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View Full Version : GiTP Pathfinder Grab Bag Competition XVI: Once More; with Feeling!



Tanuki Tales
2013-06-01, 11:08 AM
Once More; with Feeling!



http://i1356.photobucket.com/albums/q727/CandyCoatedGengar/PGBIX.jpg
The creator of this image, adorety (http://adorety.deviantart.com/), has given their permission for it's use here.


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


~~~~~~~~~~


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

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 July. 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 the concepts of prehistory, primeval environs and creatures or evolution in general. Entries may take the form of a base class that shapeshifts into extinct creatures, a prestige class that devolves the character into a subhuman killing machine or a race that can selectively evolve over short bursts of time.

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
2013-06-01, 11:09 AM
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
2013-06-01, 11:10 AM
Base Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

Skill 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|
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4th|
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5th|
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6th|
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7th|
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8th|
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9th|
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10th|
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11th|
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12th|
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13th|
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14th|
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15th|
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16th|
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17th|
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18th|
+x|
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+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|
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5th|
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6th|
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7th|
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8th|
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9th|
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10th|
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11th|
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12th|
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13th|
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14th|
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15th|
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16th|
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17th|
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18th|
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19th|
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20th|
+x|
+x|
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+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
2013-06-01, 11:12 AM
Name

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

Defenses

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

Offenses

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

Statistics

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

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

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


Name

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

Defenses

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

Offenses

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

Statistics

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

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

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

Tanuki Tales
2013-06-01, 11:14 AM
Prestige Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

Skill 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|
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+x|Class Ability

5th|
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+x|Class Ability

6th|
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+x|Class Ability

7th|
+x|
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+x|Class Ability

8th|
+x|
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+x|Class Ability

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

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

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

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

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

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



Prestige Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

Skill 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|
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+x|Class Ability

8th|
+x|
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+x|Class Ability

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

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

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

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

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

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

Tanuki Tales
2013-06-01, 11:16 AM
RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

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

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

Adventurers: Reasons members of the race take up adventuring.

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

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

---

RACIAL TRAITS

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


---

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

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

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


[spoiler]RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

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

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

Adventurers: Reasons members of the race take up adventuring.

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

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

---

RACIAL TRAITS

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


---

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

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

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

Tanuki Tales
2013-06-01, 11:18 AM
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
2013-06-12, 10:05 AM
About half-way through with no entries, so I'm giving this a bump.

gr8artist
2013-06-14, 04:53 AM
I'm too lazy to try and keep track of this info, so I'll leave it here in case my Geneticist is invalid.


Dragonfolk
WIP

The woods are unnaturally quiet as the fearsome Dragonfolk stalk their prey. Tall and powerful, these reptilian creatures bear the glistening, colored scales of their powerful draconic ancestors. With teeth and claw, they pounce upon their prey, a young mastodon cut off from his herd. In moments, the scaled-ones let out their victory roar, and the woods come to life with the sound of lesser beasts fleeing in fear.

Dragonfolk CR 3
XP 800
N (varies) Medium humanoid (reptilian)
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp 26 (4d10+4);
Fort + X, Ref +X, Will +X

Offenses

Speed 30 ft.
Melee Bite +5 (1d4+1), 2 claws +5 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks breath weapon (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Breath-Weapon-Su-) (15' cone, DC 13, 2d4 damage, usable once every 1d4+2 rounds)

Statistics

Str 13, Dex 11, Con 13, Int 10, Wis 12, Cha 9
Base Atk +4; CMB +5; CMD 15
Feats Power attack, Toughness
Skill ranks Survival 2, Knowledge (history) 1, Knowledge (nature) 2,
Languages Draconic

Special Abilities

Draconic Ancestry (Ex)
Each dragonfolk bears the appearance and qualities of a single type of dragon, an ancestor in its lineage. Usually, dragonfolk from the same tribe will have a common ancestor (as well as appearance and qualities), though occasionally a dragon may hatch that displays signs of a different ancestor.
A dragonfolk's ancestor is crucial to its statistics. The dragonfok's alignment must be within one step of this ancestor's, and the dragonfolk's breath weapon deals the same type of energy damage that his ancestor's did.
A dragonfolk may take feats as though it is the dragon or type or dragonblood subtypel
.
Draconic Resistances (Ex)
Dragonfolk gain resistance 5 against the same type of energy as their breath weapon. Upon achieving 10 hit dice, this improves to resistance 10. A dragonfolk's hide is unnaturally resilient, granting it a +2 natural armor bonus.

Ecology

Environment Varies, identical to dragon ancestor.
Organization Solitary, clutch (2-5), or conquest (6 or more)
Treasure NPC gear, some gold.

Dragonfolk do not possess racial hit dice. Their CR is determined by class levels. The dragonfolk listed here has 4 levels of the "warrior" NPC class.

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.

DawnbringerSO
2013-06-15, 07:10 AM
Fossil Skeleton

Fossil skeletons are the fossilized remains of long-dead creatures animated by special rituals associated with spirits of the earth. Shamans or druids who know the proper rites can summon these undead ancient creatures as guardians. Evil clerics have necromantic arts that allow them to raise similar creations, though fossil skeletons associated with mere negative energy are much weaker.


Creating a Fossil Skeleton

"Fossil Skeleton" is an acquired template that can be added to any dinosaur, prehistoric animal, or any other living creature appropriate for fossil remains (referred to hereafter as the “base creature”). A fossil skeleton uses the base creature's stats and abilities except as noted here.

CR: 4 HD or less, +1. 5 HD to 9 HD, +2. 10 HD or more, +3.

AL: Always neutral.

Size and Type: Size remains unchanged. Type changes to undead. Fossil skeletons gain the earth subtype.

Senses: A fossil skeleton gains darkvision.

Armor Class: A fossil skeletons bonus to natural armour changes to a number based on its size, as follows: Tiny or smaller +1, Small +2, Medium +4, Large +6, Huge +8, Gargantuan +10, Colossal +12.

Hit Dice: Remove all class hit dice. Change all current and future hit dice to d8s. Recalculate hit points and base attack bonus if necessary.

Defensive Abilities: Extraordinary abilities based on the base creature’s metabolism become supernatural, but those based on fleshy parts are lost. Fossil skeletons gain the following:

Damage Reduction (Ex): Being made of fossilised bone, they have damage reduction 8/adamantine.

Immunity to cold (Ex): Fossil skeletons are immune to cold.

Channel Resistance (Ex): Because of their spiritual nature, fossil skeletons get channel resistance equal to 1 plus one-quarter of their Hit Dice (maximum +10).

Speed: Winged fossil skeletons fly by supernatural means.

Attacks: A fossil skeleton loses any attack that requires fleshy parts to work.

Special Attacks: Extraordinary special attacks with Constitution-based DCs become supernatural, and their DCs become Charisma-based. Any attack that requires flesh, such as swallow whole, is lost.

Fossilize (Su): Once per day, plus once per 8 Hit Dice, a fossil skeleton can make a touch attack as a standard action, without provoking attacks of opportunity. Any opponent struck by this attack must succeed on a Fortitude save (DC 10 + one-half of the base creatures’ HD + its Charisma modifier) or be affected as if by a flesh to stone spell. Caster level equals the base creatures’ Hit Dice.

Primal Roar (Su): A fossil skeleton can unleash an eerie roar once every 1d4+1 rounds. Creatures within 100 feet of the fossil skeleton must succeed on a Will saving throw (DC 10 + one-half of the base creatures’ HD + its Charisma modifier) or become shaken for 2d6 rounds. Any creature succeeding on the Will save is immune to roars from the same fossil skeleton for 24 hours. This is a sonic, mind-affecting fear effect to which any creature with more Hit Dice than the roaring fossil skeleton is immune.

Special Qualities: Undead traits.

Ability Scores: Dexterity +2, Charisma +8. As undead, fossil skeletons have no constitution score. Intelligence and Wisdom remain unchanged.

Feats: Fossil skeletons gain Improved Initiative as a bonus feat.


Templated Creature

- Original http://www.d20pfsrd.com/bestiary/monster-listings/animals/dinosaur/ankylosaurus


Ankylosaurus CR 8
XP 4,800
N Huge Undead (augmented animal, earth)
Init +0; Senses low-light vision, darkvision, scent; Perception +14

DEFENSE
AC 17, touch 8, flat-footed 22 (+8 natural, +1 dexterity, –2 size)
hp 75 (10d8+30)
Fort +12, Ref +8, Will +4
Defensive Abilities Turn resistance +4, DR 8/-; Immune Cold, Undead traits

OFFENSE
Speed 30 ft.
Melee tail +14 (3d6+12 plus stun) or fossilize +14 (touch)
Space 15 ft.; Reach 15 ft.

STATISTICS
Str 27, Dex 12, Con -, Int 2, Wis 13, Cha 16
Base Atk +7; CMB +17; CMD 28 (32 vs. trip)
Feats Great Fortitude, Improved Bull Rush, Improved Initiative , Improved Overrun, Power Attack, Weapon Focus (tail)
[B]Skills Perception +14

SPECIAL ABILITIES

Fossilize (Su)

Two times per day, a fossil skeleton anklyosaurus can make a touch attack as a standard action, without provoking attacks of opportunity. Any opponent struck by this attack must succeed on a DC 18 Fortitude save or be affected as if by a flesh to stone spell. Caster level 10th. The save DC is Charisma-based.

Primal Roar (Su)

A fossil skeleton anklyosaurus can unleash an eerie roar once every 1d4+1 rounds. Creatures within 100 feet of the paleoskeleton triceratops must succeed on a DC 18 Will saving throw or become shaken for 2d6 rounds. Any creature succeeding on the Will save is immune to roars from the same fossil skeleton anklyosaurus for 24 hours. This is a sonic, mind-affecting fear effect to which any creature with more Hit Dice than the roaring fossil skeleton anklyosaurus is immune. The save DC is Charisma-based.

Stun (Ex)

The fossil skeleton ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 Fortitude save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds. The save DC is Strength-based.



HOW TO CREATE A FOSSIL SKELETON

Animate Fossil skeleton
Necromancy
Level: animal 8, earth 8, druid 7, oracle (bones, juju and nature) 7
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One set of fossils
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You summon a primal spirit to occupy the fossils of a deceased prehistoric beast. The fossils include most of the upper portion of the creature’s skull and 20% of the creature’s other bone mass, but the power of the spell creates the missing parts of the skeleton out of the local rock. The raised fossil skeleton must have no more Hit Dice than twice your caster level, or the spell automatically fails.

Material Component: Volcanic ash, obsidian, and amber worth at least 50 gp per Hit Die of the creature raised.

gr8artist
2013-06-15, 11:34 AM
Geneticist

I want the class to be accessible from different base class combinations (alchemist + X). Alchemist/Druid is obvious, but any class that grants spells and a familiar works too. I want it to work with the otherwise self-nerfing packlord druid, super-mad Wizard/Druid/Alchemist crossovers, etc. So, the wording on spells/day and Favored companion is a little peculiar. But no summoner, because his companion is exotic enough as is.
Personally, I think Alchemist/Witch would make a fun base, but I'd love to see someone pull off Alch/Antipaladin. :smallbiggrin:
They say that every creature in this world exists because it's stronger than the ones that came before...
They say that in a few thousand years, we'll have beasts so powerful that we won't even be able to recognize them...
I say... "Why wait?"

The geneticist is a clever scientist, seeking new and exciting changes to share with his subjects. A geneticist is easily identifiable by his meager constitution, cunning intellect, and incredibly powerful pet.

Role: The geneticist is a support-based class, which plays off the alchemist's mastery of science and empowering tactics. While the geneticist himself is fragile and ill-equipped for combat, the beasts he controls are a force to be reckoned with.

Alignment: Any, although the geneticist's pursuit of knowledge leaves little time to extreme goals or alliances.

Hit Die: d6

Requirements
To qualify to become geneticist, a character must fulfill all of the following criteria.
Special: Mutagen (http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Mutagen-Su-)class feature
Special: Animal companion (http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions) class feature or Improved familiar (http://www.d20pfsrd.com/feats/general-feats/improved-familiar) feat
Spells: Ability to create/cast 2nd-level extracts or spells.
Skills: 4 ranks in any 3 knowledge skills.

Class Skills
The geneticist's class skills (and the key ability for each skill) are Craft (any, Int), Heal (Wis), Knowledge (any, Int), Spellcraft (Int), Survival (Wis), Use magic device (Cha)

Skill Ranks per Level: (6 + Int modifier)

Geneticist


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells/Extracts per day


1st

+0


+1


+0


+1

Favorite Companion, Bestial mutagen

+1 level of alchemist or existing spellcasting class



2nd

+1


+1


+1


+1

Uncanny evolution (lesser), Identify the uncommon

-



3rd

+1


+2


+1


+2

Unnatural aspect

+1 level of alchemist or existing spellcasting class



4th

+2


+2


+1


+2

Uncanny evolution (lesser)

+1 level of alchemist or existing spellcasting class



5th

+2


+3


+2


+3

Sideline Mutagen

+1 level of alchemist or existing spellcasting class



6th

+3


+3


+2


+3

Uncanny evolution (improved)

-



7th

+3


+4


+2


+4

Optimized growth

+1 level of alchemist or existing spellcasting class



8th

+4


+4


+3


+4

Uncanny evolution (improved)

+1 level of alchemist or existing spellcasting class



9th

+4


+5


+3


+5

Common ancestry

+1 level of alchemist or existing spellcasting class



10th

+5


+5


+3


+5

Uncanny evolution (grand)

-




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

Weapon and Armor Proficiencies: The geneticist gains no new weapon or armor proficiencies.

Spells/Extracts per day
At the indicated levels, a geneticist gains new spells or extracts per day as if he had also gained a level in alchemist or a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells/extracts per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a geneticist, or if he has a spellcasting class as well as levels in alchemist, he must decide to which class he adds the new level for purposes of determining spells or extracts per day.

Favorite Companion (Ex): Choose one familiar or animal companion that you possess from a class you belonged to prior to the geneticist. This creature is now your "companion", and may gain the benefits of your bestial mutagen (see below). If this companion is ever lost or replaced, you must wait one additional day before acquiring another. Levels in this class stack with levels in the class that gave you your companion for determining the hit dice, abilities, and other attributes of this creature.
If you have more than one eligible creature, you may have only one favored companion at first level. This choice cannot be changed until that creature is dismissed or killed, or otherwise eliminated. At 5th level, and again at 10th, you may designate an additional eligible creature as a favored companion. Those creatures may then gain additional hit dice or traits if your combined level (their original class + geneticist levels) is high enough.

Bestial Mutagen (Ex): Levels in this class stack with levels in an existing class to determine the effects, duration, and other qualities of your mutagens.
In addition, when you prepare a mutagen, you may choose to prepare it as a bestial mutagen. If you do so, the mutagen's duration becomes 1 day/level, though this does not let you have more than one prepared or active mutagen at a time. If you prepare or administer another mutagen during this time, then the previous, ongoing mutagen immediately ends.
This mutagen behaves in all ways as a normal mutagen, except that it can only be safely administered to your companion, and the penalty is always applied to the companion's charisma. Any other creature attempting to consume the bestial mutagen is subject to the normal penalties for non-alchemists (possibly including nausea). Administering the mutagen to your companion takes 1 minute.

Uncanny Evolution (Ex): At 2nd level, and again at every even level thereafter, the geneticist gains one uncanny evolution from the list below. Prior to level 6, he is restricted to "lesser" evolutions only. At level 6, he may instead begin selecting "improved" evolutions, and may take "grand" evolutions upon reaching 10th level.
Uncanny evolutions are modifications made to a creature's genetic fiber through the medium of alchemist's mutagens. Adding the effects of an evolution to a bestial mutagen takes 2 hours of work and costs an additional 500 gold in materials. The effects of the evolution last for the duration of the mutagen, and the creature loses the benefits of the evolutions immediately if its mutagen ends.
These evolutions function almost exactly as creature templates, and adjust your companions as such. You can apply any evolution to any type of favored companion, unless otherwise stated, regardless of whether the template it mimics is an inherited or When an evolution changes the creature's type, do not recalculate health, BAB, or saves. That creature's hit-dice will remain as they were before, and it will continue to advance as an animal companion or familiar of its type. When a template includes both quick rules and rebuild rules, use the effects of the rebuild rules. For any effect based on CR, use the creature's Hit Dice instead.

Uncanny Evolutions - Lesser
Stunted Growth: This evolution functions as the young template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-young-cr-1).
Fearsome Infusion: This evolution functions as the terror creature template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/terror-creature-cr-0), except there is no change in alignment.
Excessive Pigmentation: This evolution functions as the shadow creature (http://www.d20pfsrd.com/bestiary/monster-listings/templates/shadow-creature-cr-1) template.
Ferric Carapice: This evolution functions as the ironskinned template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/ironskinned-cr-0).
Marine Aspects: This evolution functions as the aquatic creature template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/aquatic-creature-cr-0), thought the creature retains its base land and fly speeds.
Thick Winter Coat: This evolution functions as the arctic creature template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/arctic-creature-cr-0), except you may choose whether or not the creature will turn white. If you do, the creature gains the template's stealth bonus in snowy terrain, but suffers a -2 penalty to stealth in other types of terrain.
Night Hunter: This evolution grants the creature any two of the following, chosen at the time of administration: scent 60 ft., low-light vision, darkvision 60 ft., blindsense 30 ft., or blindsight 10 ft.

Uncanny Evolutions - Improved
Sanctified Infusion: This evolution functions as one of the following four templates: celestial (http://www.d20pfsrd.com/bestiary/monster-listings/templates/celestial-creature-cr-special), Fiendish (http://www.d20pfsrd.com/bestiary/monster-listings/templates/fiendish), Entropic (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-entropic-cr-0-or-1-1), or Resolute (http://www.d20pfsrd.com/bestiary/monster-listings/templates/resolute-cr-0-or-1). This decision must be made at the time that the mutagen is prepared, and you may not select a template that is of an alignment opposed to your own. If the creature's alignment is opposed to the alignment of the chosen, then the affected creature's alignment shifts one step toward the alignment of the chosen template.
Improved Winter Coat: This evolution functions as the Winter Coat evolution, but includes the benefits of the boreal creature template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/boreal-creature-cr-1).
Accelerated Growth: This evolution functions as the giant creature template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/simple-template-giant-cr-1).
Twisted Muscles: This evolution functions as the gnarled creature template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/gnarled-creature-cr-1).

Uncanny Evolutions - Grand
Fey Aspects: This evolution funtions as the fey animal template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/fey-animal), but may be applied to any companion, regardless of alignment. The creature affected by this evolution gains only a +2 increase to Intelligence, and cannot speak.
Optimized Development: This evolution functions as the advanced creature template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/advanced-creature-cr-1).
Toxic Nature: This evolution functions as the poisonous creature template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/poisonous-creature-cr-1), except that the affected creature does not gain the detect anti-poison ability.
Elemental Infusion: This evolution functions as the element-infused creature template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/element-infused-creature), though it does not gain the elemental body extraordinary ability. The geneticist must determine what element to infuse the creature with when he prepares the bestial mutagen.

Identify the uncommon (Ex): When attempting to identify a creature with a knowledge check, the geneticist may spend a swift action to take 10 on that check, even if stress or the environment would otherwise interfere. By instead spending a move action, the geneticist may take 10 on the check and add 1/2 his class level to the result. If he chooses to spend a full-round action studying a creature, he may take 20 to identify it, and he adds his class level to determine success.
If the geneticist successfully identifies a creature and succeeds by 5 or more, he also recognizes any uncommon templates that have been applied to that creature.

Unnatural aspect (Ex): The geneticist adds animal aspect (http://www.d20pfsrd.com/magic/all-spells/a/animal-aspect) to his list of extracts (if alchemist), spells known (if a spontaneous caster), spellbook or familiar (if prepared arcane caster), or class spell list (if prepared divine caster). Furthermore, when he prepares a bestial mutagen, he may choose to add the effects of this spell to the effects of the mutagen. The decision for which aspect to choose must be made at the time of administration, and cannot be changed for the duration of the mutagen. A creature cannot benefit from an animal aspect that is similar to its own in nature (so an ape companion can't have gorilla arms, etc.).
At level 8, this instead behaves as greater animal aspect (http://www.d20pfsrd.com/magic/all-spells/a/animal-aspect).

Sideline mutagen (Ex): The geneticist may now prepare multiple bestial mutagens at once. He may have a total number of simultaneously prepared or active bestial mutagens equal to his intelligence modifier (minimum 1). A single creature cannot benefit from simultaneous bestial mutagens for more than a minute; administering a second mutagen to a creature already under the effects of a bestial mutagen causes the initial mutagen's effects to end after 1d10 rounds. Administering a bestial mutagen to your companion is now a full round action that provokes attacks of opportunity against both the geneticist and his companion.

Optimized growth (Ex): Extensive experimentation on his companions has led the geneticist to interesting results. His favored companions take a -2 penalty to constitution from an excess of chemicals in their blood, but their hit points are recalculated as if they received the maximum result from every hit die. Companions with an intelligence "--" or less than 2 gain a +1 inherent bonus to intelligence, and all favored companions gain a +1 alchemical bonus to their highest ability score. He may choose a different ability score for each companion.

Common Ancestry (Su): Realizing that he's nothing more than an advanced animal, the geneticist takes his experiments a little closer to home. Beginning at level 9, the geneticist may prepare bestial mutagens for personal use. He must still succeed a fortitude save to consume the mutagen without incident, but he is only sickened for 2d4 rounds if he fails.
While under the effects of a bestial mutagen, the geneticist gains the benefits of his uncanny evolutions, optimized growth and unnatural aspect abilities. This is otherwise treated like a normal mutagen, and the effects will expire immediately if the geneticist consumes another mutagen. Bestial mutagens crafted for this purpose have a duration of 4 hours from the time of consumption, but may be kept in storage for up to 1 day/level.

Deviston
2013-06-22, 08:58 PM
Seru Half-blood
The tainted sons of madness are alien to any world they appear with no exception. Their creation has never been of a union of two beings, but a union of two invaded by the aberrant power of a third. The ambient energy of the seru permeates all that is around them, and the unborn with minds and flesh still developing are the most susceptible. When children are born with gruesome after births, or deformed siblings sharing the womb over a period of time, groups are prone to leave a suspected cursed land. Little do these superstitious yokels know that these tainted lands are home to seru. For some unknown reason, when the exoskeletons, scales or other skin-like organs disolve in large amount into the ground water, the transformative nature of seru can leech into those who drink it or eat food watered of it.
Physical Description: Human parents take to the blighted essence of seru easier than any other race, causing most seru half-bloods to resemble humans. All half-bloods have minor distortions in their form that causes them to look ever so slightly off in comparison to a normal individual of their biological parents race. Seru half-bloods born of seru half-bloods, tend to look extremely abnormal and are never confused with another race, even if their race is unknown.

Society: Seru half-bloods, if given to any societal norms, take after the social upbringing of their birth parents. Should a seru half-blood hear and heed the call of their progenitors they tend to join groups who commit acts and deeds that further seru goals.

Relations: Seru half-bloods are anathema to all other creatures, except the aberrations that also serve the seru. Half-bloods living in other societies generally manage to coexist with other races so long as they do not openly reveal their serus, which tend to horrify and terrify average citizens. Lucky half-bloods befriend those who look past their seru dependency, and are able to see the person beneath.

Alignment: Half-bloods are far more often chaotic than lawful, but nothing predetermines the eventual alignment of a seru half-blood—only the manner in which the halfblood is raised.

Adventurers: Adventuring halfbloods feel a restlessness that stems from the distrust normal people feel upon learning of a half-blood’s seru. Discovery and adventure is a great anodyne to being shunned.

Male Names: Feroshnu, Clovinaicin, Zerudivisix, Hishulna, Protis.
Female Names: Kilix, Pontough, Refig, Blixil, Gruluh, Adana

Seru Half-blood Adventurers: Adventuring is nearly the only way a seru half-blood can find a place in the world. In a group composed of worforged, shifters, and other people of distant lands, a seru half-blood and its serus are not as out of place as they are in mainstream society. Thus, a large number of free-minded half-bloods choose an adventuring life to escape the bigotry of a society that fears them. Some even seek to learn the source of their strange origin in the depths of the world—though these half-bloods are rarely seen again.
Alchemist: Seru half-bloods favor experimentation and pseudoscience of alchemy of the classical arcane disciplines, often deriding it as a crude imitation of biological magics. Seru half-blood alchemists often seek the adventuring life to learn more ways to mutate their bodies and the bodies of others.

Barbarian: Seru half-blood barbarians typically live in ancient civilization ruins. They often venture from their homelands in service of their people or to see the world beyond their homes.

Bard: Seru half-bloods find all forms of art a mirror of their twisting nature. Their fluctuating arias, confusing poetry, and erratic dances are mysteries of cultured audiences, just as their strange combat forms with arms garners the raised eyebrow of common warriors.

Cavalier: Seru half-blood cavaliers have a long tradition of ancient unknown noble houses, pursuing and protecting honor with strange tactics. Their deformed mounts show both great resilience and versatility.

Cleric: Seru half-bloods follow few faiths, and because of their tainted origins many seru half-bloods view themselves as ignored by the gods. Few stand for naturalistic philosophies or ancient divine patrons who embody the flow of a slow evolution.

Druid: Seru half-bloods have a unique connection with nature, instead of the way things are, choosing to see the way they could be. The natural evolution of existence is not enough for a seru half-blood druid and they regularly seek to enhance evolution ahead of its time.

Fighter: Seru half-blood fighters are respected for their strange tactics, unproductive nature, and mastery of unknown and irregular martial tactics.

Inquisitor: As a race seru half-bloods prize freedom and individuality, they are also quite suspicious of outsiders. Seru half-blood inquisitors are not loved, but their judgments and authority are respected due to their indifference.

Monk: Seru half-bloods are not contemplative by nature and are jealous of those who can focus on inward calm and stillness of mind. They find themselves seeking this lifestyle to quell the dualistic thoughts within them, one day hoping to gain a structured and quiet mind. Seru half-blood monks often adopt senseless mantras and emulate erratic creatures in nature as guides on how NOT to react or behave.

Oracle: Seru half-blood oracles are not common and commonly regarded as people who bring portents of doom. Most are driven insane by the visions of what the seru bring, and as such seek secluded lives or become agents of the seru.

Paladin: Seru half-blood paladins are normally in a constant state of war with their progenitors, seeing the madness of the seru as the abomination it is. They seek to remove the cyst of their ancestry from existence.

Ranger: Seru half-bloods make masterful hunters of their own kind, attuned to the warping effects on the environment, keenly aware of their ilk’s’ presence, and always ready to track an aberration to either destroy or recruit.

Rogue: While thieves, brigands, and their ilk are uncommon within seru half-blood society, seru half-blood rogues are common as scouts, infiltrators, and even assassins.

Sorcerer: Magic moans in the blood of all seru half-bloods, and all sorcerous bloodlines might be found among them, and sorcerers often earn respect that wizards could only dream to attain.

Summoner: Seru half-bloods have a long tradition of alliance with aberrations due to their own nature. Normally surpassing sorcerers and wizards in seru half-blood groups, their eidolons often roil with strange behavior and erratic motions.

Witch: Treating with ageless, inscrutable powers of the horrible stars, seru half-blood witches blend their understanding of the unnatural and mastery of magic into potent hexes and strange arcana. Many develop ties with aberrations, taking them as familiars to further strengthen their ties to the unexplainable.

Wizard: Seru half-bloods cultivate a deep learning of the divination and transmutation schools, usually forgoing the study of necromancy. For those with the mental aptitude, wizardry is a sure path to service to any gathering of seru half-bloods.

Seru Half-blood Racial Traits
+2 Constitution, +2 Intelligence, –2 Charisma: Seru half-bloods are biologically sturdy and beholden to knowledge many wouldn’t have, this warped information does however effect their ability interact with others.
Aberration: Seru half-bloods are aberrations. They need to eat, drink, and breathe.
Medium: Seru half-bloods are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Seru half-bloods have a base speed of 30 feet.
Dark Vision: Seru half-bloods can see as well in darkness as in daylight out to 60 feet.
Personal Seru: All half-bloods begin play with one personal seru that they can pick from the following list: breed leech, clockwork herald, crawling gauntlet, detection worm, jade sludge, mul, orb, perception tentacle, restless armor, skewer ant, or throwing scarab. If a personal seru is lost, a seru half-blood can grow a replacement within his abdominal pouch over a period of 2d4 days. A seru halfblood can’t grow or regrow serus that he has gained in any other manner, nor can a seru half-blood grow a replacement for a seru if the original seru yet lives.
As a seru half-blood advances in level, he can grow a new personal seru as indicated on the table below. The old seru is placed inside the abdominal pouch and evolves into the newly selected seru. A seru half-blood can choose additional serus from the list provided above, as well as from new choices as they become available, as indicated on the table. Seru half-bloods’ facility with seru usage comes at a price. Without daily contact with at least one seru, a seru halfblood begins to die. If a seru half-blood has no contact with a seru for 48 hours, he takes 1 point of Constitution damage. He takes this damage every 24 hours until contact is restored, and Constitution damage sustained in this fashion cannot be restored by any means as long as the seru half-blood remains separated from serus. For all current known seru, see this entry. (http://www.giantitp.com/forums/showthread.php?t=285089)
Seru Mastery: A seru half-blood gains the Seru Mastery feat as a bonus feat.
Unbalanced Mind (Ex): The minds of seru halfbloods are in constant self-revolt, reflecting their seru “parents” mixed with the more standard mindset of their biological mothers. Any creature that attempts to read the thoughts of a seru half-blood, or otherwise study his mind, must make a Will save (DC 10 + 1/2 half-blood’s level + Cha modifi er) or be dazed for 1 round.
Languages: Seru half-bloods begin play speaking Common and Undercommon. Seru half-bloods with high Intelligence scores can choose from any but loftiest of languages.

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
16 years|
+1d4|
+2d4|
+2d8[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
125 years|
188 years|
250 years|
250+2d4% years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Base Weight|
Modifier|
Weight Multiplier
Male|
5'10"|
160|
2d6 lb.|
× 2 lb.
Female|
5'6"|
130|
2d4 lb.|
× 2 lb.[/table]

Alternate Racial Traits
The following racial traits replace existing elf racial traits. Consult your GM before selecting any of these new options.
Only Child: Some seru half-bloods are not born with their seru counterparts. These individuals poison serus who attach to them, dealing 1 point of Constitution damage for every 24 hours the symboint is attached. They also gain a +2 to saves against magical, psionic, or supernatural effects generated by aberrations. This racial trait replaces the personal seru racial trait.

Seru Dominance: Instead of gaining extra benefits from serus, some seru half-bloods can force serus to stay bonded with them against their will. Any seru who attaches to a seru slayer must win a contest of wills twice to remove itself from this host. This racial trait replaces the seru mastery racial trait.

Sibling Loyalty: Seru half-bloods with this racial trait can only have their personal seru attached to them, if they allow any other seru to attach to them their personal seru rebels and causes a contest of wills every round the additional seru is attached. As long as the seru half-blood has had his personal seru and only his personal seru attached for the previous 24 hours, he uses his character level instead of actual number of serus attached to determine the bonus gained from the seru mastery racial trait. This racial trait replaces the normal benefits of the seru mastery racial trait.
Special: The Improved Seru Mastery feat interacts with this alternate racial feature as expected. As long as the seru half-blood has his two personal serus attached, he gains +4 hit points per hit dice he has.

The Cleansing: Many seru half-bloods revere the natural order of things and not their heritage. Seru half-bloods with this racial trait have spell resistance 15 + their character level against spells or spell-like effects generated from aberrations. This racial trait replaces the personal seru and seru mastery racial traits.

Sibling Death: Some seru half-bloods’ serus die upon birth and continue to die if the seru half-blood attempts to regrow them. This gives them greater benefits from non-self generated serus, but further divides their mind. Each seru that provides an increase to a skill, ability score (except Wisdom), or save (except will saves), now provides an additional +2 to these abilities. However, anytime he must make a will save, he rolls twice and takes the lesser of the two rolls. This racial trait replaces the personal seru racial trait.

Fractal Mind: The minds of some seru half-bloods are not in as much flux, but in unison with their personal seru. However, with the fact that the two minds are so closely entwined, attempts to read the thoughts of a seru half-blood or their seru, or otherwise study their minds, are returned with garbled nonsense as two thought patterns are married perfectly but still have different thoughts. This racial trait replaces unbalanced mind racial trait and can only be selected if the seru half-blood has a personal seru.

Bridging the Gap: Some seru half-bloods seek to bring peace between aberrations and the natural beings of the world they inhabit. They gain the ability to use calm emotions, as the spell, a number of times per day equal to his Charisma modifier +3 (minimum 3). This racial trait replaces the unbalanced mind racial trait.

Sibling Devotion: While some seru half-bloods collect as many serus as possible, others choose to focus solely on their personal seru. Seru half-bloods who take this racial trait treat their character level as 4 higher for the purposes of determining what seru they can choose for their personal seru. However, should they attach any other seru, their personal seru becomes distressed and deals its symbiosis cost as a constant drain rather than a onetime damage. Additionally, all other attached serus also deal their symbiosis cost as a drain, and those who normally have a daily drain take their daily drain cost twice. This drain can be healed, but is immediately dealt again. This racial trait replaces the normal effects of the personal seru racial trait and the seru mastery racial trait.


Favored Class Options
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, seru half-bloods have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to all seru half-bloods who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
Bard: Add +1 to the seru half-blood’s CMD when resisting a disarm or trip attempt.

Druid: Add +2 hit points to the druid’s animal companion if it is an aberration. If the seru half-blood ever replaces his animal companion, the new aberration animal companion gains these bonus hit points. These bonuses only apply to a single animal companion gained as part of the druid's class.

Fighter: Add +1 to the seru half-blood’s CMD when resisting a disarm or trip attempt.

Ranger: Add +2 hit point to the ranger’s animal companion if it is an aberration. If the seru half-blood ever replaces his animal companion, the new animal companion gains these bonus hit points. These bonuses only apply to a single animal companion gained as part of the ranger's class.

Sorcerer: If the seru half-blood has the Aberrant bloodline, he adds +1 caster level for the purpose of determining the duration of his polymorph subschool spells.

Wizard: The seru half-blood with the transmutation school gains +1/5 to his Physical Enhancement class feature.

Seru Racial Feats
SERU SELF-CONTAINMENT
You can cause attached serus to meld into your body, hiding them from sight but also removing their benefits.
Prerequisite: Seru half-blood, Constitution 15+
Benefit: You may submerge serus into your body that you have had attached for over 48 hours at the cost of 1 hit point per seru. This hit point damage does not heal as long as you have the seru that dealt it submerged. You may emerge a single seru at a time at the cost of one hit point as a move action. You may also emerge more than one seru at a time, as few or as many as you choose, as a full round action which costs an additional cumulative hit point per seru beyond the first. For example, if you choose to emerge 2 serus, the cost is 3 hit points. If you choose to emerge 4 serus, the cost is 10 hit points. If you choose to emerge 10 serus the cost is 55 hit points.

SERU MASTERY
You have stronger control over an attached seru than regular creatures, and you gain vitality for each seru attached to you.
Prerequisite: Wis 11
Benefit: You gain a +4 bonus on Will saves made during any personality conflict that might erupt between you and a seru.
You gain 2 bonus hit points per seru attached to you. If you detach a seru, you lose these hit points immediately.

IMPROVED SERU MASTERY
Your tie to your seru brethren grows stronger, as does your reliance on them.
Prerequisites: Seru Mastery, Chosen Child of the Warped Ones
Benefit: You gain +2 more hit points per seru then you would normally gain from the seru mastery racial trait. You also must have at least two serus attached or you begin to feel the effects of your seru dependency. When you begin to die from seru dependency, you now take two points of Constitution damage each 24 hour period after the initial 48 hour period.

CHOSEN CHILD OF THE WARPED ONES
Your tie to your seru parentage is more profound than others of your kind.
Prerequisites: Seru half-blood 1st level
Benefit: You are born with a second personal seru. The same rules apply to your second seru as apply to your initial personal seru.

Benly
2013-06-23, 03:16 PM
Primeval Protector


Modified Class: Paladin


There are places in the world where society has nearly stood still since the dawn of the mortal races and primordial behemoths stalk the earth. In these savage lands, ancient deities are still worshipped: The Firebringer, the Beastmaster, the Night Watcher. These deities still have power, and their worshippers need protection. Their chosen champions are primeval protectors, who protect their people and uphold their traditions.


Class Skills: Knowledge (nobility) and Knowledge (religion) are not class skills for primeval protectors, since they are rarely knowledgeable about cultures outside their own. Survival, Knowledge (nature), Climb and Swim are added to their class skill list. This modifies the normal paladin class skill list.

Weapon and Armor Proficiency:: The primeval protector is proficient with simple and martial stone age weapons (http://paizo.com/pathfinderRPG/prd/ultimateCombat/combat/primitiveArmorAndWeapons.html), with stone age armor, and with wooden and leather shields. This replaces normal paladin proficiencies.

Ancient Protector: The primeval protector's gods reward her faith in the ancient ways with a toughened hide. Starting at level 1, as long as she is wearing and wielding only stone age weapons and armor, she gains a natural armor bonus equal to her Charisma bonus, up to a maximum of her paladin level. This bonus increases by 1 at fourth level, and again every four levels thereafter, to a maximum of her Charisma bonus + 5 at 20th level.

Stone's Fury: Against a primeval protector's wrath, the toys of civilization are weak and fragile things. When the primeval protector reaches 4th level, she gains Improved Sunder as a bonus feat, even if she does not meet the requirements. When she makes a sunder attempt against a metal object or attacks an unattended object using a stone age weapon, she can expend a use of her lay on hands ability as a free action to ignore that object's hardness for one round. At level 8, she gains Greater Sunder as a bonus feat. This ability replaces the paladin's Channel Energy.

Primordial Companion: At fifth level, the ancient gods send one of their mighty beasts to serve alongside the primeval protector. This functions as the mount option of Divine Bond, but instead of a horse she may choose from the following creatures: allosaurus, ankylosaurus, arsinoitherium, aurochs, baluchitherium, brachiosaurus, glyptodon, megaloceros, megatherium, pachycephalosaurus, parasaurolophus, pteranodon, stegosaurus, triceratops, or tyrannosaurus. This replaces the paladin's Divine Bond.

Traditional Code: The primeval protector is a guardian and representative of her people's law. The primeval protector must respect the laws of her people, act according to her people's code of honor, help those in need and punish those who harm or threaten innocents. The laws of civilization are not relevant to the traditional code, although the primeval protector need not deliberately flaunt them as long as she is upholding her traditional code. This replaces and otherwise functions as the paladin's code of conduct. The GM and player should work together ahead of time to determine notable features of her people's law.


Critique is welcomed. I saw the theme and the idea came together quickly.

Changes from initial post:
Capped Ancient Protector's bonus to discourage dipping.
Simplified proficiencies somewhat.
Reduced use cost of Stone's Fury.

NikolaTesla
2013-07-01, 05:04 AM
Ancestral Warrior

"You misunderstand, my son. The ancestors do not control nature; they ARE nature."
~Grand Chief Myazuar to his son Ulendir

The great leader of the uncivilized tribe, the warrior who fights with the strength of the heroes of old, the protector of his people; this is the Ancestral Warrior, a master of battle who calls upon the strength of his ancestors to win the battle, crushing foes with a mixture of brute strength and the wisdom and power of those beyond the grave.

Role: The Ancestral Warrior is typically shines in melee combat, but he can also fill a more supporting role.

Alignment: Any Lawful; the ancestors are rarely tolerant of a lack of self control.

Hit Die: d8

Starting Gold: 3d6 x 10

Class Skills
The Ancestral Warrior's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge [geography] (Int), Knowledge [history] (Int), Knowledge [nature] (Int), Perception (Wis), Ride (Dex), Survival (Dex), Swim (Str).

Skill Ranks per Level: (4 + Int modifier)


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

1st|
+0|
+2|
+0|
+2|Ancestral Wrath 1, Ancient Guidance, Track

2nd|
+1|
+3|
+0|
+3|Languages of Nature, Wild Empathy

3rd|
+2|
+3|
+1|
+3|Woodland Stride, Natural Leader

4th|
+3|
+4|
+1|
+4|Spirit Companion, Spells

5th|
+3|
+4|
+1|
+4|Spiritual Protection,

6th|
+4|
+5|
+2|
+5|Bonus Combat Feat, Nature Lore

7th|
+5|
+5|
+2|
+5|Uncanny Dodge

8th|
+6/+1|
+6|
+2|
+6|Ancestral Wrath 2

9th|
+6/+1|
+6|
+3|
+6|Endurance

10th|
+7/+2|
+7|
+3|
+7| Shapeshift

11th|
+8/+3|
+7|
+3|
+7|Resolve

12th|
+9/+4|
+8|
+4|
+8|Bonus Combat Feat

13th|
+9/+4|
+8|
+4|
+8|Diehard

14th|
+10/+5|
+9|
+4|
+9|Improved Uncanny Dodge

15th|
+11/+6/+1|
+9|
+5|
+9|Improved Shapeshift

16th|
+12/+7/+2|
+10|
+5|
+10|Ancestral Wrath 3

17th|
+12/+7/+2|
+10|
+5|
+10|Comprehension

18th|
+13/+8/+3|
+11|
+6|
+11|Bonus Combat Feat

19th|
+14/+9/+4|
+11|
+6|
+11|Double Wrath

20th|
+15/+10/+5|
+12|
+6|
+12|Invincible Protector, Greater Shapeshift[/table]

Class Features
All of the following are class features of the Ancestral Warrior.

Weapon and Armor Proficiencies: The Ancestral Warrior is proficient with all simple weapons, plus the throwing axe, battle axe, scimitar, trident, warhammer, greatclub, longbow, and shorbow.

Ancestral Wrath 1(Su): Calling upon the spirits of his ancestors for help, an Ancestral Warrior may add his wisdom bonus to all his attack and damage rolls for 6+ his Ancestral Warrior Level + his Wisdom modifier of rounds.

At 4th level, the Ancestral Warrior may split this time with his allies, adding his own wisdom bonus to both his own and their attack and damage rolls.

Ancient Guidance (Su): Starting at 1st level, an Ancestral Warrior may add his wisdom bonus to all Intelligence based checks during the day if he spends a minimum of one hour in meditation that day beforehand.

Track: As the ranger class ability of the same name.

Languages of Nature (Sp): At 2nd level, the Ancestral Warrior becomes more attuned to the whisperings of nature, and may cast Speak with Animals with a caster level equal to his Ancestral Warrior level. He may use this ability a number of times per day equal to his wisdom modifier +1 for every 3 levels of Ancestral Warrior he has.

At 5th level, he may also cast Speak with Plants instead of Speak With Animals.

At 9th level he may use Speak with Animals to communicate with a creature that understands any of the elemental languages.

Wild Empathy (Ex): At 2nd level, an Ancestral Warrior can use Wild Empathy (as the Druid class ability).

Woodland Stride (Ex): At 3rd level, an Ancestral Warrior can use Woodland Stride (as the Druid class ability).

Natural Leader (Ex): At 3rd level, an Ancestral Warrior gains a +2 bonus on all Diplomacy and Sense Motive checks. This bonus increases to +4 at 9th level.

Spirit Companion (Su): At 4th level, an Ancestral Warrior gains the service of a loyal companion with mystic powers. This ability functions as a wizard's arcane bond (familiar) ability except for the familiar's special powers and the list that the animal is chosen from. In addition to the list of familiars, an Ancestral Warrior may select from the druid animal companion list. Instead of the special abilities given in the table for familiars, the Spirit Companion gains the following special abilities:

{table=head]Ancestral Warrior's Level|Spirit Companion Special Abilities

1|
-

2|
-

3|
-

4|
Empathetic Link, Ancient Wisdom

5|
Blessing, Wisdom Bonus

6|
Speak with Master

7|
Invisibility

8|
Wisdom Bonus

9|
Speech

10|
Deathless

11|
Wisdom Bonus

12|
Spell Resistance

13|
Improved Evasion

14|
Incorporeality

15|
Telepathy

16|
Sacrifice

17|
-

18|
Dimension Door

19|
-

20|
Immortality
[/table]

Empathetic Link (Su): This functions as the wizard familiar ability of the same name.

Ancient Wisdom (Su): A spirit companion is considered trained in all knowledge skills and adds its wisdom bonus to all knowledge checks it makes.

Blessing (Su): Upon gaining this ability, a Spirit Companion gains the use of the Lay on Hands ability as a Paladin of a level equal to its Ancestral Warrior master. This ability only works to heal damage or to harm undead; mercies may not be added.

Wisdom Bonus (Ex): At 5th, 8th, 11th, and 14th level, a Spirit Companion gains a +2 bonus to its wisdom score.

Speak with Master (Ex): This functions as the wizard familiar ability of the same name.

Invisibility (Sp): A Spirit Companion may turn itself invisible (as per the spell Invisibility) a number of times per day equal to its wisdom modifier. The caster level for this ability is equal to Spirit Companion's Master's Ancestral Warrior level.

Speech (Ex): At 9th level a Spirit Companion gains the ability to converse freely in one language of the master's choice. A Spirit Companion may gain more languages through its intelligence bonus.

Deathless (Su): At 10th level, a Spirit Companion cannot be killed by ordinary means. Unless its soul is trapped, it will return to life exactly one week from the time it was killed. However, if it's master is dead, it too will remain dead.

Spell Resistance (Ex): This ability functions as the wizard familiar ability of the same name.

Improved Evasion (Ex): As the wizard familiar ability of the same name.

Incorporeality (Su): A Spirit Companion may become incorporeal for a number of minutes per day equal to it's master's Ancestral Warrior level + it's own wisdom modifier, but this time must be broken up into 1 minute increments.

Telepathy (Su): The Spirit Companion gains telepathy 120ft.

Sacrifice (Su): Once per year, when an attack would kill a Spirit Companion's master, it may elect to die instead, saving the Ancestral Warrior. A Spirit Companion killed in this manner does not return to life until one year has passed since it's death. If it's master is dead, it does not return to life.

Dimension Door (Sp): Upon gaining this ability, a Spirit Companion may cast Dimension Door a number of times per day equal to it's wisdom modifier. The caster level for this ability is equal to the Spirit Companion's Master's Ancestral Warrior level.

Immortality (Su): At 20th level, the Spirit Companion becomes immortal. Even after it's master has passed on, it will still return to life one year after it has been killed. It becomes immune to all disease and poisons.

Spiritual Protection: At 5th level, the Ancestral Warrior gets a +2 bonus to all saving throws against poison and disease. At 10th level, this bonus increases to +4.

Bonus Combat Feat (Ex): At 6th level, and at every 6 levels thereafter, the Ancestral Warrior gains a bonus combat feat.

Nature Lore (Ex): An Ancestral Warrior gets a +2 bonus on all Knowledge (Nature) and Survival checks.

Uncanny Dodge (Ex): As the Barbarian class ability of the same name.

Ancestral Wrath 2(Su): At 8th level, the ancestral warrior gains additional powers when using his ancestral wrath. At the cost of an additional round of ancestral wrath, he can add one of the following effects:

Spirit Totem: This functions both as the barbarian rage power of the same name and as the prerequisite Lesser Spirit Totem.

Damage Resistance: The Ancestral Warrior gains DR 3-

Speed Increase: The Ancestral Warrior's base land speed doubles.

Energy Resistance: The Ancestral Warrior gains energy resistance 10 against one energy type.

Endurance: The Ancestral Warrior gains a bonus to his constitution equal to his wisdom modifier.

Revitalization: The Ancestral Warrior ignores the effects of being tired and becomes immune to magical sleep.

Resistance: The Ancestral Warrior gains a +3 resistance bonus on all saving throws.

As a swift action, the Ancestral Warrior may change the active effect to a different one.

Endurance (Ex): The Ancestral Warrior gains Endurance as a bonus feat at 9th level.

Shapeshift (Su): At 10th level, an Ancestral Warrior can shapeshift into the form of an animal. He can use this ability a number of hours per day equal to his wisdom modifier, though each time he changes into an animal it uses up one hour. Except for the duration, this ability functions as beast shape II

Resolve (Ex):At 11th level the Ancestral Warrior gains a +2 bonus on all will saves.

Diehard (Ex): The Ancestral Warrior gains Diehard as a bonus feat.

Improved Uncanny Dodge (Ex): As the Barbarian class ability of the same name.

Improved Shapeshift (Su): The Ancestral Warrior gains the ability to shapeshift into animals and magical beasts. He can use this ability a number of hours per day equal to his wisdom modifier, but each time he changes into a new creature it uses up another hour. Except for the duration, this ability functions as beast shape IV

Ancestral Wrath 3 (Su): The following powers may now be used during the Ancestral Wrath:

Greater Spirit Totem: This functions as the barbarian rage power of the same name, and as the Spirt Totem and lesser Spirit Totem powers.

Spell Resistance: The Ancestral Warrior gains Spell resistance equal to his Ancestral Warrior level + his wisdom modifier.

Improved Damage Reduction: The Ancestral Warrior gains DR- 5.

Incredible Resistance: The Ancestral Warrior gains a +5 resistance bonus to all saving throws.

Vitality: The Ancestral Warrior is immune to conditions and magical sleep.

Energy Immunity: The Ancestral Warrior becomes immune to one energy type.

Greater Endurance: The Ancestral Warrior gains a bonus to his Constitution equal to twice his wisdom score.

Comprehension (Su): The ancestral warrior can speak at will with animals, plants, and elemental creatures. This ability replaces Languages of Nature.

Double Wrath (Su): The Ancestral Warrior may select two special abilities to use at once during his Ancestral Wrath. Using one Ancestral Wrath ability no longer takes extra rounds of Ancestral Wrath, and using two abilities only costs one extra round.

Invincible Protector (Su): The Ancestral Warrior becomes immune to nonlethal damage, all conditions, magical sleep, poisons, and diseases. He stops aging, though any age inflicted penalties all ready in place remain. If he is not killed, he can live forever.

Greater Shapeshift (Su): The Ancestral Warrior can shapeshift into animals, magical beasts, and dragons at will. This functions as Beast shape IV and Form of the Dragon III, besides the unlimited duration.

Spells (Su): Starting at 4th level, an Ancestral Warrior can cast spells. He gains spells at the same rate as a ranger and casts from the Ranger spell list. In addition, he has access to the following spells:

1st Level: Bless, Challenge Evil, Cure Light Wounds, Inflict Light Wounds, Detect Undead, Protection from (Evil, Chaos, Good), Restoration (Lesser), Tactical Acumen, Wartrain Mount, Word of Resolve, Summon Nature's Ally II.

2nd Level: Arrow of Law, Blessing of Courage and Life, Bull's Strength, Cure Moderate Wounds, Eagle's Splendor, Owl's Wisdom, Paladin's Sacrifice, Protection from (Evil, Chaos, Good) Communal, Remove Disease, Remove Paralysis, Righteous Vigor, Summon Nature's Ally IV.

3rd Level: Cure Serious Wounds, Daylight, Litany of Sight, Magic Circle against (Evil, Chaos, Guild), Remove Curse, Summon Nature's Ally VI, Wrathful Mantle.

4th Level: Bestow Grace of the Champion, Break Enchantment, Death Ward, Dispel Chaos, Mass Cure Light Wounds, Paragon Surge, Restoration, Summon Nature's Ally VII.

Comments and Critique are welcome!