|
+6|Death and Decay

9th|
+9|
+6|
+3|
+6|—

10th|
+10|
+7|
+3|
+7|2nd-level powers

11th|
+11|
+7|
+3|
+7|3rd cruelty

12th|
+12|
+8|
+4|
+8|Aura of Despair

13th|
+13|
+8|
+4|
+8|—

14th|
+14|
+9|
+4|
+9|3rd-level powers

15th|
+15|
+9|
+5|
+9|4th cruelty

16th|
+16|
+10|
+5|
+10|—

17th|
+17|
+10|
+5|
+10|—

18th|
+18|
+11|
+6|
+11|4th-level powers

19th|
+19|
+11|
+6|
+11|5th cruelty

20th|
+20|
+12|
+6|
+12|Lich King[/table]

Class Features
All of the following are class features of the Cursed Knight.

Weapon and Armor Proficiencies: Cursed knights are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), but not with shields.

Aura (Ex): as a cleric of the same level. The aura is Good or Evil, depending on alignment. Law and chaos register as normal. The cursed knight registers as an undead when targeted by a detect undead spell.

Deathbound (Ex): unholy energies were infused in cursed knights upon creation. Cursed knights are healed by negative energy and harmed by positive energy, and they use their Charisma bonus to calculate their bonus HPs.
Their type remains the one set by their race, including subtypes, they keep their constitution score, they are not immune to critical hits and precision damage, mind affecting spells or effects that require a fortitude save, unless they are actually undead.

Specialization (Su): a cursed knight can specialize in one of the following areas of expertise: blood, frost or unholy. To change spec you can pay 25 gp to your class trainer if you are in Azeroth, or spend 200 gp per class level for a 1-week long specialized ritual everywhere else. :smallamused:
When determining effects, unless specified otherwise, consider the caster level equal to the knight's class level, and the DC of this save is equal to 10 + 1/2 the knight's level + the knight's Charisma modifier. Whenever the knight attempts to use a power whose descriptor does not match his current specialization, his level is to be considered two levels lower. If this adjustment brings his level below the minimum level for the ability, the knight cannot use it.

Runic Weapon (Su): starting at 1st level, a cursed knight reforges a weapon by adding a piece of his former self into its construction. This is always a two-handed weapon. The knight starts the game with a masterwork version of the weapon for free.
As a special ritual taking 8 hours at a forge, a cursed knight can etch or alter the runes on his weapon of choice.
The runes on the weapon channel his runic powers. If a cursed knight attempts to use said powers through a weapon without reforging it first, he must make a concentration check (using his class level + his Charisma modifier) or be unable to do so. The DC for this check is equal to 20 + the power's level.
A knight can have a number of active runes equal to his Charisma modifier. These runes are refreshed every day after a long rest. Also, each specialization has a way to regain spent runes during combat.

Blood: rune of parry. When fighting defensively or using the total defense action and wielding his runic weapon with two hands, the runic weapon provides the knight with a shield bonus equal to +1. This bonus increases by +1 for each 5 class levels attained, up to +5 at 20th level. In addition, the runic weapon gains the defensive special ability (= the character can add the weapon's enchantment bonus to the AC instead of the attack roll).
Frost: rune of opportunity. When making attacks of opportunity and wielding his runic weapon with two hands, the knight gains a bonus to his attack roll equal to +1. This bonus increases by +1 for each 5 class levels attained, up to +5 at 20th level. In addition, the runic weapon gains reach (if it doesn't have it already).
Unholy: rune of distraction. When threatened by the knight wielding his runic weapon with two hands, the concentration DC for enemies casting spells is increased by +1. This value increases by +1 for each 5 class levels attained, up to +5 at 20th level.


Presence (Su): cursed knight learn a handful of fighting styles in order to adapt to the situation at hand. These fighting styles are tied to the knight's spec.

Blood: the knight adds his Charisma bonus (if any) to his AC and CMD, and DR/– equal to 1/4 of his class levels.
When a targeted attack from an enemy fails to damage the knight, one spent rune is refreshed. This effect cannot occur more than once per round.
Frost: the knight adds his Charisma bonus (if any) to all saves. When an enemy is damaged by the knight, one spent rune is refreshed. This effect cannot occur more than once per round.
Unholy: the knight gains his class level + his Charisma bonus (if any) as Spell Resistance.
When an enemy fails a saving throw against one of the knight's abilities, one spent rune is refreshed. This effect cannot occur more than once per round.


Runic Powers (Su): runic powers are progressively more advanced moves that the cursed knight can unleash later in the combat.
At 2st level, Cursed knights gain access to 0th level powers. At 6th, 10th, 14th and 18th level they gain access to the higher order of powers.
Runic points are needed for powers above 0th level: it costs 1 pont for 1st level powers, 3 points for 2nd level powers, 6 points for 3rd level powers and 10 points for 4th level powers.

Cruelties (Su): when using any runic power that target a single enemy, the cursed knight can add an effect by spending an extra rune. When choosing an effect that does not match his spec, the knight is considered 2 levels lower.

At 3rd level, a cursed knight can choose between the following:

Blood: increase the hit dices to d8s.
Frost: the target is entangled, as per the Entangle spell.
Unholy: the target is frightened, as per the cause fear spell (but with no HD limit)


At 7th level, a cursed knight can choose between the following:

Blood:
Frost: the target is slowed, as per the Slow spell.
Unholy: the target is diseased, as per the Contagion spell.


At 11th level, a cursed knight can choose between the following:

Blood: increase the hit dices to d10s.
Frost:
Unholy: the target is cursed, as per the Bestow Curse spell.


At 15th level, a cursed knight can choose between the following:

Blood:
Frost: the target is paralyzed
Unholy: the target is diseased, as per the Greater Contagion spell.


At 19th level, a cursed knight can choose between the following:

Blood: increase the hit dices to d12s.
Frost: the target is turned into ice, as per the flesh-to-stone spell.
Unholy:


Plaguebringer (Ex): At 4rd level, the powers of darkness make an cursed knight a beacon of corruption and disease. A cursed knight does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Specialized Powers (Sp): at 5th level, cursed knight gain the use of specialized powers. In contrast to most other abilities, specialized powers are available only to those of whose specialty matches the descriptor. Unless otherwise noted, specialized powers are usable once per day per 5 levels attained.

Blood: Armor of Bone and Blood.
Frost: Chains of Ice.
Unholy: Animate Dead servant/mount.


Death and Decay (Su): at 8th level, an cursed knight can spend two runes to target all living creatures in a 30-ft radius burst centered on the knight. The terrain is corrupted, all non-magical plants wither and die, and the life force of all creatures is siphoned to the knight as temporary hit points. The effect is equal to a basic (0th-level) runic strike. Otherwise, treat this ability as a channel energy ability.
The knight can add a cruelty by spending two extra runes

Aura of Despair (Su): At 12th level, enemies within 10 feet of a cursed knight take a –2 penalty on all saving throws.
This ability functions only while the knight is conscious, not if he is unconscious or dead.

Lich King (Su): the cursed knight has risen in power above all others of his kind, becoming the new Lich king. The bonuses granted by his chosen specialty are always active, and are doubled if he is in the corresponding presence. In addition, his vampiric strike deals maximum damage.

List of Runic Powers:
0th-level

Blood:
Heart Strike: as a swift action, a cursed knight can enhance his next attack to cause 1d6 points of damage for every two knight levels he possesses to a living creature and gain them back as temporary hit points. Using this ability does not provoke attacks of opportunity. Cost: 1 rune.
Frost:
Frost Strike: as a swift action, a cursed knight can enhance his next attack to cause 1d6 points of damage for every two knight levels he possesses to a undead creatures, and adding 1 runic point for every two levels the knight possesses to the knight's runic point pool. Cost: 1 rune.
Unholy:
Scourge Strike: as a swift action, a cursed knight can enhance his next attack to cause 1d6 points of damage for every two knight levels he possesses to any creature, and attempting to steal one spell in effect on the creature as per the spell steal weapon ability. A knight can only steal spells whose level is equal or lower to the number of dices of damage done, up to 9th level. Cost: 1 rune.

1st-level powers (available to 5th level knights)

Blood:
Frost:
Unholy:

2nd-level powers (available to 9th level knights)

Blood:
Frost:
Death Grip : as per the dimensional anchor spell
Unholy:

3rd-level powers (available to 13th level knights)

Blood:
Rune Tap: the knight heals as if he had cast Harm on himself.
Frost:
Unholy:
Anti-Magic Field: as the spell of the same name.

4th-level powers (available to 17th level knights)

Blood:
Frost:
Unholy:



New Feats
Extra Rune
Requirement: runic weapon class feature
Benefit: your total number of available runes is increased by 1. This extra rune is is not refreshed after a long rest, but can be refreshed as normal during combat.
Special: you can select this feat multiple times. Their effects stack.
Rune Boost
Requirement: runic weapon class feature
Benefit: by spending an extra rune, you can boost the save DC of any of the knight's class abilities by 2.

zhdarkstar
2013-05-25, 11:18 AM
Super Fighting Robot

https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn2/984051_10151923228173625_1760270820_n.jpg

"I never cared about justice, and I don't recall ever calling myself a hero. I have always only fought for the people I believe in. I won't hesitate... If an enemy appears in front of me, I will destroy it!"
―Zero, Advanced Prototype Super Fighting Robot

Modified Class: This is a racial archetype for Warforged* and Android Gunslingers
*I can't link the conversion it's based on but here's a clue: :smallbiggrin: (http://www.amazon.com/Eberron-Campaign-Setting-Dungeons-Roleplaying/dp/0786932740) + :smallwink: (http://stwot.motortrend.com/files/2013/03/2014-Nissan-Pathfinder-Hybrid-rear.jpg)


As the technology of firearms continued to grow, a new breed of Warforged were created to meld these new weapons with the magic that gives the Warforged life. Centuries after the Great Robot War, a new generation of Super Fighting Robot has emerged from the Android ranks. Disassembly of the android line have shown that while the composition of their bodies is vastly different from the warforged, both models have buster systems that operate functionally identical.


Class Skills
The super fighting robot's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (local), Linguistics (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier

Armor Proficiency: A super fighting robot is only proficient with specially made suits of armor known as buster armor. Any armor can be created as buster armor for no additional cost. The super fighting robot is proficient with all buster armors.

Weapon Proficiency: A super fighting robot is only proficient with one-handed firearms built into their buster armor. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with standard firearms and firearm siege engines. All other weapon proficiencies remain unchanged.

Gunsmithing: Instead of the normal battered weapon received at 1st level, a super fighting robot must choose either a pistol or dragon pistol as a removable armor component known as a buster in one of her arms. As a swift action, the hand on her buster arm can be collapsed to expose the firearm barrel or reformed to cover it. This can be done as a free action with the Quick Draw feat, or as part of a move action as per the normal weapon rules. Unless she also has the Exotic Weapon Proficiency (firearm) feat, she can only use her Gunsmithing feat to create a one-handed firearm as a buster with no increase in material cost.

This modifies Gunsmithing.

Grit (Ex): A super fighting robot is a combination of magic and technology the likes of which had never been seen before. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day and her maximum grit point pool, she uses her Intelligence.

This modifies Grit.

Deeds: Menacing Shot and Stunning Shot now use Intelligence instead of Wisdom to determine the DC. In addition to this, a super fighting robot gains the following deeds:

Dash Boots: When attacked, the super fighting robot may move up to 10' as an immediate action to gain a dodge bonus to AC, +2 for every 5' moved, before that attack is resolved. This does not prevent a successful melee attack from dealing damage, but it can be used to interrupt iterative attacks. This movement doesn't provoke attacks of opportunity, nor does it count as move or 5' step. This deed cannot be used against attacks of opportunity caused by the super fighting robot's actions. Use of this deed costs 1 grit point per 5' moved. At 15th and 20th levels, the maximum distance dashed increases by 5'. For the purposes of special abilities, this deed is otherwise treated as Gunslinger's Dodge.

This replaces the gunslinger's dodge deed.

Special Weapon Systems (Ex): At 3rd level, the super fighting robot can spend 1 grit point as a swift action to change her buster damage to one of the following types until the end of her turn: cold, electric, fire. At 11th level, she adds the following types to the list of options: acid, force, sonic. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.

This replaces the pistol whip and lightning reload deeds.

Magical Defense Protocols (Su): The super fighting robot's enhanced defenses against magic come online at 3rd level. As an immediate action, she may spend 1 grit point when targeted by a spell or spell-like ability. If she succeeds at a Spellcraft check (DC 15 + triple spell level), she is not affected by it and stores the spell's energy within her buster, which is treated like the spell storing weapon ability except any level spell can be stored in it and the spell can be channeled through either ranged or melee attacks made with the buster arm.

This replaces the utility shot and bleeding wound deeds.

Emergency Subtank (Ex): At 19th level, whenever the super fighting robot is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead have her current hit points set to half of her maximum hit points. This deed can only be used once per day.

This replaces the cheat death deed.

Buster Armor Upgrade (Ex): Starting at 2nd level, a super fighting robot's buster armor receives an upgrade to its maneuverablity. Whenever he is wearing buster armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (6th, 10th, 14th, and 18th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed.

In addition, a super fighting robot can also move at his normal speed while wearing medium armor. At 6th level, a super fighting can move at his normal speed while wearing heavy armor.

This replaces nimble.

Buster Combat Programming (Ex): Starting at 5th level, a super fighting robot increases her skill with her buster. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with her buster, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a super fighting robot never misfires with her buster. At 17th level, her buster gains the Everloaded (http://www.d20pfsrd.com/magic-items/3rd-party-magic-items/3rd-party-magic-weapons/weapon-properties/adamant-entertainment/everloaded) weapon ability while she is wielding it. Busters with the scatter property may switch between bullets and pellets as a swift action once per round.

This replaces gun training 1, 2, 3, and 4.

New Feats:

Mega Buster [General, Grit]
Prerequisites: Super Fighting Robot 7th class level
Benefit: You may now build and wield busters based on two-handed firearms. Such busters incur a -2 penalty on attack rolls due to the unorthodox size and shape of the busters. You still must use two hands to fire for stability. You also gain the Fast Musket (http://www.d20pfsrd.com/classes/base-classes/gunslinger/archetypes/paizo---gunslinger-archetypes/musket-master) deed as a bonus deed.

Prototype Melee Buster Integration (Ex) [General, Grit]
Prerequisites: Buster Combat Programming
Benefit: As long as you have 1 grit point, melee weapons you wield are treated as busters for the purpose of deeds, including Dead Shot. You may spend 1 grit point as a free action to add your Buster Combat Programming damage bonus to melee buster weapon damage until the end of your turn. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.
Special: Busters based on firearms with a melee component treat the melee component as another form the hand of the buster arm can take.

Special Weapon System Upgrade (Ex) [General, Grit]
Prerequisites: Super Fighting Robot 7th class level
Benefit: Effects of the special weapon system deed now lasts a number of rounds equal to your class level.

Advanced Special Weapon System (Ex) [General, Grit]
Prerequisites: Mega Buster, Special Weapon System Upgrade, Dead Shot deed, Super Fighting Robot 12th class level
Benefit: When using the dead shot deed while under the effects of the special weapon system deed, one of the listed effects is added based on the type of buster damage. The effects of the special weapon system deed are ended after the single attack is resolved. Those which grant saves are DC 10 + 1/2 class level + Intelligence modifier.

Acid - Target makes a Fortitude save against being nauseated. If the target fails the save, it is nauseated for 1d8 rounds and makes an additional save against being paralyzed (Fortitude negates) for half of the duration of being nauseated. If the target succeeds, it is nauseated for 1d4 rounds.

Cold - Target makes a Fortitude save against being staggered. If the target fails the save, it is staggered for 1d6 rounds. If the target succeeds, it is staggered for 1d4 rounds.

Electric - Target makes a Fortitude save against being stunned. If the target fails the save, it is stunned for 1d6 rounds. If the target succeeds, it is stunned for 1d4 rounds.

Fire - Target makes a Reflex save against catching fire. If the target fails the save, it takes 2d8 fire damage for 1d6 rounds. If the target succeeds, it takes 2d4 fire damage for 1d4 rounds.

Force - You may make a ranged trip attempt, that does not provoke attacks of opportunity, against the target with a circumstance bonus equal to half of the damage inflicted, up to half of your class level. If using a melee buster, you make a melee trip attempt instead, but the target does not get a trip attempt if you fail.

Sonic - Target makes a Fortitude save against being deafened. If the target fails the save, it is deafened for 1d8 rounds and makes an additional save against being confused (Will negates) for half of the duration of being deafened. If the target succeeds, it is deafened for 1d4 rounds.

Upgraded Magical Defense Protocols (Su) [General, Grit]
Prerequisites: Super Fighting Robot 7th class level
Benefit: As an immediate action, you may spend 1 grit point to gain SR 5 + class level, for 1 round. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect.

Advanced Magical Defense Protocols (Su) [General, Grit]
Prerequisites: Upgraded Magical Defense Protocols, Super Fighting Robot 12th class level
Benefit: The effects of Upgraded Magical Defense Protocols now lasts a number of rounds equal to your class level.

Elemental Defense Protocols (Ex) [General, Grit]
Prerequisites: Special Weapon System Upgrade, Upgraded Magical Defense Protocols, Super Fighting Robot 12th class level
Benefit: While under the effects of the special weapon system deed, you gain energy resistance to the chosen energy type equal to your class level.


Feel free to comment and critique

SamBurke
2013-05-28, 10:17 AM
The False Prophet

http://venturebeat.files.wordpress.com/2013/03/552004_10152022027045556_25129160_n-e1364095684118.jpg?w=558&h=9999&crop=0

”"'Bring us the girl, and wipe away the debt;' that was the deal. The details elude me now, but the details wouldn't change a ... thing."
-Booker DeWitt, False Prophet of Columbia

Booker DeWitt, hero of BiosShock Infinite, may be the only man to have destroyed Columbia, but there are many more like him: a world full of people with the same power, and with the same twisted destiny.

Role: The False Prophet's main roll is to control: control the ground, control the enemies, control the fight. While they can deal damage, and do many things out of combat with the right array of Boosts, their main focus is on battlefield control and containment. Moving around enemies, forcing the fight to one area or another, these are the places for the Prophet.

Alignment: Whilst any alignment may be appropriate for a False Prophet, they are usually Good, but almost never Lawful. This is because of their tenacious perseverance and pursuit of righting wrongs and wiping away their debts, balanced against the fact that their abilities and their pasts usually force them to more unusual solutions.

Hit Die: 1d8

Starting Gold: As Rogue.

Class Skills
The False Prophet's class skills (and the key ability for each skill) are...
Acrobatics(Dex), Bluff(Cha), Disable Device(Dex), Escape Artist(Dex), Intimidate(Cha), Knowledge (Int): Arcana, Dungeoneering, Engineering, History, Local, Perception(Wis), Profession(Wis), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Stealth(Dex), Use Magic Device(Cha).

Skill Ranks per Level: (6 + Int modifier)


THE FALSE PROPHET

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

1st|
+0|
+2|
+0|
+0| Vigors, Salts | 0

2nd|
+1|
+3|
+0|
+0|Vigor Boosts | 1

3rd|
+2|
+3|
+1|
+1|Shield 1d4, Charged Abilities | 2

4th|
+3|
+4|
+1|
+1|Infusion (1), Vigor (3) | 3

5th|
+3|
+4|
+1|
+1|Shield 2d4 | 4

6th|
+4|
+5|
+2|
+2|Infusion (2) | 5

7th|
+5|
+5|
+2|
+2| Shield 3d4, Mighty Impact | 6

8th|
+6/+1|
+6|
+2|
+2|Infusion (3), Vigor (4) | 7

9th|
+6/+1|
+6|
+3|
+3|Shield 4d4 | 8

10th|
+7/+2|
+7|
+3|
+3|Infusion (4), Quickshield | 9

11th|
+8/+3|
+7|
+3|
+3|Shield 5d4 | 10

12th|
+9/+4|
+8|
+4|
+4|Infusion (5), Vigor (5) | 11

13th|
+9/+4|
+8|
+4|
+4|Shield 6d4 | 12

14th|
+10/+|
+9|
+4|
+4|Infusion (6) | 13

15th|
+11/+6/+1|
+9|
+5|
+5 | Shield 7d4 | 14

16th|
+12/+7/+2|
+10|
+5|
+5|Infusion (7), Vigor (6) | 15

17th|
+12/+7/+2|
+10|
+5|
+5|Shield 8d4 | 16

18th|
+13/+8/+3|
+11|
+6|
+6|Infusion (8) | 17

19th|
+14/+9/+4|
+11|
+6|
+6|Shield 9d4 | 18

20th|
+15/+10/+5|
+12|
+6|
+6|Infusion (9) | 19[/table]

Class Features
All of the following are class features of the False Prophet.

Weapon and Armor Proficiencies: The False Prophet is automatically proficient in all Simple and Martial Weapons. In addition, they treat all firearms as Simple. They are proficient with light armor, and shields, but not tower shields.

Vigors: (Ex) You start play with the ability to use any two Vigors of your choice. You gain an additional Vigor at 4th, 8th, 12th, and 16th level. If your Vigor would harm a target, they get an appropriate save to resist. For all Vigors other than Possession, this is a Reflex Save. Possession requires a Will Save. This is calculated as follows: 10 + the number of Vigors you have + your Constitution Modifier + the number of upgrades you have for that particular Vigor. If the Vigor deals damage, then the damage is halved for a successful save.

Vigors are assumed to be easily obtainable for the False Prophet, and upon the gaining of a level when they would obtain a Vigor, it should be available within 24 hours.

Vigors are powered by Salts, a renewable type of Mana. A Vigor's range begins at 30’, and increases by 10’ for every class level you posses. In addition, unless otherwise noted, they take a Standard action to utilize. You may only have one Vigor "equipped" or actively ready to use at any given time: switching which of your Vigors is "equipped" takes a Swift Action.

Salts: (Ex) Salts power each use of a Vigor, and each Vigor (and upgrade) takes varying amounts of salts to manifest. You gain a pool of Salts equal to twice your Constitution Modifier plus your level.

You regain salts at the beginning of every encounter, or by spending at least two full rounds without taking action. When you drink a potion or are the subject of a positive spell, you gain an additional amount of Salts equal to twice the level of the spell.

Vigor Boosts: At second level, and every level after, you gain a single Vigor Boost or upgrade to any Vigor that you know. In order to gain the second-tier boost, you must have the first tier boost associated with it. You may not take a boost to the same Vigor two levels in a row.

When you use a Vigor Boost, you may choose whether or not to use any other boosts that belong to that Vigor, including one that was a pre-requisite for obtaining that Boost. For any Boost which you do use, you pay an additional amount of Salts from your Salts Pool, as indicated in the description of the boost.

Shield: At third level, you gain a pool of temporary HP, which regenerates slowly over the course of each encounter. On every odd level, this pool of HP increases by 1d4. When you gain this ability, and every time you gain an additional dice of Shield, you may choose to either roll all of the dice, or just the new one. Whichever you choose, that result is your Shield until the next level. Your Shield roll can never decrease: IE, you can never have a lower total at a later level, than you already had at an earlier one.

This temporary HP is removed if you are hit, before your ordinary HP, just like normal Temporary Hit Points. Each turn, you regenerate 1 temporary HP of Shield. The amount of HP you regenerate triples If you were not attacked on the last turn.

Charged Abilities: (Ex) At third level, you gain access to an additional ability for all Vigors: the charged ability. You may only charge one Vigor at a time. If you are actively charging a Vigor (such as building up for a use of Undertow), then you must have that equipped as your Vigor. If you are using it as a trap (such as for Shock Jockey or Return to Sender), you may have one such trap active at any one time.

If you use a charged ability, you do not get the benefits of the normal ability unless mentioned, but you must extend the time as described. Switching which Vigor is equipped as your Charged Vigor takes a Swift Action, but you may dismiss a Vigor's effects or charge as a Free Action.

Infusions: (Ex) Every even level, starting at fourth, you get one of four choices: you can either add an additional 1d4 to your Shield pool, an additional 1d8 to your Hit Points, or an additional 5 points permanently added to your salt pool. Alternatively, you may use an Infusion to obtain a Vigor Boost for any Vigor which you possess.

Mighty Impact: At seventh level, once per encounter, as a swift action, you may ignore any elemental resistance that a single target has. This effect lasts for a number of turns equal to your Constitution Modifier.

Quickshield: (Ex) At tenth level, your shield regenerates two temporary Hit Points per round, instead of one. If you were not attacked on the last turn, this increases to 6 HP per turn.

SamBurke
2013-05-28, 10:19 AM
The Vigors


Bucking Bronco:
http://images.wikia.com/bioshock/images/e/ea/BuckingBroncoIcon.png
Target: One 15’ Burst
Salts Cost: 2
The target of this Vigor must make a reflex save or be lifted into the air 5 to 15 feet in the air. You may decide their altitude upon the use of this Vigor, which determines whether or not they are within reach. Those who are affected by Bucking Bronco can still use their weapons, though they may not be able to reach any targets. Targets affected by this Vigor are not considered helpless, but do lose all Dexterity Bonus to AC.

This Vigor lasts for 1d4 turns.

Charged Effect:By expending an additional Move Action charging this Vigor, you may double the height that target(s) are lifted, should you so choose. In addition, targets that are suspended may be moved by a DC10 Strength Check, Bullrush check at +10 bonus, or the application of Force effects that deal damage. Doing so pushes them a number of feet equal to the amount by which the DC was exceeded. In the case of a damage-dealing force effect, this is equal to the number of HP dealt. You may choose to move them in any direction. If the target(s)’ movements would be cut short by impact with any solid surface, then they are dealt 1d6 damage for each additional 10 feet they would have traveled.




Devil’s Kiss
http://images.wikia.com/bioshock/images/a/ad/DevilsKissIcon.png
Target:One Burst
Salts Cost:3
You throw a single flaming bomb, which immolates a burst whose radius in squares is equal to one third of your level. The minimum radius for this burst is 10’. Those in the burst who fail a reflex save take 1d6 fire damage per your class level.

Charged Effect: By extending the usage of Devil’s Kiss to a Full Round Action (including your Swift Action), an additional number of bombs equal to your Constitution modifier, each dealing 1d6 Fire Damage, explode from the edges of your previous burst, effecting any targets you choose within 20’.



Charge
http://images.wikia.com/bioshock/images/9/9a/ChargeIcon.png
Target: A single square
Salts Cost: 3
As an immediate action, you may move up to 15’. This movement must be in a straight line, but does not provoke attacks of opportunity. If you take a Standard action, this distance extends to 10’ per class level you possess. If you end your turn adjacent to an enemy, you may make a single melee attack for free, at your highest bonus, with a -2 penalty.

Charged Effect:By expending an additional swift action to charge the effects of this Vigor, you no longer take a -2 penalty on your attack. If at least one enemy is within your reach, you may attack once: doing so, you automatically double all damage you deal. This damage does not include any damage from spells and class features.



Murder of Crows
http://images.wikia.com/bioshock/images/3/34/MurderOfCrowsIcon.png
Target: Any creatures or objects within range.
Salts Cost:2
As a standard action, you call forth a number of crows equal to ⅓ of your level, minimum 2. These crows are physical creatures, who have a number of hit points equal to your Constitution Modifier. You may direct them to attack any target you desire. Doing so takes a Move Action.

Each turn, they deal 1d4 damage automatically to their target. On the first turn, they also force it to make a Reflex Save, or be considered Flatfooted and Flanked for the purposes of you and your allies. You may divide your crows to any number of targets, so long as all the crows are within 30’ of each other.

Charged Effect: By spending an additional Standard Action, you may designate a square on which a murder of crows will build their nest. They do so as an immediate action. You gain an additional 1d4 crows, and they attack any hostile creature who comes within 20’ of that nest. Upon doing so, the target(s) of this trap are subject to the normal effects of the Murder of Crows Vigor.



Possession
http://images.wikia.com/bioshock/images/2/23/PossessionIcon.png

Target:One creature or piece of technology within range.
Salts Cost: 6
If your target fails its Will Save, then it is moved two steps closer to Friendly. This works even if they were Hostile. Any attack on a character who is under the influence of Possession gives it an additional save, with a bonus on the save equal to the number of times they have been attacked. This does not allow you to make a creature higher than Friendly.

Charged Effect: This does not cost any additional time, but does require you to expend an additional 4 Salts. If your target has 3 or less Intelligence, it gains a second Will Save at a -2 penalty. If it fails both saves, then it becomes your ally, and will fight for you for the duration of the encounter or until death.



Return to Sender
http://images.wikia.com/bioshock/images/7/7b/ReturnToSenderIcon.png

Target:Personal
Salts Cost:4
When, as a Standard Action, you use this Vigor on yourself, you begin to absorb damage. For a number of turns equal to your level, you gain damage reduction (DRX/--) equal to your level, plus your Constitution Modifier.

Charged Effect: You designate a single area, with a number of squares equal to your level plus your Constitution Modifier. These squares must all be adjacent. Any damage that takes place in those areas for as long as you hold the charge is absorbed. At the end of your charge, you may direct a number equal to the damage absorbed to a single 15’ burst within your range.

In order to gain the benefits of this Charged Effect, you must spend a Move Action each turn in order to maintain concentration, and to continue absorbing the damage.



Shock Jockey
http://images.wikia.com/bioshock/images/f/fe/ShockJockeyIcon.png

Target:One creature or item within range.
Salts Cost:2
You deal 1d4 damage per level to a single creature, if they fail a Reflex Save. In addition, that creature takes double damage from all damage sources for a number of turns equal to the amount by which they failed the reflex save, minimum 2.

Charged Effect: By extending the time it takes to use this Vigor to a Full Round Action, and adding an additional 4 to the Salts Cost, you may create a number of charged crystals. This number is equal to one-third of your level (minimum 0), plus your Constitution modifier, and may be spread out as much as you like, so long as each is within 5’ of another. Each of these crystals deals 1d6 damage to any creature who steps within 5’ of them. If multiple creatures are within 5’ of the same crystal, it instead deals 1d4 damage to each creature near it. You may have up to a dozen crystals in a single square, should you choose.



Undertow
http://images.wikia.com/bioshock/images/a/ac/UndertowIcon.png

Target:One creature or item within range.
Salts Cost: 2
If your target fails its Reflex Save, it is knocked back a number of squares equal to the amount by which it failed the save. Should this number of squares be more than 5 squares, your target is also prone. You may choose the direction in which your target is pushed or “knocked” back.

Charged Effect: You do not need to spend any time charging up this effect. If your target fails its save, you pull it towards yourself, and may place them in any square within your reach that you choose. In addition, it incurs an attack of opportunity any time it does not attempt to include you in a hostile action, or if it attempts to move away.

SamBurke
2013-05-28, 10:22 AM
Vigor Boosts

Bucking Bronco

Bucking Blast
You double the area of effect for this Vigor.
Additional Salts: 4


Fly-by-Blast
If any of your targets has a fly speed and they fail their Reflex save, they take an additional number of d6s of damage equal to one-third your level.
Additional Salts: 1


Just Floatin’ Away
Targets spend an additional 1d4 turns floating.
Additional Salts: 3


Airsick
Even after the effect ends, your targets are still effected. They must make a Fortitude Save at the same DC as the Vigor itself, with a penalty to the check equal to half the number of rounds they spent in the air. If they fail the check, they are sickened for the duration of the encounter.
Additional Salts: 2


Disorientation
If the target is in air, they are unable to use any natural or manufactured weapons or spells without making a Will Save each time they attempt to do so. The DC is the same as the Reflex Save DC for the original Vigor use.
Additional Salts: 4


Have a Helpless Hand
Targets are given a second Reflex Save at the same DC as the original Vigor. If they succeed, nothing changes. If they fail, then they are considered helpless for the duration of the Vigor.
Additional Salts: 6


Painful Combination
If you use another Vigor on the targets of your Bucking Bronco, you may add an additional target.
Additional Salts: 3


Spreading Pain
If part of the targets of your Bucking Bronco are affected by one of your other Vigors, all of them are.
Additional Salts:


Bronco Riding
You can focus your Vigor on only yourself, and use it to levitate or jump into the air as a swift action. By expending 2 Salts, you may do this an immediate action. By using this Vigor Boost, you may double the distance you would ordinarily be able to lift targets.
Additional Salts: 0


Walk the Air
You can float an entire group of targets, so long as they are inside the original burst of this Vigor. Each 10-minute, out of combat, segment in which you do this takes an additional 2 salts. By doing so, you gain a fly speed of Perfect, at 30’ per round. You may not, however, leave more than 30’ from the ground. If you are in combat, you must spend on Salt per minute in order to continue to give this benefit.
Additional Salts: 1


Create a Weakness
Any dice of damage rolled against creatures airborne by this Vigor cannot be 1s or 2s. If you get a 1 or a 2 on a damage roll, re-roll.
Additional Salts: 3


The Bigger they Are...
If a creature is large size or succeeds at the Reflex Save, you may activate this boost as an Immediate Action. You may make a Trip check against that target, with a bonus equal to the Save DC for your Vigor, -10.
Additional Salts: 2





Devil’s Kiss

Deep Burn
Instead of dealing 1d6 damage per level, it deals 1d8.
Additional Salts: 1


Unpredictable Burn
You have a chance of gaining a critical hit when using Devil’s Kiss. Roll 1d20 each time you use it: if the result is 19 or 20, double the damage.
Additional Salts: 3


Volcanic Shards
There is a second explosion after the first: an additional 10’ is affected, including the original area of effect as well. A number of clusters equal to your one-third of your level target all creatures inside this area. These clusters deal damage equal to 1d6+your Constitution modifier apiece.
Additional Salts: 3


Catastrophic Explosion
If using Volcanic Shards, each cluster actually affects a 10’ burst instead of a single specific target.
Additional Salts: 2


Focused Pain
You may focus your Devil’s Kiss bomb on only one target: no others are affected. Doing so increases the number of D6s rolled by 1.5, rounding up.
Additional Salts: 3


Searing Pain
You may choose a single ability score, and do 1d6 damage to it instead of dealing Hit Point Damage, should your target fail the Reflex Save.
Additional Salts: 1


Smoke Bomb
You create a smoking fog, which grants concealment for a number of turns equal to your level, plus your Constitution Modifier. This fog affects your entire area of effect.
Additional Salts: 2


Heat Mirage
You may create a single illusionary image, as if the spell Major Image. You must expend a Swift Action on each turn in order to maintain this image, and you are considered to have Devil’s Kiss as your “charged” Vigor.
Additional Salts:4


Afterburners
Targets take additional damage every turn equal to one-half of the amount of damage suffered from the Devil’s Kiss Vigor in the turn before. This only lasts for three turns.
Additional Salts: 6

Comstock, an enemy, took 32 Fire Damage on the first time. Following that, he takes 16 damage. The next turn, he takes 8 Fire Damage. The turn after that, he takes no damage, as the three-turn limit has expired.



Spread Like Wildfire
If the target of Afterburners is within the reach of any of your enemies, they must roll a Reflex Save at a -2 penalty. If they fail, they catch fire, taking as much damage as the target of Afterburners did on that turn, and being subject to that ability as well.
Additional Salts: 4





Charge

Vitalizing Charge
You heal a number of hit points equal to the number of squares traveled in this charge.
Additional Salts: 3



Unstoppable Force
You gain damage reduction equal to one-third of your level (DR X/--) for 1d4 turns after you activate this Vigor.
Additional Salts: 6



Forceful Entry
You deal force damage to the target location, object, or enemy of your Charge. This damage is equal to 1d3 per square traveled.
Additional Salts: 2



Concussive Force
If you are using the Forceful Entry Boost, you may force a target to make a Fortitude save at the normal DC for your level. They take a penalty on this boost for every 5 points of damage they took from Forceful Entry. Should their Fortitude Save be unsuccessful, your target is sickened for a number of turns equal to the number of d3s of damage dealt, or the end of the encounter, whichever comes first.
Additional Salts: 3




Destroy Anything
You may use Forceful Entry to impact walls, floors, or other parts of architecture. When doing so, you may choose to either ignore the Hardness of your target, or increase your damage to 1d6 per square traveled.
Additional Salts: 2



Burst of Power
By activating Charge, you may double the duration of one other Vigor or Vigor Boost.
Additional Salts: 1



Instant Recovery
By activating your Vigor, you may instantly recover your Shield to full strength. This ability doubles in cost each time you use it in an encounter.
Additional Salts: 2



Ram’s Horns
After activating Charge, you gain a bonus to AC equal to your Shield’s Temporary HP divided by 5. This bonus lasts as long as Charge is your equipped Vigor, or your Charged Vigor.
Additional Salts: 2



Blur of Motion
If you charge more than one turn in a row, you are invisible until one turn after you cease to use this Vigor. You only need to activate this boost on the first of your Charges, and it continues until you do not Charge on a given turn.
Additional Salts: 1



Phantasmal Leap
You may Charge through solid surfaces, such as doors, walls, and enemies.
Additional Salts: 4



Always Moving
You gain a miss chance for 1d4 turns after you activate Charge. This miss Chance is 10% multiplied by one-third of your level rounded down, minimum, 20%.
Additional Salts: 4



Sly Movement
You may activate this Boost without activating your Charge Vigor. For the following 1d6 turns, you do not provoke attacks of opportunity for any reason.
Additional Salts: 3



Battle Charge
As a part of your Standard Action, you may make a free attack at your highest attack bonus, so long as your target is within your reach when you finish the Charge.
Additional Salts: 2



Magnified Impact
For 1d4 turns after you use Charge, you gain a +1 bonus to your Critical Threat Range, and Critical Multiplier. This boost is applied after Keen and any similar effects.
Additional Salts: 3






Murder of Crows

Stunning Sight
Those targeted by your crows must make a Will Save at the normal level, with an additional penalty to their save equal to the number of crows that are targeting them. If they fail this save, they are dazed for a number of turns equal to the amount by which they failed the save.
Additional Salts: 4



Defenseless
If you use Stunning Sight, your targets are now helpless instead of dazed. However, the duration is limited to only one turn.
Additional Salts: 6



Infestation
Any targets who are killed by the hit point damage of your Murder of Crows become Crow Traps, as if you had used this Vigor’s Charged Effect. You are not, however, considered to have Murder of Crows as your Charged Vigor. You may use this Boost on a different turn than you use the Vigor, and its effects are the same. Increase the salts cost by 2, however.
Additional Salts: 2



Bloody Meal
If you place a Murder of Crows Trap on a dead body or skeleton, you may add the creature’s CR to the damage done by the crows in a given turn. You may distribute this damage to any crow or combination of crows that you desire. If it was a creature that you killed, then each crow gains an additional bonus to its damage equal to your Constitution Modifier.
Additional Salts: 2



On the Wings of Crows
If you use a Vigor that deals damage, such as Shock Jockey or Devil’s Kiss, on your Crows instead of other targets, those crows that are affected deal half of that damage on each turn. Thus, if you deal 10 damage to three crows, each of those crows deals additional damage per turn of the same type.
Additional Salts: 4



Monstrous Vermin
If you cast another Vigor on your crows, using Carry the Plague, it affects all crows, regardless of whether or not they were in the original area of effect.
Additional Salts: 3



Plague-Bearers
You may target any number of your crows, as normal targeting, with another Vigor. If that Vigor or one of the Boosts you have activated for it deals a status effect or debuff, the crow(s) targeted with this Boost also carry that effect, forcing all those they attack to make the save as if they were the original targets.
Additional Salts: 3




A Thousand Sharpened Wings
You gain an additional number of crows equal to one third of your level.
Additional Salts: 4



Crow Sight
You can see through the eyes of your Ravens, even if they are outside of the normal range of your abilities, on another plane or so on.
Additional Salts: 1



Ravenlord
You can control any bird, including the direction and movement of your birds. As an immediate action once per encounter, you may switch the targets of any number of Crows inside your Murder. In addition, you can make them move outside of their normal range, up to a number of miles equal to your level.
Additional Salts: 4








Possession

Wide Audience
At the beginning of the day, you may choose one additional type of creature to be affected by your normal Possession Vigor. See Ranger’s Favorite Enemies to determine the various different types. When you use Possession to affect one of those creatures, add this Boost to it.
Additional Salts: 2



Universal Appeal
You may, as an additional swift action, choose which creature type Possession affects. Doing so halves its duration.
Additional Salts: 5



Simplicity Itself
It is easier to use your Vigor. There is no specific benefit to this, except the reduction in Salts Cost. You may only use this Boost a number of times per day equal to your Constitution Modifier.
Additional Salts: -2



Life Saver
You may cast Possession as an Immediate Action, once per day.
Additional Salts: 4.



Dark Influence
If an enemy succumbs to your Possession, and fights on your side, they are further swayed. When the duration of the Vigor ends, they must make another Will Save, at the same DC as the original Vigor, or commit Suicide as best as they can.
Additional Salts: 4



Crushing Charisma
You may either add a bonus to the save DC of Dark Influence equal to the amount of additional Salts expended, OR, you may add that number to any social roll that you make. This includes Bluff, Intimidate, Sense Motive, and Diplomacy.
Additional Salts: Varies




Demon in the Machine
You may influence machines, doors, and locks. By targeting only that item, its internal mechanisms move as you so desire: opening locks, dispensing supplies, jamming, or anything else. Doing this takes a full-round action. After the duration of this Vigor, the targeted item resets automatically.
Additional Salts: 5



Block the Way
You may add to the Strength Check or Break DCs necessary to open any door. If you expend 2 Salts, you add 5; if 4 Salts, 10, and so on. You may also use this to jam any trap you are aware of, for 2 additional Salts.
Additional Salts: Varies.




Trap
You may designate a single 10’ burst. Any creature which walks into that 10’ burst triggers a Possession Trap, and is subject to that Vigor, and any Boosts which you had previously added to the trap.
Additional Salts: 1



Powerfully Possessed
The targets of your possession are Dominated, as the spell. For these purposes, your “caster level” is equal to your class level.
Additional Salts: 5






Return to Sender

Simple Vigor
This Boost gives no actual benefit, but does lower the salts cost of its use.
Additional Salts: -2



Hold Charge
You may, by expending a Swift Action on each turn, lengthen this Vigor as long as you like until the encounter ends.
Additional Salts: 2




Quick Thought
You may use this Vigor as a Swift Action.
Additional Salts: 3



Reaction Shot
You may use this Vigor as an Immediate action.
Additional Salts: 5




Directed Damage
You may direct one third of the damage deflected or ignored by this Vigor on this turn to any single melee or ranged attack. This takes a swift action to activate, but may be activated independently of the Vigor, so long as the Vigor is in use.
Additional Salts: 2



Pure Pain
You may make one additional attack at your highest bonus, using the damage that was deflected or ignored by Return to Sender on this turn.
Additional Salts: 4




Kinetic Impact
You may direct one third of the damage ignored by Return to Sender on this turn to your Shields, immediately increasing the number of Temporary HP you possess, up to your maximum.
Additional Salts: 3



Backup Shielding
You may place a Return to Sender trap or the Return to Sender Vigor on your shields, activating and taking damage when they fail.
Additional Salts: 0




Return to Arcanist
You may reflect one spell per encounter per two Salts expended on this Boost. They reflect in a random direction, and have full power. This does not alter a spell or SLA’s range. If you deflect, and there is no appropriate target in that direction before the end of the range, the spell fizzles out harmlessly.
Additional Salts: Varies



Directed Fire
When using Return to Arcanist, you may choose its target as an immediate action.
Additional Salts: 3






Shock Jockey

Raw Electric Current
The target of your Vigor must make a Fortitude save at the same DC as the original. If they fail, they are stunned for 1d6 turns.
Additional Salts:3


High Voltage
The DC of Raw Electric Current, and the number of turns it lasts, is increased by the number of Additional Salts you expend.
Additional Salts:Varies


Chain Lightning
You may “jump” the effects of this Vigor to another enemy within 30 feet.
Additional Salts: 3


Electrify the Sky
You may make a number of jumps, as Chain Lightning, equal to the number of Additional Salts expended, divided by 2.
Additional Salts: Varies

Shock Therapy
You can direct this Vigor at yourself, and, instead of its normal benefit, you gain a bonus to your critical hit range equal to the number of additional Salts expended, divided by 3.
Additional Salts: Varies


Expanding Electricity
When using Shock Therapy, you also increase your Critical Threat Multiplier by one.
Additional Salts: 3


Jolt of Memory:
You gain a bonus on a single Knowledge check equal to your Constitution Modifier, plus one-fourth of your level. You may activate this Boost independent of the Shock Jockey Vigor, as a Swift Action.
Additional Salts: 2


Sudden Thought
You may, as an Immediate Action, re-roll a single dice. You must accept the results of the second roll, even if they are worst than the first. In addition, you may activate this Boost without using Shock Jockey.
Additional Salts:1


Speed of Lightning
As an Immediate Action, you may add a bonus equal to your Constitution Modifier to your Initiative Roll. This also moves your turn immediately to that point, above any others who would have gone before you.
Additional Salts: 3


Electric Reaction
You gain a Move Action immediately, or a bonus equal to one third of your level on a single Reflex save or Acrobatics Check.
Additional Salts:3


Jumpstart the Magic
You may use a charge of Shock Jockey to activate a magic item, as if you had rolled a Use Magic Device of 8 plus the number of additional Salts expended on this check.
Additional Salts: Varies


Perfect Arcanic Power
Once per encounter, you may activate a magic item as if you had rolled a natural twenty on your Use Magic Device check, by using Shock Jockey on it. .
Additional Salts: 4






Undertow:

Wider Wave
You may target 1d4 creatures or objects, instead of just one.
Additional Salts: 2


Tsunami Swell
You may choose to hit a number of targets equal to 1d4 + one-fourth fo your level, OR a 20’ burst.
Additional Salts:3

Far as the Sea
You double the effective range of this Vigor.
Additional Salts: 1


Depth of Vigors
There is no fall-off in the effectiveness of this Vigor based on distance: it is just as effective.
Additional Salts: 1


Soaking Mantle
Targets hit by your Undertow are Slowed for the next 1d6 turns. They do not, however, receive a save.
Additional Salts: 3


Damage Sink
Anyone targeted by your Soaking Mantle takes an additional 1.5 times the damage from other Vigors that deal damage.
Additional Salts:


Breath of the Ocean
You may breathe and swim underwater at your normal speed, as if it was air. You may also use this Boost on allies within Touch Range.
Additional Salts: 1


Blast of Surf
You can push heavy objects or bullrush targets as if you had a Combat Maneuver bonus equal to your level.
Additional Salts:1

Grasp of the Seas
You may use Undertow to grab, hold, and manipulate objects as if it was a hand. It uses your Constitution Modifier as its strength bonus. This replaces the ordinary use of Undertow when using the Vigor with this Boost.
Additional Salts: 0


Trapping Tendrils
You may designate a burst, equal to 5’ per class level you possess. This burst is instantly filled with grasping tentacles, which automatically force all creatures inside the area to make Reflex Saves at the normal DC, or be entangled until they can escape. This ability ends at the end of the encounter or when you choose to, and is considered a Charged Ability. You do not gain the ordinary knockback effect of Undertow when using this Boost.
Additional Salts:0

SamBurke
2013-05-28, 01:22 PM
Reserved Post 4/4. If necessary.

Deviston
2013-05-31, 04:35 PM
Legacy of Legaia

The knowledge of where seru come from is unknown in recent times. As far as those who know of them are concerned, seru have always been about in the world. However, this is not so. Seru came into the material plane untold eons ago from a plane adjacent to the material. For centuries they were outsiders, and then true to their evolving nature they slowly became a part of the material world. Now most seru are aberrations, and if their evolution continues, they may in fact become even more attuned to the material plane and eventually become a natural beast. Regardless of past or future, seru are here now and many take advantage of their utility even with the stigma that comes with a creature that prefers to take sustenance from another. The seru come in many shapes and with many different abilities. As such, very few people cannot find a seru that fits their needs or desires.

There are several different types of seru as well. The basic seru is known to most men. To some, another type called the ra-seru is known. This is an evolved seru with greater purpose and power. For those who seek to manipulate and control the creatures, a magically augmented sim-seru has been created. Wholly evil due to the magics that have warped their minds, these creatures are almost always subservient to their vile masters. Some have even rumored to have seen or heard tale of a sim-ra-seru, a being whose evolution was propelled forward with magic and purpose is considered on par with demons or devils in its evil intent.

Seru Subtype
Seru are types of creatures, usually aberrations, that are attach themselves to other creatures, bridging the gap between creature and magical item. While by themselves, seru do not pose much of a threat, thus their CR is usually quite low. However, when attached to a host, they augment the abilities of the host similar to a magical item. Unless otherwise noted in a creature's entry, all seru possess the following traits.

Seru Traits: When joined with a host, a seru gains a number of benefits. It acts on its host’s turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of. If a seru is attached onto a visible part of the host creature’s body, opponents can attack the seru itself instead of its host creature. This works the same way as attacking an object: The seru gains the benefit of the host’s Dexterity modifier to AC instead of its own, the host’s CMD, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus, if any, apply. Attacking a seru instead of its host provokes an attack of opportunity from the host. A seru never takes damage from attacks directed at the host. Like a worn magic item, a seru is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the seru is one of the “items” that can be affected by the spell (see Items Surviving after a Saving Throw, in the Pathfinder Core Rulebook). A seru uses its host’s base saving throw bonuses if they are better than its own as well as benefits from any immunities, resistances or special defenses that the host has.
Important Exception: Should the host be targeted by an effect that reacts differently based on creature type or subtype, the host and seru use the same resistance (Armor class, saving throw, caster check, percentages, etc), but suffer the effect separately. Effects that specifically target only the seru's creature type (usually aberration) are useful for removal seru from their hosts.

Share Spells (Su): Any spell the host creature casts on itself automatically also affects the seru. Additionally, the host can cast a spell with a target of “You” on its seru instead of on itself. Likewise, a seru can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and can cast a spell with a target of “You” on its host instead of on itself. The host and seru can share spells even if the spells normally do not affect creatures of the host’s or seru’s type. Spells targeted on the host by another spellcaster do not affect the seru, and vice versa.

Ego: All seru have an Ego score, similar to an intelligent magical item. Likewise, all seru have an alignment and some kind of personal goal. Should a seru and its host come into conflict over these goals or in general principle of alignment, the host must make a Will save with a DC equal to the seru's Ego score with success or failure handled as per the Intelligent Magic Item rules.

Attachment (Ex): Attaching or removing a seru is an invasive process, but one that the seru does instinctively to a willing or helpless host that is in the same square as it. Attaching a seru takes a full-round action that provokes an attack of opportunity.
Important Exception: Whenever the seru takes enough damage to be killed, it may (as a free action) require the host to make an Ego save. If the seru wins the save (or if the host is willing) the seru deals its symbiosis cost (see below) to the host to negate the damage that would have killed the seru.

Host Benefits (Ex, Su or Sp): When a seru is attached to a host, the host gains a number of benefits, as detailed by the specific seru. These benefits can be extraordinary, supernatural or spell-like, as detailed by the specific seru.

Symbiosis Cost : Attaching or removing a seru deals a certain amount of ability drain to the host that heals at normal rates. After the initial drain, the biochemistry of the host creature and seru balances and no further drain occurs unless the seru is removed or unless otherwise noted. Removing a seru against its will requires the host to make a successful Will save against the Ego score and a full-round action that provokes and attack of opportunity, or requires a Heal check (DC 25) and 1 hour for someone to remove without killing the seru and dealing 5 times the normal symbiosis cost to the host.

Item Slot : While attached, the seru usually counts as a body slot for the purposes of other magical items. Due to the fact that seru are attached to their host, they cannot be stolen (through the Steal maneuver or Sleight of Hand use) and the DC to disarm, sunder or otherwise remove a seru is increased by a +10 circumstance bonus.

Telepathy (Ex): While attached, a seru can communicate telepathically with their host if their host has a language.




Viguro
The diamond formation that is the torso of the viguro tapers up and down to elongated points. On the horizontal axis of the shape, extend two abnormally long arms that end in two abnormally long claws.
Viguro CR 1
XP 100
Lawful Neutral Small Aberration (seru)
Init +4; Senses Perception +3

Defenses

AC 19, Touch 15, flatfooted 15; (+4 Dex, +1 size, +4 natural)
hp 5 (1d8 +1)
Fort +1, Ref +4, Will +1

Offenses

Speed 10 ft., fly 15 ft.
Melee Claw +5 (1d4-2 plus plasma burst)
Space 5 ft.; Reach 5 ft.

Statistics

Str 7, Dex 18, Con 12, Int 5, Wis 8, Cha 4, Ego 5
Base Atk +0; CMB -3; CMD 11
Feats Weapon Finesse
Skills Perception +3, Stealth +8
Languages Usually Aklo

Special Abilities

Plasma Burst (Su): If a viguro hits a single target with two claw attacks in one round, the latent energy discharges dealing 2d4 electric damage. This effect cannot occur more than once per round.

Host Benefits

A creature with an attached viguro gains two claw attacks that each deals 1d8 damage. The host also gains the benefits of the viguro’s plasma burst ability.

Symbiosis Cost: 1d3 Constitution, 1d2 Dexterity
Body Slot: Shoulders

Ecology

Environment mountains
Organization solitary or pair
Treasure none

A fiercely loyal seru, the viguro enjoys nothing more than to show off its lightning quick attacks in a duel with other viguro. The viguro attaches by


Orb
Viewed from the top, orb is a triangular shaped being with thrice jointed claw-like legs sprouting from each point of its triangle shape. Its mouth and eyes sit simply on the face of the creature in between a pair of legs. On its top is a collection of bony protrusions that are arranged in a circular pattern. Within the bones, lies a soft pink flesh that always seems to be growing.
Orb CR 1
XP 100
Lawful Good Diminutive Aberration (seru)
Init -1; Senses Perception +3

Defenses

AC 16, Touch 13, flatfooted 16; (-1 Dex, +4 size, +3 natural)
hp 7 (1d8 +3)
Fort +0, Ref -1, Will +1

Offenses

Speed 20 ft., climb 30 ft.
Melee Claw +1 (1d2-2)
Space 1-1/2 ft.; Reach 0 ft.

Statistics

Str 6, Dex 9, Con 11, Int 5, Wis 8, Cha 15, Ego 7
Base Atk +0; CMB -6; CMD 3
Feats Toughness
Skills Perception +3, Stealth +11
Languages Usually Aklo

Special Abilities

Rejuvenating Pustule (Ex): Within the circle of bones atop orb’s back grows a pustule filled with regenerative fluids. The pustule takes one hour to fill up with enough liquid to heal one hit point. The pustule can hold up to 7 hit points worth of healing fluid. The orb may drain the fluid into its own body as a move action. An orb cannot drain its own pustule when attached to a host.

Host Benefits

A creature with an attached orb gains control over when the rejuvenating pustule is drained. Since the seru and host or joined, draining the pustule heals both for a similar amount. Commanding the orb to drain the pustule is a free action but still takes a move action from the orb. Additionally, the pustule can be removed from the orb as a move action. Any creature can burst the pustule over a wound as a swift action to gain the healing benefits.

Symbiosis Cost: 1d2 Constitution, 1d3 Strength
Body Slot: Bracers, Necklace, Torso, or Shoulders

Ecology

Environment underground
Organization solitary
Treasure none

The orb seru has always been a friend to others. It thoroughly enjoys healing others for some reason. Similar to the breed leech, a person who receives healing from an orb while pregnant more than one time shall give birth to a seru half-blood.


Freed
What seem to be two stalagmites begin to twitch and roll around. After much maneuvering, the stalagmites flip up to act as legs for a center mass that ambles away slowly.
Freed CR 1
XP 100
Neutral Small Aberration (seru)
Init +0; Senses Perception +7

Defenses

AC 16, Touch 12, flatfooted 16; (+2 size, +4 natural)
hp 8 (1d8 +4)
Fort +1, Ref +0, Will +5

Offenses

Speed 10 ft., 40 ft. on ice
Melee Claw +4 (1d3+2)
Space 5 ft.; Reach 5 ft.

Statistics

Str 14, Dex 10, Con 13, Int 8, Wis 17, Cha 4, Ego 4
Base Atk +0; CMB +0; CMD 10
Feats Stealthy
Skills Perception +7, Stealth +10, Survival +7
Languages Usually Aklo

Special Abilities

Freeze (Ex): As a move action, the freed can freeze solid all placid water within 30 feet. The ice is non-magical and defrosts as normal. This effect is suppressed when freed is attached to a host.

Host Benefits

A creature with an attached freed may use the freeze special ability once per day per Constitution modifier (minimum 1).

Ice Walk (Ex): The host may walk on ice as if on normal firm earth. They also gain +5 to their base move speed while on ice.

Symbiosis Cost: 1d2 Dexterity, 1d2 Strength
Body Slot: Feet

Ecology

Environment arctic environs
Organization solitary or fleet (5-13)
Treasure none

The freed tends to live near other stalagmite-like natural formations. They spend most of their lives keeping their environment chilled to a temperature that is comfortable for them. The freed attaches by wrapping its central mass around the rear lower waste of a creature, extending its long legs down the back half of the host’s legs, and bonding its claw-like feet to the bottom of the host’s feet.


Kemaro
What first appears to be an skeletal canine, hops forward with obviously living eyes.
Kemaro CR 1
XP 100
Lawful Good Tiny Aberration (seru)
Init -1; Senses Perception +5, Scent

Defenses

AC 17, Touch 11, flatfooted 17; (-1 Dex, +2 size, +6 natural)
hp 9 (1d8 +5)
Fort +2, Ref -1, Will +3

Offenses

Speed 30 ft.
Melee Bite +3 (1d6 +1)
Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 12, Dex 8, Con 14, Int 6, Wis 12, Cha 9, Ego 7
Base Atk +0; CMB -1; CMD 8
Feats Toughness
Skills Perception +5, Intimidate +3
Languages Usually Aklo

Special Abilities

Defensive Shell (Ex): As a full-round action, the kemaro may choose to become completely immobile and gains defensive and passively offensive benefits. When in the defensive shell, the kemaro reduces his effective Dexterity score to 1 (gaining an additional -4 penalty to Dexterity based skill checks, AC, and Reflex saving throws) but gains +4 additional natural armor. While in this state the kemaro cannot move unless moved forcibly, cannot make Reflex saves, nor can it change its field of vision. The kemaro also grows jagged bone spikes from its outer casing that deal 2d6 +10 damage to creature who hit the kemaro with a melee or natural attack. The kemaro may remain in this state indefinitely but may only enter it times per day equal to its Constitution modifier (minimum 1). Ending this state is a move action. This ability is suppressed when the kemaro is attached to a host.

Host Benefits

The host gains a +6 armor bonus. A kemaro has a -5 armor check penalty, a maximum Dexterity bonus of +2, and an arcane spell failure chance of 20%. The host is treated as wearing heavy armor. There is no penalty for sleeping in the seru. It can be enchanted as regular armor but costs 1.5 times the normal price.

The host also gains the use of the defensive shell ability. It can only be used a number of times per day equal to the host’s Constitution modifier (minimum 1).

Symbiosis Cost: 1d6 Constitution, 1d6 Dexterity
Body Slot: Armor

Ecology

Environment plains
Organization solitary or pack (5-7)
Treasure none

This seru may be mistaken for a very odd statue when encountered. However, it quickly changes to a curious canine that looks to eat and taste anything it can get its maw into. The kemaro attaches by splitting itself down the center of its torso, legs, arms, and jaw. It then engulfs the host, resealing its body around the encompassed creature. The kemaro can leave certain spots slightly open to accommodate other seru on the host.


Barra
Similar to the freed seru, a barra has a central mass supported by two muscly legs and ending in large angular claws.
Barra CR 1
XP 100
Chaotic Neutral Small Aberration (seru)
Init +3; Senses Perception +6

Defenses

AC 16, Touch 14, flatfooted 13; (+3 Dex, +1 size, +2 natural)
hp 7 (1d8 +3)
Fort -1, Ref +3, Will +3

Offenses

Speed 40 ft.
Melee Gore +4 (1d8)
Space 5 ft.; Reach 5 ft.

Statistics

Str 11, Dex 16, Con 8, Int 7, Wis 14, Cha 6, Ego 7
Base Atk +0; CMB -4; CMD 5
Feats Weapon Finesse
Skills Acrobatics +7, Perception +6
Languages Usually Aklo

Special Abilities

Dash (Ex): The barra can move 5 times its move speed as a move action. This is not a run action. When using the run action the barra moves at 7 times its move speed. This ability is suppressed when attached to a host.

Host Benefits

A creature with an attached barra gains a +10 bonus to move speed.

Dash (Ex): As a swift action a number of times per day equal to the host’s Constitution modifier (minimum 1), the barra may send a surge of fluids through its host and increase its speed. For one round after activating this ability, the host may move 5 times its move speed as a move action.

Symbiosis Cost: 1d6 Constitution, 1d3 Dexterity
Body Slot: Legs

Ecology

Environment plains
Organization solitary or wedge (7 – 13)
Treasure none

The barra is a swift creature, often times associated with the wind itself. When a wedge is in long distance travel, nearby creatures mistake the movement of air produced by their passing as genuine wind gusts. The barra attaches by wrapping its central mass around the front lower waste of a creature, extending its long legs down the front half of the host’s legs, and bonding its claw-like feet to the top of the host’s feet.


Gimard
A bulbous headed, beak faced creature glides forward supported by a thin sinew of muscle ending with two bony claws.
Gimard CR 1
XP 100
Chaotic Neutral Tiny Aberration (seru)
Init +1; Senses blindsense 60 ft., Perception +7

Defenses

AC 15, Touch 13, flatfooted 13; (+1 Dex, +2 size, +2 natural)
hp 4 (1d8)
Fort +0, Ref +1, Will +3

Offenses

Speed fly 10 ft.
Melee Claw +1 (1d4-1 plus 1d4 fire)
Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 9, Dex 12, Con 10, Int 6, Wis 12, Cha 7, Ego 9
Base Atk +0; CMB -3; CMD 8
Feats Skill Focus (perception)
Skills Fly +5, Perception +7
Languages Usually Aklo

Special Abilities

Tail Fire (Su): As a standard action, a gimard may launch a small ball of fire from its claw tail to any target within 60 feet that deals 2d4 damage. The target may make a Reflex save (DC 12) for half damage. This ability is suppressed when attached to a host.

Host Benefits

The host cannot use a weapon or shield in the hand holding the gimard, although he can make an unarmed strike using that hand. Because the weapon is attached to the hand of the host, it cannot be the target of a disarm attempt.
A gimard has a reach of 10 feet and can attack adjacent foes without penalty. A gimard deals lethal damage and burns the target for 1d4 fire damage (in addition to the base 1d4 slashing damage) with a successful hit. The gimmard counts as a dagger or a whip for the purposes of weapon related rules.
Unlike a tentacle whip, a gimard cannot make a single attack per round using its own attack bonus and statistics. The host primarily uses the whip as a weapon. In this case the user's attack bonus and Strength are used; the whip has a number of additional benefits, described below.
While it has no enhancement bonus, a gimard is considered a magic weapon for purposes of overcoming damage reduction.

Channel Touch (Ex): A tentacle whip can be used to deliver a touch attack—either a natural power of the bearer or a held magical charge.

Improved Attack (Ex): A gimard is bound to the nervous system of its host; when it is used as a weapon, it can guide the hand of its wielder and provides the following additional benefits.
—The wielder takes no penalty for using the gimard in an offhand (although he does take all other relevant penalties if attacking with two weapons).
—The wielder gains a +1 bonus on all attack rolls made using the gimard.

Symbiosis Cost: 1d4 Dexterity, 1 point Dexterity daily
Body Slot: Hands (partial)

Ecology

Environment underground
Organization solitary or pair
Treasure none

The gimard prefers to simply hang wrapped around a stalactite until food comes along. They rarely, if ever, come to the surface unless brought by a host. The gimard attaches by opening its beak wide to place the hand of the host into its mouth. The beak closes tight around the hand and sinks in tendrils to connect with the host.


Nighto
The purple, veiny inverted teardrop releases its grip on a high branch. The four podlike wings begin spinning around the single eye that the wings protected while hanging.
Nighto CR 1
XP 100
Neutral Good Tiny Aberration (seru)
Init -3; Senses All around vision, Perception +5

Defenses

AC 14, Touch 11, flatfooted 14; (-1 Dex, +2 size, +3 natural)
hp 2 (1d8 -2)
Fort -2, Ref -3, Will +3

Offenses

Speed fly 30 ft.
Melee Pummel -3 (1d4-3)
Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 4, Dex 5, Con 6, Int 9, Wis 12, Cha 17, Ego 8
Base Atk +0; CMB -6; CMD 2
Feats Hover
Skills Fly +10, Perception +5, Stealth +6
Languages Usually Aklo

Host Benefits

A creature with an attached nighto has 360 degree vision.

Symbiosis Cost: 1d2 Intelligence, 1d2 Wisdom
Body Slot: Any one of Necklace, Head, Shoulders

Ecology

Environment forest
Organization solitary or host (2-7)
Treasure none

The nighto tends to steer clear of fights whenever possible. It uses its all around vision to ensure escape is possible from predators. The nighto attaches by inverting its wings to wrap around front of the host while its eye hangs behind.


Hurn
Very rarely seen, the hurn lives in puddles of water underground. Its six tentacles writhe about seeking the mouth of a host.
Hurn CR 1
XP 100
Lawful Good Diminutive Aberration (seru)
Init -1; Senses Blindsight 30 ft., Perception +7

Defenses

AC 14, Touch 13, flatfooted 14; (-1 Dex, +4 size, +1 natural)
hp 3 (1d8 -1)
Fort -1, Ref -1, Will +7

Offenses

Speed 5 ft., climb 10 ft., swim 20 ft.
Melee Claw +0 (1d2-3)
Space 1-1/2 ft.; Reach 0 ft.

Statistics

Str 3, Dex 8, Con 8, Int 5, Wis 16, Cha 9, Ego 4
Base Atk +0; CMB -8; CMD 1
Feats Iron Will
Skills Perception +7
Languages Usually Aklo

Host Benefits

A creature with an attached hurn can breathe water just as it would be able to breathe air.

Symbiosis Cost: 1d2 Constitution, 1d4 Charisma
Body Slot: Necklace

Ecology

Environment underground
Organization solitary
Treasure none

The hurn crawls into a host’s throat and attaches to its lungs. The hurn is a peaceful seru that rarely has its own goals besides tasting waters from different areas around the world.


Jedo
A ghostlike figure slowly hovers forward swinging its scythe-like arm.
Jedo CR 1
XP 100
Chaotic Evil Medium Aberration (incorporeal, seru)
Init +1; Senses Perception +4

Defenses

AC 14, Touch 11, flatfooted 14; (+1 Dex, insight +2, +2 natural)
hp 4 (1d8)
Fort +0, Ref +1, Will +2

Offenses

Speed fly 15 ft.
Melee Scythe arm +3 (2d4+2)
Space 5 ft.; Reach 5 ft.

Statistics

Str 14, Dex 12, Con 10, Int 7, Wis 11, Cha 5, Ego 6
Base Atk +0; CMB +2; CMD 13
Feats Weapon Focus (scythe arm)
Skills Perception +4
Languages Usually Aklo

Special Abilities

Slay Seru (Su): If a jedo seru deals damage to a seru, it can attempt to instantly slay the damaged seru. The damaged seru must make a Will save (DC 10) or die instantly. This ability is suppressed when a jedo is attached to a host.

Host Benefits

A creature with an attached jedo gains the use of the slay seru power against any rebelling seru. If a conflict arises between a seru and its host and the host fails the Ego Will save, the host may invoke this power on the rebelling seru. A jedo is immune to its own slay seru power.

Symbiosis Cost: 2d6 Constitution, 2d3 Charisma
Body Slot: n/a

Ecology

Environment any
Organization solitary
Treasure none

The jedo seru moves about the world attempting to rid seru from it. Their reasons are unknown, but their intent is more than obvious. A jedo attaches to a host in the same way a shadow sibling does.


Mehtah
The red creature crawls forward on six chitinous legs. Its large horn seems to writhe with an internal fire.
Mehtah CR 1
XP 100
Lawful Good Tiny Aberration (seru)
Init +1; Senses Perception +5

Defenses

AC 18, Touch 14, flatfooted 16; (+1 Dex, +2 size, +5 natural, dodge +1)
hp 4 (1d8)
Fort +2, Ref +1, Will +3

Offenses

Speed 20 ft.
Melee Gore +1 (1d6-1 +1d4 fire)
Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 9, Dex 13, Con 14, Int 12, Wis 13, Cha 11, Ego 6
Base Atk +0; CMB -2; CMD 8
Feats Dodge
Skills Knowledge (any three) +5, Perception +5, Stealth +13
Languages Usually Aklo

Host Benefits

A creature with an attached mehtah gains the use of its horn as a short sword that deals an additional 1d4 fire damage on hit. Since the seru is attached to the bracers slot of the host, he may still hold objects in his hand but cannot wield and additional weapon or make use of an item in a round that he attacks with the seru. It can be enchanted as a regular weapon but costs 1.5 times the normal price.

Symbiosis Cost: 1d2 Dexterity, 1d3 Strength
Body Slot: Bracers (partial)

Ecology

Environment any
Organization solitary
Treasure none

The mehtah seru always seeks to serve a host in some great campaign for the advancement of a good or lawful cause. They have a righteous sense of self-worth and rarely conflict with the host unless the host commits a especially heinous act. The mehtah attaches by wrapping its legs around the forearm of the host and sinking in its tendrils.


Mul
The snakelike creature glides through water with great ease, sensing about with antennae for a small morsel of food.
Mul CR 1
XP 100
Neutral Diminutive Aberration (seru)
Init -2; Senses Blindsight 10 ft., Perception +6

Defenses

AC 16, Touch 12, flatfooted 16; (-2 Dex, +4 size, +2 natural)
hp 4 (1d8)
Fort +0, Ref -2, Will +3

Offenses

Speed 10 ft., Swim 30 ft.
Melee Bite +3 (1d2-1)
Space 1-1/2 ft.; Reach 0 ft.

Statistics

Str 8, Dex 7, Con 11, Int 6, Wis 15, Cha 10, Ego 7
Base Atk +0; CMB -5; CMD 4
Feats Skill Focus (swim)
Skills Perception +6, Stealth +15, Swim +15
Languages Usually Aklo

Special Abilities

Water Jet (Ex): As a move action a mul may exude a stream of water from its gullet that propels it in reverse 50 feet. When attached to a host this ability is suppressed.

Host Benefits

A creature with an attached mul can mentally command the mul to use its water jet ability as a free action. The mul still uses a move action to perform the ability. When in water, the host is propelled in any direction five feet for every mul (up to a maximum of 50 feet with 10 mul) attached and has unlimited uses. When on land, the host is propelled laterally five feet for every 2 mul (up to a maximum of 25 feet with 10 mul) attached and costs 1 Constitution for every 5 foot propelled as the mul drain the host for the required water for the move.
Note: For statistical purposes, each use of a mul’s water jet ability generates 5 gallons of water

Symbiosis Cost: 1d2 Constitution
Body Slot: n/a

Ecology

Environment aquatic
Organization solitary or colony (30-50)
Treasure none

The mul are a species of seru closely related to shrimp. The travel in colonies and dart about to avoid predators. Mul attach by sinking their tails deep into a host’s body and leave only the inch of their head open to air.


Otezma
The stonelike otezma has twenty long spindly legs from its bulbous head. With a tensing of muscles, it leaps forward, ramming into prey and shocking it into submission.
Otezma CR 1
XP 100
Lawful Neutral Tiny Aberration (seru)
Init -2; Senses Perception +6

Defenses

AC 14, Touch 10, flatfooted 14; (-2 Dex, +2 size, +4 natural)
hp 9 (1d8 +5)
Fort +2, Ref -2, Will +4

Offenses

Speed 30 ft., climb 10 ft.
Melee Slam +3 (1d8+3 +1d6 shock +1d4 spikes)
Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 17, Dex 6, Con 15, Int 11, Wis 14, Cha 8, Ego 7
Base Atk +0; CMB -1; CMD 9
Feats Toughness
Skills Acrobatics +2, Stealth +8, Perception +6
Languages Usually Aklo

Special Abilities

Shocking Touch (Ex): Any creature that touches the otezma seru takes 1d6 electricity damage per round touching it if the otezma wishes. This ability is suppressed if the otezma is attached to a host.

Host Benefits

A creature with an attached otezma seru treats his unarmed strike as armed weapons that deal base damage of 1d8. Additionally, attacks made with this seru deals an additional 1d6 electric damage and 1d4 piercing damage from its spikes. It can be enchanted as a regular weapon but costs 1.5 times the normal price. For the purposes of feats or abilities, this seru counts as an unarmed strike or a spiked gauntlet.

Symbiosis Cost: 1d2 Constitution, 1d3 Strength
Body Slot: Hands (partial)

Ecology

Environment mountains
Organization solitary or pack (5-10)
Treasure none

The otezma seek to be struck by lightning whenever possible. For reasons unknown, as this can and has caused their deaths, many otezma seru have climbed on top of each other at the peak of a mountain in aims to be struck. Otezma attach by wrapping their twenty legs in a tight conical shape around the hand of the host, safely securing itself to the host but not impeding the use of the hand.


Palma
All upper body, this seru appears to be cut off at the waist, its massive (for its size) arms drag it about.
Palma CR 1
XP 100
Neutral Tiny Aberration (seru)
Init +0; Senses tremorsense 40 ft., Perception +2

Defenses

AC 18, Touch 12, flatfooted 18; ( +2 size, +6 natural)
hp 11 (1d8 +7)
Fort +4, Ref +0, Will +0
DR 6/adamantine

Offenses

Speed 20 ft., climb 30 ft.
Melee Bite -2 (1d3-2)
Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 6, Dex 10, Con 19, Int 3, Wis 6, Cha 11, Ego 5
Base Atk +0; CMB -4; CMD 6
Feats Toughness
Skills Stealth +8, Climb +7
Languages Usually Aklo

Host Benefits

A creature with an attached palma gains damage reduction */adamantine where * is equal to the natural armor bonus of the palma.

Symbiosis Cost: 2d6 Constitution, 2d4 Strength
Body Slot: n/a

Ecology

Environment underground
Organization solitary
Treasure none

The stony looking palma is actually a very mutable creature. Despite its rigid appearance, the creature attached by changing shape and form to crawl into the body of the host and cover its bones.


Terah
The crawling green creature extends its five legs and lets loose a slicing wave of sonic energy.
Terah CR 1
XP 100
Neutral Good Tiny Aberration (seru)
Init +3; Senses Perception +5

Defenses

AC 19, Touch 16, flatfooted 15; (+3 Dex, +2 size, +3 natural, +1 dodge)
hp 7 (1d8 +4)
Fort +1, Ref +3, Will +3

Offenses

Speed 20 ft., fly 30 ft.
Melee Claw +1 (1d2-1)
Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 8, Dex 16, Con 12, Int 17, Wis 12, Cha 15, Ego 11
Base Atk +0; CMB -3; CMD 10
Feats Dodge
Skills Knowledge (any five) +7, Perception +5, Stealth +8, Climb +10
Languages Usually Aklo

Special Abilities

Wind Blade (Su): As a move action, the terah seru can release a sonic wave dealing 2d4 sonic damage in a 10 foot cone. Affected creatures may make a DC 13 Reflex save for half damage. This ability is suppressed when the seru is attached to a host.

Host Benefits

A creature with an attached terah gains the use of the wind blade ability. The host may use this ability a number of times per hour equal to his Constitution score (minimum 1).

Symbiosis Cost: 1d4+2 Constitution, 1d2+1 Dexterity
Body Slot: Hands (partial)

Ecology

Environment any
Organization solitary or group (3-7)
Treasure none

The terah seru likes to ride air currents most of its life. Whenever it does come down, it is normally to find a host to expand its experiences in life. A terah seru attaches by encompassing a creatures hand and sinks in its tendrils.

Tanuki Tales
2013-06-01, 11:01 AM
This contest is hereby closed. No further additions or changes may be made to any entry from this point onwards. Please vote for this month's entries in the voting thread located here (http://www.giantitp.com/forums/showthread.php?t=286190).