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View Full Version : GiTP Pathfinder Grab Bag Competition XIX: How the !@#$?



Tanuki Tales
2013-09-04, 10:37 AM
How the !@#$?




" Do the impossible, see the invisible
Row, row, fight the power!
Touch the untouchable, break the unbreakable
Row, row, fight the power!"


~~~~~~~~~~


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

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 17th of October. 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 slightly less limited skill with Power Point. 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 concept of the "Rule of Cool". Your entry doesn't have to make sense, it doesn't have to be in line with the feel and vibe of the Pathfinder rule set and it doesn't even need to follow the normal rules. Your entry just needs to run on unleaded Coolness, be it your own opinion or that of others. Stay thirsty my friends.

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: [thread=293472]Here[/url]

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
2013-09-04, 10:38 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
2013-09-04, 10:39 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|
+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
2013-09-04, 10:41 AM
Name

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

Defenses

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

Offenses

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

Statistics

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

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

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


Name

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

Defenses

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

Offenses

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

Statistics

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

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

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

Tanuki Tales
2013-09-04, 10:42 AM
Prestige Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

Skill 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
2013-09-04, 10:43 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
2013-09-04, 10:45 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.

malonkey1
2013-09-04, 11:21 AM
BAD DUDE

President Ronnie has been kidnapped by ninjas. Are you a bad enough dude to rescue the President?

Bad Dudes are the raddest S.O.B.s you can think of. See that guy who's juggling chainsaws? That chick who just beat a ninja to death with its own flayed skin? Those kids that ate a shark? They might have what it takes to be Bad Dudes. If you see a crack in the moon, it was a Bad Dude. If you hear a motorbike engine rev on your roof while you're in bed asleep, and walk outside to find a 450-pound ball of muscle giving a dragon a noogie, that's a Bad Dude. Bad Dudes are unstoppable forces of nature with an infinite reserve of grit, testosterone and fury. If you meet a Bad Dude, you'd best kneel in deference, for their glare is enough to kill mortal men.

Disclaimer:
Bad dudes are an epic-level prestige class, designed for characters that have already reached level 20. It is not recommended in realistic or "gritty" campaigns. Staring at Bad Dudes for an extended period without protection can cause: nausea, vomiting, schizophrenia, Mad Seer Disorder, iron corneas, "Fish in Brain" disease, Rumspringa, explosive diarrhea, implosive diarrhea, and fire retardance. Please use this class with caution. Bad Dudes L.L.C. is not legally or morally responsible for any consequences of misuse of this product. Do not combine with Spiral Energy, Hot-Bloodedness, the Heart of the Cards, the God Hand, any years between (but not including) 1979 and 1990, or aspirin.

Role: Bad Dudes don't need a party. The only time a Bad Dude will work with non-Dudes is if they can match their power. Bad Dudes don't need to cast spells, because they can unleash more power with their bare hands.

Alignment: Bad Dudes can be any alignment. All that is required is a lion's spirit and the wrath of a god in mortal form.

Hit Die: d12

Requirements
To qualify to become Bad Dude, a character must fulfill all of the following criteria.
Skills: Intimidate 20, Climb 15, Acrobatics 18
Base Attack Bonus: +20
Special: Must have single-handedly saved the world through sheer badassery.

Class Skills
The Bad Dude's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge[Dungeoneering, Geography, History, Local, and Religion] (Int), Perception, Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str)

Skill Ranks per Level: (4 + Int modifier)


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

1st|
+1|
+1|
+1|
+1|Badness, Unarmed Strike, Bonus Feat

2nd|
+2|
+1|
+1|
+1|Secret of Radness

3rd|
+3|
+2|
+2|
+2|The Art of the Bran-Dao, Bonus Feat

4th|
+4|
+2|
+2|
+2|Secret of Radness

5th|
+5|
+3|
+3|
+3|Awesome Incarnate, Guile's Theme, Bonus Feat[/table]

Class Features
All of the following are class features of the Bad Dude.

Weapon and Armor Proficiencies: Bad Dudes train in the infinite martial arts, both armed and unarmed. You gain proficiency in all weapons that currently exist.

Unarmed Strike: You gain the Improved Unarmed Strike feat as a bonus feat, and deal unarmed damage as a 10th-level Monk of your size. Your levels in this class stack with levels in other classes with Unarmed Strike for determining damage.

Badness: Bad Dudes achieve a state of incredible calm, even in a state of absolute fury. You can enter a Rage as a 10th-level Barbarian or continue to advance your Barbarian rage as if you had gained a level in Barbarian, and gain a ki pool as a 10th-level Monk, or continue to advance your ki pool and ki abilities as if you had gained a level in a ki using class. In addition to your normal ki powers and Rage powers, you can perform the following feats while in a rage or not in a rage:

By spending 3 ki points, you can grant yourself a Rad bonus to all saves equal to the higher of your Wisdom or Charisma bonus as an immediate action.
By spending 5 ki points, you may reroll a single d20 roll. This is not an action, but you must do it after rolling, but before you know whether or not your roll was successful.
You can perform any of the basic ki powers described under the Monk's ki pool class feature.
By spending 10 ki points as an immediate action, you can completely ignore any detrimental effect currently affecting you, including death or unconsciousness. You ignore the effect for the lesser of 1 round per your HD or until the effect wears off. You may also use this ability in response to the activation of such an effect against you. This completely negates the effect, and if the effect was one that would effect multiple targets, you may choose to protect any and all other targets of your choosing.
You can convert ki points into extra rounds of Rage or expend rage rounds for extra ki points on a 1:1 basis. These extra ki points or rage rounds last for 24 hours or until expended.


Secret of Radness (Ex): At level 2, you continue to become increasingly rad, finding trivial what others call impossible. Select a single extraordinary class feature from another class, which you do not already possess (e.g., you may not select a Barbarian's Rage, as it is replicated by Badness, above). You may now use that class feature as if you possessed the lesser of 10 levels or maximum levels in the class that granted it. For example, you could choose an Arcane Trickster's Impromptu Sneak attack, and would be able to use it twice per day, like a 10th-level Arcane Trickster would. You do not gain the benefits of the chosen class feature unless you could use it (in the above example, you would gain no benefits without already having a Sneak Attack ability). At level 4, you may select another such feature.

Art of the Bran-Dao (Ex, Sp, or Ps): You can almost radiate coolness, being able to master strange martial arts or mystical powers with ease. At level 3, you can choose to gain one of the following benefits.

You gain three spells from each level from the Magus or Inquisitor spell list, which you can use once per day each as spell-like abilities.
You gain three powers from each level from the Psychic Warrior power list, which you can use once per day each as Psi-like abilities.
You learn three Rogue Talents
You gain a Soulknife's Mind Blade, three Blade Skills, and Enhanced Mind Blade +5
You gain three Rage Powers
You gain a Paladin's Lay on Hands as a Paladin of twice your class level, and can use all mercies available to a Paladin of twice your class level.


Bonus Feat: At levels 1 & 5, you gain a bonus feat, which can be any feat whose prerequisites you meet.

Guile's Theme (Ex): It goes with everything. At level 5, once per day, you may add a +40 Rad bonus to any d20 roll you make. While you do so, Guile's theme (http://www.youtube.com/watch?v=Iof5pRAIZmw) blares in the background. Any time where you would be unable to hear it, this ability does not function.

Awesome Incarnate (Su): You are the Apotheosis of Awesome. At level 5, you can never die as a direct result of one of your own rolls, or rolls made on your behalf. For example, you automatically succeed any saves vs. death, provided you would be able to succeed it normally. If you would not be able to succeed a check like the one given above normally, then you would still fail it.

smoke prism
2013-09-04, 05:40 PM
Please read:
This is an epic prestige class, so expect epic abilitys


Cloaked knight



I am lord grimtooth, warlord of the orcs and you think a pice of cloth scearces me ?

Last words of lord grimtooth after he was insulted by a clocked knight

In ancient lands shrouded in mystery there are whispers of a matial art that utilises the humble cloak, turning it from cloth to a blade as deadly as sword. This school also teaches it's students to use there cloaks as armour and Shields that can turn away even the most powerful of attacks.

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

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

Hit Die: d10

Requirements
To qualify to become Cloaked knight , a character must fulfill all of the following criteria.
:Abilitys: Dex 25, wisdom 25
:Skills: proform (Dance) 21,
: special: Must have been trained by a mysterys order of moks who created this fighting style.
:

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 [/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):

Milo v3
2013-09-04, 08:03 PM
Soldier of Truth
“Nothing is true, everything is permitted.”

?

Role: ?

Alignment: ?

Hit Die: d10

Starting Gold: As Fighter

Class Skills
The Soldiers of Truth class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Swim (Str) and Use Magic Device (Cha).

Skill Ranks per Level: (4 + Int modifier)

3WhiteFox3
2013-09-05, 12:20 AM
Resolute Warrior

Put an image of your class here!

"Here I stand resolved! Resolved to never let anything stand in my way! Resolved to overcome any obstacle, even myself and become better for it! For I am the Resolute Warrior, I will not move, I will not waver. So take your best shot, you'll only get the one."

Author's Note
This class spits in the face that mundane classes can't be awesome or that extraordinary abilities have to constrain themselves to anything resembling reality once level 5 is gained. I'm trying out a new mechanic here that is still being ironed out, but my hope is that it will be able go beyond the impossible and kick reason to the curb. I'm mainly trying out different things and seeing what sticks, even if they don't jive with what is normally allowed or accepted within the rules.

Many know that magic can change the world; in fact it is the plight of many common men that magicians cannot be stopped by mere force. Many use this as a crutch, believing that a mere man can only do so much without magic. However, there are some who realize that even the mightiest spell caster must follow the rules and codes of magic, whether it be arcane or divine in source. These men ignore the rules of reality, common sense and logic and laugh in the face of the impossible. They are not powered by the supernatural, they simply beat up what is 'impossible' until it becomes possible

These are the Resolute Warriors, relying not on magic that will eventually run out, but they set themselves up against all obstacles, realizing that the only true obstacle that they have to overcome is themselves. So their resolve only grows by each challenge they face, and even when that resolve dwindles, it is only the next obstacle to overcome and become better by.


Role: Resolute Warriors are fighters first and foremost. Unlike their constrained counterparts, however, the Resolute Warrior faces no challenge that he can't beat through sheer personality and gusto. And unlike spellcasters, whose power begins each day full and slowly diminishes as it is used up; the Resolute Warrior's power only grows as they are faced with greater and greater challenges. They can be of use in any encounter, but prefer any situation that they can beat up or overpower(note: that's every situation).

Alignment: Resolute Warriors have a slight tendency to be chaotic, because of their belief in beating any restraints. They also are often good aligned, seeking to better themselves and help those who are still kept from reaching their potential. However, they can be of any alignment. Lawful Resolute Warriors tend to focus on promises and commitments they make; especially the commitment to becoming better or towards some goal, whether it is noble or sinister. The common trait in all Resolute Warriors is the determination to stand against anything that gets in the way and to never back down.

Hit Die: d12

Starting Gold: As Bard

Class Skills
The Resolute Warrior's class skills (and the key ability for each skill) are... Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (See Instinctual Knowledge)
Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str)

Skill Ranks per Level: (6 + Int modifier)


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

1st|
+1|
+2|
+2|
+2|Class Ability

2nd|
+2|
+3|
+3|
+3|Class Ability

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

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

5th|
+5|
+4|
+4|
+4|Class Ability

6th|
+6/+1|
+5|
+5|
+5|Class Ability

7th|
+7/+2|
+5|
+5|
+5|Class Ability

8th|
+8/+3|
+6|
+6|
+6|Class Ability

9th|
+9/+4|
+6|
+6|
+6|Class Ability

10th|
+10/+5|
+7|
+7|
+7|Class Ability

11th|
+11/+6/+1|
+7|
+7|
+7|Class Ability

12th|
+12/+7/+2|
+8|
+8|
+8|Class Ability

13th|
+13/+8/+3|
+8|
+8|
+8|Class Ability

14th|
+14/+9/+4|
+9|
+9|
+9|Class Ability

15th|
+15/+10/+5|
+9|
+9|
+9|Class Ability

16th|
+16/+11/+6/+1|
+10|
+10|
+10|Class Ability

17th|
+17/+12/+7/+2|
+10|
+10|
+10|Class Ability

18th|
+18/+13/+8/+3|
+11|
+11|
+11|Class Ability

19th|
+19/+14/+9/+4|
+11|
+11|
+11|Class Ability

20th|
+20/+15/+10/+5|
+12|
+12|
+12|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):

sengmeng
2013-09-05, 05:48 PM
Boomzerker


Modified Class: Barbarian

Normal barbarians can be pretty destructive. Boomzerkers are nothing but.

CLASS FEATURES:
{table]level|class feature
1|Explosive Rage, Explosion Damage 1d6
2|DR 1/-
3|Explosion Damage 2d6
4|Rage Power
5|Blast, Explosion Damage 3d6
6|DR 2/-
7|Explosion Damage 4d6
8|Rage Power
9|Explosion Damage 5d6
10|DR 3/-
11|Charging Burst, Explosion Damage 6d6
12|Rage Power
13|Explosion Damage 7d6
14|DR 4/-
15|Explosion Damage 8d6
16|Rage Power
17|Explosion Damage 9d6
18|DR 5/-
19|Explosion Damage 10d6
20|Rage Power
[/table]
Explosive Rage (Ex): Explosive rage replaces the barbarian’s normal rage. It counts as rage for the purposes of feats and prestige classes, and confers the same bonuses and penalties. While in an explosive rage, the Boomzerker adds extra damage to his unarmed attacks, called “explosion damage.” Explosion damage is treated as both fire and bludgeoning damage for the purposes of resistances, damage reduction, vulnerabilities, and immunities, whichever is least beneficial to the target. Explosion damage is halved underwater. At first level, the Boomzerker’s explosion damage is 1d6, and it increases by 1d6 at every odd level. The explosion damage also damages all creatures in a five foot splash zone around the target, with a reflex save for half damage of 10 + half the Boomzerker’s level + his strength modifier (struck targets always take full damage). The Boomzerker himself is also dealt half the explosion damage, and cannot avoid it even if his reach is greater than five feet. The Boomzerker does not have the option to make normal unarmed strikes during his Explosive Rage, but armed attacks do not cause explosion damage.

Damage Reduction: The Boomzerker’s constant exposure to damage toughens him even faster than normal barbarians. He gains DR 1/- at second level, increasing it by 1 at levels 6, 10 14, and 18. The Boomzerker’s DR is doubled versus bludgeoning damage and explosion damage.

Rage Powers: The total focus on exploding things with his fists means that the Boomzerker does not gain as many rage powers as normal barbarians. He gains a rage power at levels 4, 8, 12, 16, and 20.

Blast (Ex): At fifth level, the Boomzerker can, as a full round action, punch the ground and damage all opponents within ten feet of him, dealing only his exploding damage, with the usual reflex save for half damage. The ground does not need to be particularly solid, but he needs to be able to stand on it, not swimming, flying, or climbing. If he has the Ground Breaker rage power, the blast attack can activates whenever he uses it, unless he's armed.

Charging Burst (Ex): At eleventh level, if the Boomzerker charges, his explosion damage affects all creatures within ten feet of his target. He may also choose to attack a square instead of a creature.

The Boomzerker does not gain Fast Movement, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense, Indomitable Will, Greater Rage, Tireless Rage, or Mighty Rage.

New Rage Powers

Fling
Prerequisites: Wider Blast

Benefits: Creatures who fail their reflex saves against your explosion damage are pushed away from you, stopping outside the damage radius. If they encounter an occupied square or solid structure, both them and the object struck take 1d6 bludgeoning damage. You do not have to apply this effect if you don’t want to.

Scenery Chewer
Prerequisites: Explosive Rage, Ground Breaker

Benefits: Your explosion damage is doubled against inanimate objects, including the ground when using your ground breaker power.


Firebomb
Prerequisites: Explosive Rage, Boomzerker level 20

Benefits: Creatures who fail their reflex saves against your explosion damage are set on fire and take 5d6 fire damage on the following round. You do not have to apply this effect if you don’t want to.

Wider Blast
Prerequisites: Explosive Rage

Benefits: The radius of your explosion damage is increased by 5 feet, including the radiuses of the Blast and Charging Burst abilities.

Special: You may select this power more than once. Its effects stack.

Potent Blast
Prerequisites: Explosive Rage

Benefits: The DC of the reflex save to take half damage from your explosion damage goes up by +2.

Shell-shocked
Prerequisite: Explosive Rage, Boomzerker level 12

Benefits: Your treat all bludgeoning and explosion damage as non-lethal.

Rocket Jump
Prerequisites: Explosive Rage, Wider Blast

Benefits: You can automatically add a number of feet to any jump check equal to your explosion damage’s blast radius by taking 1d6 explosion damage.

zhdarkstar
2013-09-05, 08:35 PM
Liberal Arts Major

Put an image of your class here!

But you know what I've learned in my seven years here at Coolidge... Timmy? I've learned that you can't treat every situation as a life-and-death matter because you'll die a lot of times. Write that down.

The Liberal Arts Major is the epitome of legitimacy and indecisiveness. They dabble in many fields, while never committing to a focus on just one study.


Role: The options for the Liberal Arts Majors are as unique as the minors they take. Some can take support and face roles with a study of various mental-based courses, whereas others can be more martially focused via an array of sports scholarships. Then, there are those whose indecisiveness has left them with an education so varied that there is no job for them to fill. However, there exists a few whose expert educational planning puts them in a position where investing more money into education allows them more tricks up their sleeves than their contemporaries expected them to ever have.

Alignment: Anyone can become a Liberal Arts Major. Because Liberal Arts Majors know that their continued education relies on living by the rules of their educational institution, those who eventually see graduation tend to be either nonchaotic or nonevil.

Hit Die: d8

Starting Gold: See Financial Aid class feature

Class Skills
A Liberal Arts Major has no class skills of its own except for Knowledge (barcana) (Int).

Skill Ranks per Level: (4 + Int modifier)


LIBERAL ARTS MAJOR
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+0|General Education Plan (freshman), Audit Course, Financial Aid, Indecisive Student, Bonus Feat
2nd|
+1|
+0|
+0|
+0|Bonus Feat

3rd|
+2|
+1|
+1|
+1|Audit Course

4th|
+3|
+1|
+1|
+1|Declare Minor

5th|
+3|
+1|
+1|
+1|Audit Course

6th|
+4|
+2|
+2|
+2|General Education Plan (sophomore), Bonus Feat

7th|
+5|
+2|
+2|
+2|Audit Course

8th|
+6/+1|
+2|
+2|
+2|Declare Minor

9th|
+6/+1|
+3|
+3|
+3|Audit Course

10th|
+7/+2|
+3|
+3|
+3|Bonus Feat

11th|
+8/+3|
+3|
+3|
+3|Audit Course, General Education Plan (junior)

12th|
+9/+4|
+4|
+4|
+4|Declare Minor

13th|
+9/+4|
+4|
+4|
+4|Audit Course

14th|
+10/+5|
+4|
+4|
+4|Bonus Feat

15th|
+11/+6/+1|
+5|
+5|
+5|Audit Course

16th|
+12/+7/+2|
+5|
+5|
+5|Declare Minor, General Education Plan (senior)

17th|
+12/+7/+2|
+5|
+5|
+5|Audit Course

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

19th|
+14/+9/+4|
+6|
+6|
+6|Audit Course

20th|
+15/+10/+5|
+6|
+6|
+6|Graduation[/table]

Class Features
All of the following are class features of the Liberal Arts Major.

Weapon and Armor Proficiencies: A Liberal Arts Major is proficient with all simple weapons. She is proficient with light armor and bucklers.

General Education Program (Ex): At 1st level, a Liberal Arts Major is considered a freshman and gains a student level (StL) equal to her class level. For every five student levels above 1st, she is granted a higher student classification as listed on the table. If a Liberal Arts Major takes a level in any nonstudent class, she is no longer considered an enrolled student.

In addition, a Liberal Arts Major has to meet certain educational requirements in order to advance in the class. In order to graduate, she must audit at least one course from each of the following categories: Math, Science, Humanities, Extracurricular. If the Liberal Arts Major has not audited a course from at least one category per four student levels, minimum 1, she cannot gain another level in Liberal Arts Major, unless the level gained will allow her to meet that requirement.

Audit Course: At 1st level, and every two levels thereafter, a Liberal Arts Major may select any course for which she meets the prerequisites. Unless specified, each course is considered an Extraordinary ability.

Indecisive Student (Ex): You may choose which two saves have good save progression. Gain a permanent +1 bonus to any two ability scores.

Financial Aid (Ex): At 1st class level, and every character level thereafter, you may take out a loan to cover the tuition cost of any courses audited that level or supplies for those courses. The maximum amount that can be taken out at 1st character level is 1,000 gp. For each character level increase afterwards, the maximum amount is equal to your student level squared multiplied by 500 gp, or (StL^2) x 500 gp. This loan has a 5% interest rate that compounds each character level increase before any payment is calculated or made. It does not have to be repaid until one character level after you cease being an enrolled student. At that point, your loan is split into five payments where your minimum payment due each level thereafter is equal to the total loan balance divided by the remaining payments, rounded down. To put it simply, the first minimum payment is 1/5 of the loan balance, the second is 1/4, and so on, with the fifth payment being the total remaining balance. If you become an enrolled student again afterwards, repayment stops and interest continues to accrue. If a payment cannot be made, your loan is considered to be in default. While in default, your interest rate increases to 10% until you make two consecutive minimum payments. You will also be hunted relentlessly by debt collectors who will recover the delinquent payments by any means necessary.* An enrolled student may make payments at each character level increase after interest is accrued without penalty.
*DM discretion as to whether the character should live or die. Many an adventure start by repaying a debt. DM does not have to use these financial aid rules and may use a different mechanic if desired, adjusting tuition costs to compensate as needed.

Bonus Feat: At 1st level, 2nd level, and every four levels thereafter, you may select a bonus feat for which you meet the prerequisites.

Declare Minor: At 4th level, and every four levels thereafter, you may select a single minor for which you meet the prerequisites. Unless specified, each Minor is an Extraordinary ability.

Graduation (Ex): At 20th level, you have reached the end of your undergraduate studies. You gain a permanent +4 bonus to your ability scores, split any way you choose among up to four ability scores. You may select any minors that you qualify for instead of the normal single choice. You are no longer considered an enrolled student.


Archetypes

Pretentious Scholar

Hit Die: d6
Base Attack Bonus: As wizard
Academic Scholarship (Ex): You are considered an honors student for the purpose of qualifying for courses. Gain +2 to any one mental ability score. Gain Merit Scholarship (Freshman) as a bonus course. Reflex and Will become good saves.

This replaces the Indecisive Student class feature and the bonus feat gained at 1st level

Jock Recruit

Hit Die: d10
Base Attack Bonus: As fighter
Athletic Scholarship (Ex): You are considered a student athlete for the purpose of qualifying for courses. Gain +2 to any one physical ability score. Gain Sports Scholarship (Freshman) as a bonus course. Fortitude and Reflex now become good saves.

This replaces the Indecisive Student class feature and the bonus feat gained at 1st level


New Feats

Change Major [General]
Requires: Financial Aid, Audit Course, student level 1st, must have taken a level in a nonstudent class since last student class level before or when taking this feat
Benefit: You may count half of the levels from the class used to qualify for this feat as student levels for the purpose of determining the effects based on your student level, except determining emulated class levels. Any class features that are gained from both classes, such as sneak attack or spellcasting, stack with each other in terms of progression, adding the appropriate amount of emulated class levels to the real class levels to determine the effects. All of the effective levels granted by this feat have a maximum level equal to your Hit Die. You are still considered to be an enrolled student and may take further levels in the nonstudent class. Once you reach student level 20th, you gain the Graduation class feature as if you were a 20th level Liberal Arts Major.
Special: You may take this feat multiple times, each time applying the effects to another nonstudent class.

Extra Audit [General]
Requires: Audit Course, student level 3rd, must be an enrolled student
Benefit: You may select a course for which you meet the prerequisites.
Special: You may select this feat once for every three student levels you possess, up to five times total.

Graduate Studies [General]
Requires: Graduation, character level 21st, Change Major or one level each in at least two classes that grant student levels
Benefit: You are once again considered an enrolled student. At every four student level increases above 20th, you may select an additional minor for which you meet the prerequisites.

Renaissance Man [General]
Requires: General Education Plan (sophomore), Sports Scholarship (Redshirt), audited at least two courses with an Honors Student bonus.
Benefit: You may count as an Honors Student for a number of courses equal to half of your student level, rounded down. You may immediately gain the Honors Student bonuses for any courses used to qualify for this feat.


New Items

Sports Equipment
Each sport has an assortment of gear and enchantments that grants bonuses to athletes in those sports, as well as a selection of gear that is beneficial to all athletes regardless of sport.

Football

Football Helmet
Aura faint abjuration; CL 7th
Slot head; Price 3,500 gp; Weight 1 lb.
Description: This reinforced helmet grants football players a +3 luck bonus to AC. The built-in face mask has a specially tinted visor that provides an equipment bonus to saves against effects that are based on the wearer's eyesight equal to one-quarter of her student level, rounded down. However, it also imposes a -1 penalty to CMD against grapple due to its cagelike design. Three times per day, the wearer of this helmet may negate a confirmed critical hit from a melee attack, reducing it to a normal hit instead.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,750 gp

Quarterback Pads
Light Armor
Armor Bonus +3; Maximum DEX Bonus +5; Armor Check -2
Arcane Spell Failure 15%; Weight 20 lb;* Speed 30'/20'
Aura moderate abjuration; CL 5th; Price 2,500 gp
Description: This set of lightweight pads preserves a large range of motion for the wearer and provides an adequate amount of protection against sudden blows while in the passing pocket. Football players wearing this gain a +2 equipment bonus to AC against attacks of opportunity provoked by ranged attacks with thrown weapons.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,250 gp

Running Back Pads
Light Armor
Armor Bonus +4; Maximum DEX Bonus +4; Armor Check -3
Arcane Spell Failure 20%; Weight 25 lb;*Speed 30'/20'
Aura moderate abjuration; CL 5th; Price 2,500 gp
Description: This set of pads absorbs hits when moving past the opposition without sacrificing mobility. Football players wearing this gain a +2 equipment bonus to AC against attacks of opportunity provoked by moving through a threatened space.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,250 gp

Guard Tackle Pads
Medium Armor
Armor Bonus +5; Maximum DEX Bonus +3; Armor Check -4
Arcane Spell Failure 25%; Weight 30 lb;*Speed 20'/15'
Aura moderate abjuration; CL 6th; Price 3,000 gp
Description: This set of heavy-duty pads is designed to take hard blows to defend the wearer's allies. A football player wearing these pads can defend against a charge directed at a nearby ally. As an immediate action, you may make a 5-foot step to place yourself in the path of a charge directed at an ally within 10 feet. The charge resolves against you instead of your ally.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for football; Cost 1,500 gp


Baseball

Batting Helmet
Aura faint abjuration; CL 5th
Slot head; Price 2,500 gp; Weight 1 lb.
Description: This helmet grants baseball players a +2 luck bonus to AC. Three times per day, the wearer of this helmet may negate a confirmed critical hit from a ranged attack, reducing it to a normal hit instead.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,250 gp

Baserunner Cleats
Aura faint transmutation; CL 3rd
Slot feet; Price 1,500 gp; Weight 1 lb.
Description: These specially designed cleats grant baseball players the ability to use misdirection to move a short distance during ranged attacks made by others. Once per round, you may make an opposed Bluff skill check against an enemy making a ranged attack against an ally as an immediate action. If you succeed, you may move up to half of your speed in one direction as the attack is resolved. This movement does not count against any other movements made in the round. If you fail, then the ranged attack is redirected to you and you may not use Deflect Arrows or Snatch Arrows against the redirected attack. You may use this ability a number of times per day equal to half of your student level, rounded down and minimum 1.
Construction Requirements: Craft Wondrous Item, haste, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp

Catcher's Mitt
Aura faint transmutation; CL 3rd
Slot hands; Price 1,500 gp; Weight 1 lb.
Description: This baseball glove's thickly padded, mitten-like design allows a baseball player to use Deflect Arrows an additional number of times per round equal to one-quarter of your student level, minimum 1.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp

First Baseman's Mitt
Aura faint transmutation; CL 5th
Slot hands; Price 2,500 gp; Weight 1 lb.
Description: This baseball glove's long, scoop-like design allows a baseball player to apply Snatch Arrows to a ranged attack targeting an adjacent ally. This counts as a use of Deflect Arrows and an attack of opportunity, but may be used multiple times per round if you can make multiple attacks of opportunity due to a feat, class feature, or other special ability.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,250 gp

Infielder's Glove
Aura faint transmutation; CL 4th
Slot hands; Price 2,000 gp; Weight 1 lb.
Description: This baseball glove's small, open-webbed design allows a baseball player to make an attack of opportunity using the projectile targeted by Snatch Arrows as an immediate action. This attack does not have to be made against the enemy who attacked you. Treat the range increment, damage, and any bonuses as if this attack was made with the weapon from which was originally used. You suffer no penalty for weapon proficiency for attacks made, but apply range penalties as normal.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp

Pitcher's Glove
Aura faint transmutation; CL 3rd
Slot hands; Price 1,500 gp; Weight 1 lb.
Description: This baseball glove's opaque-webbed design allows a baseball player to make an opposed Sleight of Hand skill check as part of a ranged attack with a thrown weapon. If you pass, your opponent takes a -2 penalty to AC for every 5 above your opponent's result against the attack. If you succeed by 10 or more, your opponent is considered flat-footed against the attack.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp

Outfielder's Glove
Aura faint transmutation; CL 4th
Slot hands; Price 2,000 gp; Weight 1 lb.
Description: This baseball glove's long, flattened design allows a baseball player to apply Snatch Arrows to a ranged attack targeting a nearby ally as an immediate action. In order to use this ability, you must be able to occupy a space that is no further away than half your speed, rounded down, and is between the attacker and your ally. This movement does not affect your ability to take other movements.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp

Switch-thrower's Glove
Aura moderate transmutation; CL 8th; Price +4,000 gp
Description: A switch-thrower's glove is not a magical item in itself, but a modification that can be added to any baseball glove being crafted. The second thumb pocket and finger hole allow a baseball player to switch her glove hand if the other hand is free as a free action. As a result, she can make ranged attacks with thrown weapons using both hands while still having access to the ability granted by the glove.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp

Batting Gloves
Aura moderate transmutation; CL 8th; Price +4,000 gp
Description: A batting glove is not a magical item in itself, but a modification that can be added to any baseball glove being crafted. As a free action, a baseball player can mentally command the gloves to split from a single glove that covers one hand to a pair of gloves that allow her to use both hands freely. While they are split into two gloves, she also gains an equipment bonus to attack and damage rolls equal to one-quarter her student level when wielding melee weapons in two hands
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 1,000 gp

Bunting
Aura moderate transmutation; CL 5th;
Description: Once per round, a baseball player wielding a bunting weapon may make a 5-foot step when using Deflecting Arrows. This movement does not affect the ability to make any other movement.You may only add this enchantment to a melee weapon that deals bludgeoning damage and not an unarmed strike via any means. You may not use this ability and slugging at the same time, although a weapon may have both enchantments.
Construction Requirements: Craft Wondrous Item, haste, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball.; Cost +1

Slugging
Aura moderate transmutation; CL 5th;
Description: Once per round, a baseball player wielding a slugging weapon may make an attack of opportunity when using Deflect Arrows. The target of the attack of opportunity does not have to be the same enemy whose attack was deflected. She uses the range increment of the deflected weapon to determine range penalty, but rolls the attack as a melee attack instead. If the attack hits, it deals the combined damage of both the slugging weapon and the deflected weapon. You may apply any eligible bonuses or effects from both weapons to this attack. You may only use this ability more than once per round if you have an ability that increases both uses of Deflect Arrows and number of attacks of opportunity made in a round, with the maximum being the lesser amount available. You may only add this enchantment to a melee weapon that deals bludgeoning damage, and not an unarmed strike via any means. You may not use this ability and bunting at the same time, although a weapon may have both enchantments.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball.; Cost +2

Weaponized Baseball
Simple Light Thrown
Price 1 sp; Dmg (S) 1d3; Dmg (M) 1d4
Critical 19-20/x2; Range 20 ft; Weight 1/4 lb; Type Bludgeoning
Description: While baseballs made for mass production are primarily composed of leather and cork, it is not unheard of for specialty balls designed for combat to be made of molded metal, cut gemstones, sculpted earth, or shaped bones. This means that a weaponized baseball can be made out of any special material that can be used for a bludgeoning weapon.


Track & Field

TBD


Wrestling

Wrestling Singlet
Light Armor
Armor Bonus -; Maximum DEX Bonus -; Armor Check -
Arcane Spell Failure -; Weight 1/4 lb; Speed 30'/20'
Aura moderate abjuration; CL 4th; Price 2,000 gp
Description: A wrestling singlet is a special armor designed specifically for wrestlers. It has no armor bonus, maximum Dexterity bonus, armor check penalty, or arcane spell failure, but may be enchanted like any other light armor. A wrestler wearing one gains an equipment bonus to CMB and CMD for grapple and trip equal to one-quarter of her student level, rounded down. For the purposes of abilities and effects, she may consider herself either armored or unarmored, whichever is more advantageous.
Construction Requirements: Craft Wondrous Item, mage armor, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for wrestling; Cost 1,000 gp

Wrestling Shoes
Aura faint transmutation; CL 3rd
Slot feet; Price 1,500 gp; Weight 1/2 lb.
Description: These specially designed shoes grant wrestlers better traction without sacrificing mobility. The wearer gets an equipment bonus to CMD against bull rush and overrun equal to one-quarter of her student level, rounded down.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for baseball; Cost 750 gp


Soccer

Cleats of Kicking
Aura faint transmutation; CL 3rd
Slot feet; Price 1,500 gp; Weight 1/2 lb.
Description: These specially designed shoes grant soccer players the largest striking surface possible. This allows them to apply more force without sacrificing accuracy. She may apply her Strength modifier instead of her Dexterity modifer on ranged attacks using a soccer ball.
Construction Requirements: Craft Wondrous Item, alter self, creator must have audited both Sports Scholarship (Redshirt) and Sports Scholarship (Junior) for soccer; Cost 750 gp

Weaponized Soccer Ball
Simple Light Thrown
Price 5 sp; Dmg (S) 1d4; Dmg (M) 1d6
Critical x2; Range 20 ft; Weight 1/4 lb; Type Bludgeoning
Description: While soccer balls made for mass production are primarily composed of leather surrounding an air bladder, it is not unheard of for specialty balls designed for combat to have panels made of molded metal, cut gemstones, sculpted earth, or shaped bones. This means that a weaponized baseball can be made out of any special material that can be used for a bludgeoning weapon.


General
TBD

zhdarkstar
2013-09-06, 10:24 PM
Liberal Arts Courses

Anatomy [Science]
Prerequisites: Biology, Intelligence 13
Benefit: You gain a bonus to confirming critical hits equal to one-quarter of your student level.
Tuition: 1,000

Anthropology [Humanities]
Benefit: You gain Knowledge (history), Knowledge (local), and Knowledge (nobility) as class skills. You gain an enhancement bonus to these skills equal to one-quarter of your student level

Applied Arcanics [Science]
Prerequisites: Arcanics 101 (wizard), Intelligence 13
Benefit: You gain Knowledge (planes) as a class skill. You gain the arcane school class feature as a wizard equal to one-quarter of your student level. You cannot choose the schools of the spells gained from Arcanics 101 as opposition schools.
Tuition: 1,500 gp

Arcanics 101 [Science]
Prerequisites: Intelligence 12 or Charisma 12
Benefit: Gain Knowledge (arcana), Spellcraft, and Use Magic Device as class skills. Choose two 1st-level spells from the spell list of one of the following classes: magus, sorcerer, or wizard. Once per day, you may prepare and/or cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1.
Honors: Choose an additional 1st-level spell to prepare and/or cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Special: This course grants those who choose wizard or magus with a spellbook.
Tuition Cost: 500 gp

Arcanics 102 [Science]
Prerequisites: Arcanics 101, Intelligence 14 or Charisma 14
Benefit: Choose two 2nd-level spells from the spell list from your Arcanics 101 course. Once per day, you may prepare and/or cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1. You may prepare and/or cast each of the 1st-level spells gained from Arcanics 101 an additional time per day.
Honors: Choose an additional 2nd-level spell to prepare and/or cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Tuition Cost: 1,000 gp

Astronomy 101 [Science]
Prerequisites: Intelligence 12 or Charisma 12
Benefit: Gain Knowledge (planes), Spellcraft, and Use Magic Device as class skills. Choose two 1st-level spells from the spell list of one of the following classes: oracle, summoner, or witch. Once per day, you may prepare and/or cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1.
Honors: Choose an additional 1st-level spell to prepare and/or cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Special: This course provides those who choose witch with a familiar to prepare her spells but it does not gain any of the benefits of being a familiar.
Tuition Cost: 500 gp

Astronomy 102 [Science]
Prerequisites: Astronomy 101, Intelligence 14 or Charisma 14
Benefit: Choose two 2nd-level spells from the spell list from your Astronomy 101 course. Once per day, you may prepare and/or cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1. You may prepare and/or cast each of the 1st-level spells gained from Astronomy 101 an additional time per day.
Honors: Choose an additional 2nd-level spell to prepare and/or cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Tuition Cost: 1,000 gp

Biology [Science]
Prerequisites: Intelligence 12
Benefit: You gain sneak attack as the rogue class feature with a rogue level equal to one-quarter of your student level, rounded down (minimum 1).
Tuition Cost: 500 gp

Chemistry 101 [Science]
Prerequisites: Intelligence 12
Benefit: Gain Craft (alchemy) and Knowledge (Arcana) as class skills. Choose two 1st-level extracts from the alchemist formulae list. Once per day, you may prepare each of these extracts as an alchemist equal to one-quarter of your student level, rounded down and minimum 1.
Honors: Choose an additional 1st-level extract to prepare each day.
Tuition Cost: 500 gp

Chemistry 102 [Science]
Prerequisites: Chemistry 101, Intelligence 14
Benefit: Choose two 2nd-level extracts from the alchemist formulae list. Once per day, you may prepare each of these extracts as an alchemist equal to one-quarter of your student level, rounded down and minimum 1. You may prepare each of the 1st-level extracts gained from Chemistry 101 an additional time per day.
Honors: Choose an additional 2nd-level extract to prepare each day.
Tuition Cost: 1,000 gp

College Algebra [Math]
Prerequisites: Intelligence 12
Benefit: As an immediate action, you may add a mathematics bonus to any non-HD roll equal to d%/100 multiplied by half of your student level, rounded to the nearest whole number to a maximum bonus equal to your Intelligence minus 10. You must wait a number of rounds equal to your student level divided by your Intelligence modifier, rounded up, plus 1d4 rounds before using this ability again.
Tuition Cost: 500 gp

Environmental Science 101 [Science]
Prerequisites: Wisdom 12
Benefit: Gain Knowledge (nature), Spellcraft, and Survival as class skills. Choose two 1st-level spells from the either the druid or ranger spell list. Once per day, you may prepare and cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1.
Honors: Choose an additional 1st-level spell to prepare and cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Tuition Cost: 500 gp

Environmental Science 102 [Science]
Prerequisites: Environmental Science 101, Wisdom 14
Benefit: Choose two 1st-level spells from the either the druid or ranger spell list. Once per day, you may prepare and cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1. You may prepare and cast each of the 1st-level spells gained from Environmental Science 101 an additional time per day.
Honors: Choose an additional 2nd-level spell to prepare and cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Tuition Cost: 1,000 gp

Fraternity Life (Pledge) [Extracurricular]
Prerequisites: Charisma 12, Knowledge (barcana) 1 rank
Benefit: You also gain an enhancement bonus to Knowledge (barcana) equal to one-quarter of your student level. Instead of a one-time tuition cost, this course has dues that are to be paid at every student level increase. If your student level increases by more than one at a character level increase, you have to pay the dues for each student level increase in addition to any tuition for courses audited.
Dues: 125 gp

Fraternity Life (Brother) [Extracurricular]
Prerequisites: Fraternity Life (Pledge), Charisma 14, Knowledge (barcana) 2 ranks
Benefit: Your bonus to Knowledge (barcana) increases to half of your student level. You gain the rage class feature as a drunken brute barbarian equal to one-quarter of your student level. You may only rage while drunk.
Dues: +125 gp

Fraternity Life (Officer) [Extracurricular]
Prerequisites: Fraternity Life (Brother), Charisma 16, Knowledge (barcana) 4 ranks
Benefit: Your bonus to Knowledge (barcana) increases to your student level. You gain the Roaring Drunk rage power as a bonus rage power. You get the Raging Drunk class feature as a drunken brute barbarian. You may add your Knowledge (barcana) skill ranks to determine the length of your rage.
Dues: +250 gp

Fraternity Life (President) [Extracurricular]
Prerequisites: Fraternity Life (Officer), Charisma 18, Knowledge (barcana) 8 ranks
Benefit: When you are under the influence of alcohol, you may make a Knowledge (barcana) skill check before making any other skill check, using the original DC for this check. If you pass the check, add half of the result, rounded down, to the original skill check as a circumstance bonus. While raging, you gain a bonus to attack and damage rolls equal to half of your Knowledge (barcana) skill ranks.
Dues: +500 gp

Game Theory [Math]
Prerequisites: Statistics, Intelligence 16
Benefit: When rolling d%, you may instead roll 1d20 and 1d5, multiplying the results together.
Tuition: 1,500 gp

Genetics [Science]
Prerequisites: Arcanics 101 (sorcerer) or Astronomy (summoner) or Chemistry 101 or Environmental Science (druid), Intelligence 13 or Wisdom 13 or Charisma 13
Benefit: You gain Knowledge (arcana), Knowledge (nature), and Knowledge (planes) as class skills. You gain the bloodline class feature as a sorcerer equal to one-quarter of your student level. You may apply the wildblooded archetype to the bloodline chosen. You also gain any appropriate bloodline arcana and bloodline powers but no bloodline spells or feats. Alternately, you gain the eidolon class feature as a summoner equal to one-quarter of your student level. Alternately, you gain either the Mutagen or Cognatogen class features of the alchemist or mindchemist, respectively, with a level equal to one-quarter of your student level.
Alternately, you gain the wild shape class feature as a druid equal to one-quarter of your student level.
Special: You may audit this course more than once, choosing a different ability each time.
Tuition: 1,500 gp

Merit Scholarship [Extracurricular]
Prerequisites: At least two of the following: Intelligence 12, Wisdom 12, or Charisma 12
Benefit: Choose one Knowledge skill as a class skill. You also gain 500 gp at each class level increase as a scholarship that must be spent on tuition or financial aid.
Special: You may audit this course more than once, each time selecting another Knowledge skill and increasing your scholarship by 500 gp.

Merit Scholarship (National) [Extracurricular]
Prerequisites: Merit Scholarship, and at least one of the following: Intelligence 14, Wisdom 14, or Charisma 14
Benefit: Your scholarship for your chosen Knowledge skill doubles each class level. In addition to this, you gain a bonus to that Knowledge skill equal to your student level.
Special: You may audit this course more than once, each time selecting another Knowledge skill and doubling your scholarship for that Knowledge skill.

Music Theory 101 [Humanities]
Prerequisites: Charisma 12
Benefit: Gain all Perform skills as a class skill. Choose any two 1st-level spells from the bard spell list. Once per day, you may cast each spell with a bard level equal to one-quarter of your student level, rounded down and minimum 1.
Honors: Choose an additional 1st-level spell to prepare each day.
Tuition: 500 gp

Music Theory 102 [Humanities]
Prerequisites: Music Theory 101, Charisma 14
Benefit: Choose two 2nd-level spells from the bard spell list. Once per day, you may cast each of these spells as a bard equal to one-quarter of your student level, rounded down and minimum 1. You may cast each of the 1st-level spells gained from Music Theory 101 an additional time per day.
Honors: Choose an additional 2nd-level spell to prepare each day.
Tuition Cost: 1,000 gp

Musical Theater [Humanities]
Prerequisites: Music Theory 101, Charisma 13
Benefit: You gain the bardic performance class feature as a bard equal to one-quarter of your student level.
Tuition Cost: 1,000 gp

Paranormal Studies [Science/Humanities]
Prerequisites: Astronomy 101 (oracle or witch) or Psychology 101 (psion or wilder), Intelligence 13 or Charisma 13
Benefit: You gain Knowledge (arcana), Knowledge (planes), and Knowledge (religion) as class skills. You gain Oracle's Curse or Witch's Familiar as a member of the respective class chosen for Astronomy 101 equal to one-quarter of your student level. Alternately, you gain a Discipline as psion equal to one-quarter of your student level, gaining discipline abilities but not discipline powers or skill. Alternately, you gain Wild Surge and Psychic Enervation as a wilder equal to one-quarter of your student level.
Special: You may audit this course more than once, choosing a different ability each time.
Tuition: 1,500 gp

Physics [Science]
Prerequisites: Chemistry 101, Intelligence 13
Benefit: You gain Knowledge (engineering) as a class skill. You gain the bomb class feature as an alchemist equal to one-quarter of your student level.
Tuition: 1,500 gp

Physiology [Science]
Prerequisites: Anatomy, Intelligence 14
Benefit: A number of times per day equal to one-quarter of your student level, you may ignore an enemy's immunity to critical hits or sneak attacks. This applies to one attack each time you use it.
Tuition: 1,500 gp

Psychology 101 [Humanities]
Prerequisites: Wild Talent or psionic character, and one of the following: Intelligence 12, Wisdom 12, or Charisma 12
Benefit: Gain Autohypnosis and Perception as class skills. Choose two 1st-level powers from the power list of one of the following classes: psion, psychic warrior, or wilder. Once per day, you may manifest each of these powers as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1. You may not augment these powers using power points and treat them as if the minimum amount of power points were spent.
Honors: Choose an additional 1st-level power to manifest each day.
Special: You may audit this course more than once, choosing a different power list each time.
Tuition Cost: 500 gp

Psychology 102 [Humanities]
Prerequisites: Psychology 101, one of the following: Intelligence 14, Wisdom 14, or Charisma 14
Benefit: Choose two 2nd-level powers from the power list from your Psychology 101 course. Once per day, you may manifest each of these powers as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1. You may manifest each of the 1st-level powers gained from Psychology 101 an additional time per day.
Honors: Choose an additional 2nd-level power to manifest each day.
Special: You may audit this course more than once, choosing a different power list each time.
Tuition Cost: 1,000 gp

Remedial Mathematics [Math]
Benefit: As an immediate action, you may add a mathematics bonus to any non-HD roll equal to one-quarter of your student level, rounded to the nearest whole number to a maximum bonus equal to your Intelligence modifier. You may use this a number of times per day equal to your Intelligence modifier.

School Mascot [Extracurricular]
Prerequisites: Genetics (druid or summoner) or Zoology (any), Dexterity or Charisma 14 or Wisdom 14
Benefit: Choose a form that either your wild shape, eidolon, animal companion, or mount can take. While in that form, you or your eidolon gain a morale bonus to Strength or Dexterity equal to one-quarter of your student level, minimum 1. In addition to this, you gain a scholarship of 500 gp.
Special: You may audit this course more than once, choosing a different ability that grants the same form to enhance each time and increasing your scholarship by 500 gp.

Seminary Studies [Extracurricular]
Prerequisites: Theology 101 (cleric or inquisitor), Wisdom 13
Benefit: You gain Diplomacy, Knowledge (history), and Knowledge (local) as class skills. You also gain a domain as a member of the respective class chosen for Theology 101 equal to one-quarter your student level.
Tuition: 1,500 gp

Speech [Extracurricular]
Benefit: You gain Bluff, Diplomacy, Intimidate, and Linguistics as class skills. You gain an enhancement bonus to these skills equal to one-quarter of your student level.
Honors: You gain Scribe Scroll as a bonus feat and can use read magic at will as a spell-like ability with your caster level equal to one-quarter of your student level.
Tuition Cost: 500 gp

Sports Scholarship (Freshman) [Extracurricular]
Prerequisites: At least two of the following: Strength 11, Dexterity 11, or Constitution 11
Benefit: You gain Acrobatics, Climb, and Swim as class skills. You also gain 250 gp at each class level increase as a scholarship that must be spent on tuition or financial aid. In addition to this, you choose a sport and gain a number of benefits based on the chosen sport. This sport is known as your sport played.
Football: You are proficient with medium armor. You gain Power Attack as a bonus feat, even if you do not meet the prerequisites.
Baseball: You are proficient with all martial weapons that deal bludgeoning damage. You gain Deflect Arrows as a bonus feat, even if you do not meet the prerequisites, except you may only use it with weapons that deal bludgeoning damage.
Track & Field: You are proficient with all martial ranged and throwing weapons. You gain Point Blank Shot as a bonus feat, even if you do not meet the prerequisites.
Wrestling: You gain Improved Grapple and Improved Trip as bonus feats, even if you do not meet the prerequisites.
Soccer: You gain Dodge and Mobility as bonus feats.
Special: You may audit this course more than once, each time selecting another sport and increasing your scholarship by 250 gp.

Sports Scholarship (Redshirt) [Extracurricular]
Prerequisites: Sports Scholarship (Freshman), and at least two of the following: Strength 12, Dexterity 12, or Constitution 12.
Benefit: Your scholarship for your sport played doubles. In addition to this, you gain a number of benefits based on the sport played to qualify.
Football: You gain Improved Overrun and Improved Bull Rush as bonus feats, even if you do not meet the prerequisites.
Baseball: You gain Snatch Arrows as bonus feat, even if you do not meet the prerequisites, except you may only use it while you have a free hand or are wearing a baseball glove.
Track & Field: You gain Precise Shot and Far Shot as bonus feats.
Wrestling: You gain Ki Throw as a bonus feat. You also gain Improved Unarmed Strike as the monk class feature, with your monk level equal to half of your student level, rounded down.
Soccer: You gain Shot on the Run and Passing Trick as bonus feats, even if you do not meet the prerequisites.
Special: You may audit this course more than once, each time selecting another sport and doubling your scholarship for each sport.

Sports Scholarship (Sophomore) [Extracurricular]
Prerequisites: General Education Plan (Sophomore), Sports Scholarship (Freshman), and at least two of the following: Strength 13, Dexterity 13, or Constitution 13.
Benefit: Your scholarship for your sport played increases by 250gp. In addition to this, you gain a number of benefits based on the sport played to qualify.
Football: You gain proficiency with Spiked Armor and gain Spiked Destroyer as a bonus feat.
Baseball: You gain Bullseye Shot as bonus feat, even if you do not meet the prerequisites, except you may only use it with ranged attacks with thrown weapons.
Track & Field: You gain proficiency with the rapier and all martial light weapons. You gain Weapon Finesse as a bonus feat.
Wrestling: You gain Body Shield as a bonus feat, even if you do not meet the prerequisites.
Soccer: You gain Bounding Hammer as a bonus feat, even if you do not meet the prerequisites. You may only apply this feat to soccer balls instead of hammers.
Special: You may audit this course more than once, each time selecting another sport and increasing your scholarship for the chosen sport.

Sports Scholarship (Junior) [Extracurricular]
Prerequisites: General Education Plan (Junior), Sports Scholarship (Sophomore), and at least two of the following: Strength 14, Dexterity 14, or Constitution 14.
Benefit: Your scholarship for your sport played increases by 500gp. In addition to this, you gain a number of benefits based on the sport played to qualify.
Football: You gain a bonus to bull rush attempts made as part of a charge equal to one-quarter of your student level. You also deal your unarmed strike damage on a successful bull rush made as part of a charge.
Baseball: You may use Deflect Arrows against an object not normally allowed to be deflected due to size can be deflected by making an attack roll against the projectile's attack roll as an immediate action. If your attack roll is higher, the projectile is deflected.
Track & Field: You gain a bonus to Acrobatics checks made to jump as part of a charge equal to half of your student level. Alternately, you may gain a bonus equal to one-quarter of your student level instead to be able to continue charging after making a jump; you may move or jump as often as you like in a charge up to your speed. The distance jumped is not counted towards total movement but the act of jumping and landing counts as 10 feet.
Wrestling: You gain Spinning Throw as a bonus feat, even if you do not meet the prerequisites.
Soccer: You gain a bonus to trip attempts made as part of a charge equal to one-quarter of your student level. You also deal your unarmed strike damage on a successful trip made as part of a charge.
Special: You may audit this course more than once, each time selecting another sport and increasing your scholarship for the chosen sport.

Sports Scholarship (Senior) [Extracurricular]
Prerequisites: General Education Plan (Senior), Sports Scholarship (Junior), and at least two of the following: Strength 15, Dexterity 15, or Constitution 15.
Benefit: Your scholarship for your sport played increases by 1,00gp. In addition to this, you gain a number of benefits based on the sport played to qualify.
Football: You gain a bonus to bull rush attempts made as part of a charge equal to one-quarter of your student level. You also deal your unarmed strike damage on a successful bull rush made as part of a charge.
Baseball: You gain Ray Shield as a bonus feat even if you do not meet the prerequisites, usable only with melee bludgeoning weapons.
Track & Field: You gain proficiency with firearms and the firearms training class feature as a gunslinger equal to one-quarter of his class level.
Wrestling: You gain Under And Over as a bonus feat, even if you do not meet the prerequisites. You may use it regardless of the size of the opponent who makes the failed grapple attempt.
Soccer: You may make an unarmed attack of opportunity against a ranged attack against you before the attack roll is resolved. If your attack roll is higher than the attacker's roll, then the attack is redirected back at the attacker. You may use this ability as many times as you can make attacks of opportunity.
Special: You may audit this course more than once, each time selecting another sport and increasing your scholarship for the chosen sport.

Statistics [Math]
Prerequisites: Intelligence 14, College Algebra
Benefit: Multiply all mathematics bonuses by (1 + d%/100) before rounding either up or down, whichever is more beneficial.
Tuition Cost: 1,000 gp

Supernatural Martial Training [Extracurricular]
Prerequisites: Arcanics 101 (magus) or Theology 101 (inquisitor) or Psychology (psychic warrior), Intelligence 13 or Wisdom 13
Benefit: You gain Spellstrike, Force Athame, Judgement, or Warrior's Path as a member of the respective class chosen for Arcanics 101, Theology 101, or Psychology 101 equal to one-quarter your student level.
Special: You may audit this course more than once, choosing a different ability each time.
Tuition: 1,500 gp

Theology 101 [Humanities]
Prerequisites: Wisdom 12 or Charisma 12
Benefit: Gain Knowledge (religion), Spellcraft, and Use Magic Device as class skills. Choose two 1st-level spells from the spell list of one of the following classes: antipaladin, cleric, inquisitor, or paladin. Once per day, you may prepare and/or cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1.
Honors: Choose an additional 1st-level spell to prepare and/or cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Tuition Cost: 500 gp

Theology 102 [Humanities]
Prerequisites: Theology 101, Wisdom 14 or Charisma 14
Benefit: Choose two 2nd-level spells from the spell list from your Theology 101 course. Once per day, you may prepare and/or cast each of these spells as a member of that class whose level is equal to one-quarter of your student level, rounded down and minimum 1. You may prepare and/or cast each of the 1st-level spells gained from Theology 101 an additional time per day.
Honors: Choose an additional 2nd-level spell to prepare and/or cast each day.
Special: You may audit this course more than once, choosing a different spell list each time.
Tuition Cost: 1,000 gp

Underwater Basket Weaving [Extracurricular]
Prerequisites: Indecisive Student, Knowledge (barcana) 7 ranks
Benefit: You gain Craft (weaving) and Knowledge (engineering) as a class skill. You may craft items as if you had the appropriate feats, and each spell or power needed can be replaced with a successful Knowledge (barcana) check with a DC equal to 20 + twice the spell or power level. To craft the items, you must place the materials in a basin of water. For each day of work, you make a Craft (weaving) skill check, instead of the appropriate Craft skill, to weave a basket around the materials. The baskets must remain completely submerged throughout the entire process for this ability to work.

Vitalism [Science]
Prerequisites: Theology 101 (antipaladin or cleric or paladin), Wisdom 13 or Charisma 13
Benefit: You gain Knowledge (planes) as a class skill. You also gain Channel Energy as a member of the respective class chosen for Theology 101 equal to one-quarter your student level.
Tuition: 1,500 gp

Zoology [Science]
Prerequisites: Environmental Science 101 (druid or ranger) or Theology 101 (antipaladin or paladin) or Sports Scholarship (Freshman) (track & field), Dexterity 13 or Wisdom 13 or Charisma 13
Benefit: You gain Handle Animal and Ride as class skills. You gain an Animal Companion as a member of the respective class chosen for Environmental Science 101 equal to one-quarter of your student level. Alternately, you gain a mount as an antipaladin, paladin or cavalier equal to one-quarter of your student level.
Special: You may audit this course more than once, choosing a different ability each time.
Tuition: 1,500 gp


Liberal Arts Minors


Minors function by replacing the related class features gained via courses, such as spellcasting or psionic powers from 101 level courses, with the full* class features of the same class. You may apply any archetypes to emulated levels granted via minors so long as you do not already possess any class features that would prohibit the archetype from being applied.
*You don't gain additional HD, BAB, saves, or skill points from emulated class levels
Going Pro
Prerequisites: Sports Scholarship (Junior), at least two of the following: Strength 16, Dexterity 16, or Constitution 16.
Benefit: Your scholarship for your sport played is doubled, or tripled if you have Sports Scholarship (Redshirt) as well. In addition to this, you choose a class based on your sport played and gain all of the class features, except for HD, BAB, saves, and skill points. Your emulated class level is equal to half of your student level. You may also count one [Extracurricular] course already audited as a course of any other type.
Football: Fighter or Barbarian
Baseball: Fighter or Rogue
Track & Field: Fighter or Cavalier
Wrestling: Fighter or Monk
Soccer: Fighter or Rogue
Special: You may choose this minor more than once, each time selecting another sport and increasing your scholarship for the chosen sport. You may only gain emulated class levels in a class that you have not already gained emulated levels in via this minor.

Mathematics
Prerequisites: Game Theory, Intelligence 17
Benefit: You may apply College Algebra to your HD rolls once per five student levels. A number of times per day equal to your Intelligence modifier, you may add your Intelligence modifier as a mathematics bonus to any d20 roll as a free action. You may do this after you roll the d20 but before you find out the result. If the roll plus your Intelligence modifier equals 20, then the roll is treated as a natural 20. The same rule applies for attack rolls with weapons that threaten critical hits at numbers less than 20. Also, when you roll a d20, you may choose to roll 2d10 or 5d4 instead.
Tuition: 10,000 gp

Arcane Studies
Prerequisites: Arcanics 102 (magus or sorcerer or wizard) or Astronomy 102 (summoner or witch), Applied Arcanics or Genetics (sorcerer or summoner) or Paranormal Studies (witch) or Supernatural Martial Training (magus), Intelligence 17 or Charisma 17
Benefit: You gain all of the class features, except for HD, BAB, saves, and skill points, of your spell list's class. Your emulated class level is equal to half of your student level.
Special: You may choose this minor more than once, each time selecting another spell list and class. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Special: Sorcerer levels granted via this minor do not grant bloodline feats, but grant every other ability and effect related to the bloodline class feature.
Tuition: 10,000 gp

Natural Studies
Prerequisites: Environmental Science 102 (druid or ranger), Zoology (druid or ranger), Wisdom 17
Benefit: You gain all of the class features, except for HD, BAB, saves, and skill points, of your spell list's class. Your emulated class level is equal to half of your student level.
Special: You may choose this minor more than once, each time selecting another spell list and class. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Tuition: 10,000 gp

Religious Studies
Prerequisites: Theology 102 (antipaladin or cleric or inquisitor or paladin), Seminary Training (cleric or inquisitor) or Supernatural Martial Training (inquisitor) or Vitalism (antipaladin or cleric or paladin) or Zoology (antipaladin or paladin), Wisdom 17 or Charisma 17
Benefit: You gain all of the class features, except for HD, BAB, saves, and skill points, of your spell list's class. Your emulated class level is equal to half of your student level.
Special: You may choose this minor more than once, each time selecting another spell list and class. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Tuition: 10,000 gp

Psionic Studies
Prerequisites: Psychology 102 (psion or psychic warrior or wilder), Paranormal Studies (psion or wilder) or Supernatural Martial Training (psychic warrior), Intelligence 17 or Wisdom 17 or Charisma 17
Benefit: You gain all of the class features, except for HD, BAB, saves, and skill points, of your power list's class. Your emulated class level is equal to half of your student level.
Special: You may choose this minor more than once, each time selecting another power list and class. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Tuition: 10,000 gp

Alchemic Studies
Prerequisites: Chemistry 102, Biology or Genetics (alchemist or mindchemist) or Physics, Intelligence 17
Benefit: You gain all of the class features, except for HD, BAB, saves, and skill points, of an alchemist. Your emulated class level is equal to half of your student level.
Special: If you qualify via Biology or Genetics (mindchemist), you must apply the Vivisectionist and Mindchemist archetypes, respectively, to your emulated class levels, in addition to any other compatible archetypes.
Tuition: 10,000 gp

Music Studies
Prerequisites: Music Theory 102, Musical Theater, Charisma 17
Benefit: You gain all of the class features, except for HD, BAB, saves, and skill points, of a bard. Your emulated class level is equal to half of your student level.
Tuition: 10,000 gp

Theurgic Studies
Prerequisites: two minors that grant emulated levels in a spellcaster or psionic or alchemist class, the associated mental ability scores for the chosen minors must be 18 or higher
Benefit: Your emulated class level granted from the chosen minors increases to 5/8 of your student level.
Special: You may choose this minor more than once, each time selecting another two minors. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Special: If you have both Gish Studies and Theurgic Studies for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have both Gentleman & Scholar and Theurgic Studies for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have Gish Studies, Gentleman & Scholar, and Theurgic Studies for the same class, your emulated class level is equal to 8/10 of your student level.
Tuition: 12,500 gp

Gish Studies
Prerequisites: one minor that grants emulated levels in a spellcaster or psionic or alchemist class, one minor that grants emulated levels in a non-caster or non-manifester or non-alchemist class, the associated mental ability score for the first chosen minor must be 18 or higher, one physical ability score of 18 or higher
Benefit: Your emulated class level granted from the chosen minors increases to 5/8 of your student level.
Special: You may choose this minor more than once, each time selecting another two minors. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Special: If you have both Gish Studies and Theurgic Studies for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have both Gish Studies and Two Sport Superstar Training for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have both Gish Studies and Gentleman & Scholar for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have Gish Studies, Gentleman & Scholar, and Theurgic Studies for the same class, your emulated class level is equal to 8/10 of your student level.
Special: If you have Gish Studies, Gentleman & Scholar, and Two Sport Superstar Training for the same class, your emulated class level is equal to 8/10 of your student level.
Tuition: 15,000 gp

Two Sport Superstar Training
Prerequisites: two minors that grant emulated levels in a non-caster or non-manifester or non-alchemist class, two physical ability scores of 18 or higher
Benefit: Your emulated class level granted from the chosen minors increases to 5/8 of your student level.
Special: You may choose this minor more than once, each time selecting another two minors. You may gain emulated class levels in a class you do not already have emulated levels gained via this minor.
Special: If you have both Gish Studies and Two Sport Superstar Training for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have both Gentleman & Scholar and Two Sport Superstar Training for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have Gish Studies, Gentleman & Scholar, and Two Sport Superstar Training for the same class, your emulated class level is equal to 8/10 of your student level.
Tuition: 12,500 gp

Party Liaison
Prerequisites: Fraternity Life (officer), Charisma 17
Benefit: You gain all of the class features of an Urban Barbarian, except for HD, BAB, saves, and skill points. Your emulated class level is equal to half of your student level. This is an exception to the rule about archetype combinations, as you will keep your Raging Drunk class feature while gaining the Crowd Control class feature of an Urban Barbarian. Instead of paying dues each student level increase, you gain the amount of dues you would pay at that level as a scholarship. You may also count one [Extracurricular] course already audited as a course of any other type.

Gentleman & Scholar
Prerequisites: Party Liaison, Fraternity Life (president), honors student, Merit Scholarship, one minor that grants emulated levels in a spellcaster or psionic or alchemist class, the associated mental ability score for the chosen minor must be 18 or higher, Charisma 19
Benefit: Double the scholarships that you would gain from Party Liaison and Merit Scholarship. Your emulated class level granted from Party Liaison and the chosen minor increases to 5/8 of your student level. In addition to this, Pretentious Scholars gain 1 HP for every hit die they possess from student class levels and treat their BAB and all future hit die rolls for student class levels as if they did not take the Pretentious Scholar archetype.
Special: If you have both Gentleman & Scholar and Theurgic Studies for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have both Gentleman & Scholar and Two Sport Superstar Training for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have both Gish Studies and Gentleman & Scholar for the same class, your emulated class level is equal to 7/10 of your student level.
Special: If you have Gish Studies, Gentleman & Scholar, and Theurgic Studies for the same class, your emulated class level is equal to 8/10 of your student level.
Special: If you have Gish Studies, Gentleman & Scholar, and Two Sport Superstar Training for the same class, your emulated class level is equal to 8/10 of your student level.

zhdarkstar
2013-09-12, 09:29 PM
Since I ended up needing the second post, I'm grabbing a third just in case.

gr8artist
2013-09-13, 04:35 AM
So, since we don't have to stick to the normal rules, I'm writing a template for intelligent magical items. Pretty much the same, except some terminology has to be changed.


Talisman of Terror

Cold water drips slowly from the ceiling as the small band of adventurers creep slowly down the cavern halls. Gerki, the rogue, spots a bit of treasure up ahead, and announces it to his comrades eagerly. Fiona and Zot examine the find carefully, studying the desiccated corpse and the faintly glowing items that adorn it.
Fiona slaps Gerki's hand away from a particularly brilliant bauble, whispering a cautionary warning as she awaits approval from Zot.
The old wizard's eyes churn with arcane mist as he examines the items with scrutiny. His lips curl into a frown, and he shakes his head slowly.
Gerki, moping, turns away from the forbidden treasure at the prompting of the warrior behind him, and the three continue into the dark recesses of the underworld.
Behind them, clinging to the decaying flesh of their former master, a half-dozen talismans of varying shapes and sizes mutter angrily about their terrible fortune and the ill tides of fate. Meanwhile, chuckling silently to himself, the smallest talisman hides in the rogue's coat pocket, eagerly planning the mutiny and murder of three wandering adventurers.

Creating a Talisman of Terror

"Talisman of Terror" is an inherited template that can be added to any intelligent magical item (http://www.d20pfsrd.com/magic-items/intelligent-items). A talisman of terror uses the base item's stats and abilities except as noted here.

CR: A talisman of terror has a CR equal to its Ego modifier +3.

AL: Always evil, though talismans of terror are eager to be used, and may choose to not inflict a negative level on characters of opposing alignments who wield them. Furthermore, a talisman's abilities protect it from any attempt to discern its alignment.

Size and Type: Like other intelligent items, a talisman of terror is considered a construct (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct). Its size remains unchanged.

Senses: Low light vision, darkvision 60 ft., constant detect magic

Armor Class: A talisman of terror gains a natural armor bonus equal to its hit dice, in addition to any AC bonuses which the base item provides to its wielder.

Hit Dice: A talisman of terror gains a number of construct hit dice (d10) equal to its ego modifier. A talisman larger than 'tiny' gains bonus HP as normal for a construct (+10 small, +20 medium, +30 large, etc). If its ego modifier increases, it gains additional hit dice as well.

Defensive Abilities: Construct (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Construct) traits. Furthermore, talismans of terror are immune to any attempt to discern their actual alignment, and always appear neutral.

Weaknesses: None

Speed: Most talismans cannot move unless through the effect of an intelligent item ability.

Attacks: A talisman of terror gains a BAB equal to its hit dice, though usually only talismans which possess the ability to move may make attacks. Weapon-shaped talismans gain an attack as though they were wielded, while other types of talismans gain a slam attack appropriate for a creature of their size. Talismans with an intelligence of 16 or higher may gain special attacks based on their design, such as amulets with the ability to strangle, or gloves which can disarm. These are considered natural attacks for the talisman.

Damage: While most talismans cannot attack or move, talismans which can attack may add their charisma modifier to their damage rolls and CMB instead of their strength or dex modifiers.

Space and Reach: No change, though most talismans cannot attack or move. Weapon-shaped talismans sized for creatures bigger than large size gain reach equal to the standard reach for humanoids of that size.

Special Attacks: Rare. Specific special attack varies, as appropriate to the talisman.

Special Qualities
Unforged: Each talisman of terror can be destroyed through a single process unique to that talisman itself, or to its parent talisman. This process should involve time and resources at least equal to the cost of crafting the talisman. When subjected to this particular process, the talisman and each of its offspring are completely destroyed, with no chance to resist or save. Offspring talismans may have their own individual methods of destruction, but are still subjected to annihilation if their parent talisman is unforged.
Telepathy: Each talisman of terror gains the telepathy quality of intelligent items (http://www.d20pfsrd.com/magic-items/intelligent-items), but may also communicate with any intelligent items within 30 feet.
Corrupt Thoughts: A talisman of terror can project the evil, corrupt thoughts of itself and its past wielders out to a distance of 30 feet. These thoughts are utterly unrecognizable to non-items, but they can slowly infuse magical items with a sadistic hatred. Each day, the talisman projects a number of "corruption points" equal to its ego modifier that it may distribute between any magical items within range. When the number of corruption points on an item equal or exceed that item's hit points, that item must begin making will saves (DC 10 + 1/2 talisman's Ego score + talisman's Cha modifier) every day in which it receives at least one corruption point or it becomes a talisman of terror itself. Items which succeed at their save gain no additional benefits or abilities. Any item failing its save immediately gains the talisman of terror template, and is forever considered the offspring of the talisman which corrupted it. If the parent talisman is destroyed through the Unforged process, then its offspring talismans are also unforged. Offspring will usually have their own methods of being unforged, though doing so does not destroy the parent talisman.
Soulforging: Talismans of terror feed off of the tortured and tormented souls of those that wore them. When a creature wielding or wearing a talisman of terror dies, every talisman in his equipment immediately gains extra magical abilities worth up to 200 gold pieces x that creature's hit dice. Alternatively, a talisman may not gain these abilities immediately, but may save them up for stronger abilities after more souls are consumed. These abilities may be pulled from the intelligent item powers list, from the effects of cursed items, or from the rules for crafting wondrous items.
Moment of Weakness: Talismans of terror enjoy the thrill of combat, but not as much as they enjoy feasting on souls. At any moment on its wielder's turn, the talisman of terror may decide to invert its benefits, changing all bonuses to untyped penalties. Particularly cunning talismans may wait for months, slowly building their ranks, until the heat of an epic battle, when they all turn and work together to drag their former master into an early grave. Talismans of terror can also control the use-activated abilities which the base item possessed, and often use those abilities against their masters.

Ability Scores: In addition to the benefits of an intelligent item, a talisman of terror gains +4 to intelligence, +2 to wisdom, and +2 to charisma. A talisman of terror gains an extra +1 to its ego modifier.

Skills: +5 bonus to bluff, sense motive, and survival.

Feats: No change.

Sample Item: The Phylactery of Atrocitus

The Phylactery of Atrocitus is a small adamantine amulet forged in the shape of a dragon's face, with radiant inset rubies to give it a menacing look. The amulet at one point housed a portion of the soul of Atrocitus, high priest of the ruby dragon, Scorsus. Powerful heroes put both Scorsus and Atrocitus to the blade, and forever banished their souls to Abaddon. As Atrocitus' soul was ripped free of the Phylactery, the amulet underwent some dark and potent transformation. Desperate for warmth and hungry for the power of a soul to again reside within it, this unassuming amulet became the first Talisman of Terror. It gained intelligence, and quickly grew clever and malicious. It forged for itself a magical aura, a reason to be desired. And it has hunted, ever since.

As a magical item, the amulet gives its wearer a +4 deflection bonus to AC, and resistance 10 vs fire. The amulet can cast one 5d4 burning hands per day at its discretion, though it usually reserves the spell for desperate times or the downfall of its wearer. The chain attached to it can expand or contract to any length, allowing it to be worn around the neck of nearly any creature. It has become somewhat famous as a powerful relic of history, and would be immediately recognized by any historian or artificer. Despite its protection being worth only 59,000 gold (32,000 + [1.5 x 18,000]), the amulet usually brings a price of 75,000 gold when sold at auction. The cone of fire it breathes is regarded as an unnatural and mystical effect, as few of its previous owners realized that the amulet was intelligent and capable of casting a spell, and no one knows the secret to "forcing" the effect.


The Phylactery of Atrocitus

The Phylactery of Atrocitus is a small adamantine amulet forged in the shape of a dragon's face, with radiant inset rubies to give it a menacing look.
Phlactery of Atrocitus . CR 15
XP 51,200
CE Diminutive Construct
Init +0; Senses Low light vision, Darkvision 60', detect magic; Perception +10

Defenses

AC 25, Touch 13, flatfooted 25; (-5 dex, +4 deflection, +4 size, +12 natural)
hp 106 (12d10+40); Hardness 20
Fort +4, Ref -1, Will +6
Special Defenses: Construct traits, Fire resistance 10, immune to any attempt to discern its alignment.
(note, the Hardness and +40 HP arise because the amulet is forged from adamantine)

Offenses

Speed 0 ft.
Melee Choke +12 (3 damage and attach)
Space 0 ft.; Reach 0 ft.
Special Attacks attach, constrict (3 damage), strangle

Statistics

Str --, Dex --, Con --, Int 16, Wis 14, Cha 14
Base Atk +12; CMB +10; CMD 20
Feats none
Skills knowledge (arcana) +11, bluff +15, perception +10, spellcraft +11, sense motive +15, survival +15
Languages Common, Draconic, Infernal, read magic

Spell-Like Abilities
1/day - Burning hands, caster level 5th (5d4 fire damage, 15 ft. cone, Ref DC 12 for half)

Special Abilities

Magical Item Properties: Any creature wearing the Phylactery gains energy resistance 10 vs fire, and a +4 deflection bonus to AC.

Moment of Weakness: The phylactery can suppress its magical item properties at will, or even reverse them. While reversed, the creature wearing the phylactery takes a -4 penalty to AC and double damage from fire, to a maximum of 10 extra damage.

Intelligent Item Properties: Base ability scores 12 Int, 12 Wis, 12 Cha. Telepathy, Senses 60 ft., Darkvision, Read magic. Characters wearing the phylactery take 1 negative level unless they are CE in alignment, though the phylactery can suppress this effect. Ego score 12 (will save DC 12 if the phylactery attempts to control its wearer). May cast a burning hands spell (CL 5th) 1/day.

Choke: Other than its cone of flame, the phylactery's only attack is made by tightening its chain around the wearer's neck. This attack initiates a grapple in addition to the listed damage. If this grapple succeeds, the phylactery begins constricting for an extra 3 damage each round, in addition to the normal grapple effects. The amulet is too small to completely grapple its foe; its victims do not gain the grappled condition, though the phylactery does as normal.

Strangle: Creatures the phylactery grapples cannot speak or cast spells with verbal components.

Telepathy: The phylactery can communicate telepathically with its wearer, though it rarely chooses to do so. It can also communicate with any other intelligent item within 30 ft.

Unforged: Though the phylactery can be destroyed through many methods, it can only be unforged through one: it must be melted down over a fire of the burning flesh of an adult metallic dragon. If subjected to this particular method of destruction, the phylactery is summarily destroyed, and any offspring talismans of terror which it created are immediately unforged as well.

Corrupt Thoughts: The phylactery radiates evil thoughts into magical items near it. It projects 12 corruption points each day, distributed in any way to the magical items around it. When the number of corruption points in an item exceed its hit points, that item must make a DC 18 Will save each day thereafter that it receives at least 1 corruption point or else it becomes a Talisman of Terror and is considered the offspring of the phylactery.

Soulforging: When its wearer dies, the phylactery improves itself by an amount of gold pieces equal to 200 x the number of hit dice its wearer possessed. This improvement can include new abilities or powers from the magical item creation rules, or from the powers available to intelligent items.

Ecology

Environment The phylactery can usually be found in a museum or in the private collection of wealthy benefactors. It hungers for souls, and rages that it cannot escape and feed, and vents its anger into the magical artifacts around it.
Organization Single, Collection (Phylactery and 3-7 other talismans), Museum (Phylactery and 8-30 other talismans)
Treasure None, though if the evil can be purged from it, the phylactery would have incredible value as a magical item in its own right.

caledscratcher
2013-09-29, 09:01 PM
Aegis Mechanic

Link to the image (http://24.media.tumblr.com/f8f9e860f60b38bc149a0dabd90b178e/tumblr_mr2riyrBVb1ruehago1_500.jpg)

”We’re waging war here. Anyone could die at any time. She doesn’t understand that. But like I said, she’s a lot like me. Once she gets going, she won’t back down. That’s why I’m letting her fight.” -Kittan Bachika, older brother of a future aegis mechanic.

With the power of machinery and an unbreakable will, the aegis mechanic never stops fighting for what she believes in. With the incredible power of a mechanized shield and military training, she protects her allies as no others could hope to do.


Role: A defensive support, relying on her shield and defensive training to grant power to allies and see any threats before it’s too late.

Alignment: Any good. While most aegis mechanics are chaotic due to their versatility and unpredictability, there is a significant minority that fights to keep a promise or honor an oath. As she fights for peace and an end of conflict, she must be good.

Hit Die: d10

Starting Gold: 5d4 x 10 gp (125 gp)

Class Skills
The aegis mechanic's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Intimidate (Cha), Knowledge (Engineering) (Int), Knowledge (History) (Int), (Local) (Int), Knowledge (Nobility) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Survival (Wis).

Skill Ranks per Level: 4 + INT modifier

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

1st|
+0|
+2|
+0|
+2|Mechanical Aegis

2nd|
+1|
+3|
+0|
+3|Scan the Field, Watch the Horizon

3rd|
+2|
+3|
+1|
+3|Methods of Steel

4th|
+3|
+4|
+1|
+4|Watch the Horizon (+2)

5th|
+3|
+4|
+1|
+4|Scan the Field (+2)

6th|
+4|
+5|
+2|
+5|Methods of Steel

7th|
+5|
+5|
+2|
+5|Unbreakable Form

8th|
+6/+1|
+6|
+2|
+6|Your Body is Just as Mine (1:1)

9th|
+6/+1|
+6|
+3|
+6|Methods of Steel, Watch the Horizon (+4)

10th|
+7/+2|
+7|
+3|
+7|Scan the Field (+4)

11th|
+8/+3|
+7|
+3|
+7|Stable Body, Shifting Bodyd

12th|
+9/+4|
+8|
+4|
+8|Methods of Steel, Unbreakable Form (+2)

13th|
+9/+4|
+8|
+4|
+8|Your Body is Just as Mine (2:1)

14th|
+10/+5|
+9|
+4|
+9|Watch the Horizon (+6)

15th|
+11/+6/+1|
+9|
+5|
+9|Scan the Field (+6), Methods of Steel

16th|
+12/+7/+2|
+10|
+5|
+10|Unbreakable Form (+4)

17th|
+12/+7/+2|
+10|
+5|
+10|Stable Body, Shifting Body

18th|
+13/+8/+3|
+11|
+6|
+11|Methods of Steel

19th|
+14/+9/+4|
+11|
+6|
+11|Watch the Horizon (+8)

20th|
+15/+10/+5|
+12|
+6|
+12|Scan the Field (+8), Unbreakable Form (+6)[/table]

Class Features
All of the following are class features of the aegis mechanic.

Weapon and Armor Proficiencies: The aegis mechanic is proficient with all simple weapons and two martial weapons of her choice, as well as with light armor and all shields (including tower shields).

Mechanical Aegis (Ex): From the start, the aegis mechanic has had an amazing tool, a fantastic ally. She begins her journey with a masterwork shield - hereby referred to as her aegis - which possesses special properties. It has a total weight value of 1 pound, and is collapsible to the form of a 2 inch-diameter disk. It may be expanded to full size or collapsed to its “dormant” state as a swift action.

While she holds her aegis, and an adjacent ally provokes an attack of opportunity, she may give up her AC bonus from her aegis to grant an equal bonus to said ally. This counts as an attack of opportunity for the purposes of anything which would grant additional attacks of opportunity.

At 2nd level, and every four levels level thereafter, the mechanical aegis grants an additional +2 bonus to AC. At 4th level and every 4 levels thereafter, her aegis grants an additional +1 to the AC of an ally when she gives them her aegis’s AC bonus. Starting at 10th level, she may choose to exchange two points of AC bonus to grant her aegis a +1 special ability, or four points of AC bonus to grant it a +2 special ability. At 15th level, she may grant it a +3 special ability in exchange for 6 points of AC bonus, and at 20th level, she may exchange eight points of AC bonus for a +4 special ability.

Scan the Field (Ex): Upon starting her quest in earnest, the aegis mechanic has made sure to know of all that occurs around her, so as not to lose another ally. Starting at 2nd level, when in combat, she gains a bonus to all Perception checks equal to her class level. At 5th level, and every 5 levels thereafter, this bonus increases by +2.

Watch the Horizon (Ex): While training for war, the aegis mechanic was always told that the one who acts first, stands last. Such a lesson made an impact on her, and she is always watching. From 2nd level on, she gains a bonus on Perception checks to notice foes equal to half her class level, and gains a bonus to her Initiative checks equal to her Wisdom modifier. At 4th level and every 5 levels thereafter, these bonuses increase by +2.

Methods of Steel (Ex): Her allies are her life, and to permit one death is to allow unanimous demise. With a heart of mythril, a soul of hellfire, and a stance of adamantium, she does not fall, and neither shall her forces. At 3rd level, and every 3 levels thereafter, she learns one method of steel. Unless otherwise stated, all methods of steel are exceptional abilities.

Unbreakable Form (Ex): With a foot on the battlefield and another at the cemetery, the aegis mechanic has been through more hardship than many could imagine. A devotion to end war and bring peace to reality now motivates her against all odds. Beginning at 7th level, hen she moves less than 10 feet in one round, she gains DR/- equal to her Constitution modifier. At 12th level and every 4 levels thereafter, her DR/- increases by +2.

Your Body Is Just As Mine (Ex): Despite all the efforts of boot camp and the academies, there are countless unlearned soldiers that fall far too soon because they don’t have the proper training. The aegis mechanic, a warrior of peace, seeks to end such failures and allow those she helps to see another sunrise. Starting at 8th level, she may spend a standard action give up any damage reduction she possesses to give it to adjacent allies. She must exchange this on a one for one basis, so for every point of DR she gives up, one ally of her choice gains of one DR. Once an ally is affected by this, it lasts for a number of rounds equal to her Wisdom modifier, even if they cease to be adjacent to her. From 13th level on, she may grant one point of DR to two adjacent allies for every point of DR she gives up. She may not apply both points of DR from one point given up to the same ally.

Stable Body, Shifting Body (Ex): The only constant is change, a fact that is especially true in war. She knows that a lack of adaptation leads to a lack of life, and as her cause cannot live without her, she refuses to fall. Beginning at 11th level, as a move action that provokes attacks of opportunity, she may exchange up to half of her Fortitude bonus to gain an equal bonus to her Reflex. At 17th level, she may now only give up up to one third of her Fortitude bonus, but adds twice that amount to her Reflex.

Gracious Generalissima (Ex): Her fight is not over. Her war on war has just begun. Countless great men were lost, and they can never be replaced. And yet, her forces fight harder than ever before, and her recruits are more passionate than she can ever remember. At 20th level, the aegis mechanic gains Leadership as a bonus feat, and treats her leadership score as its actual value times three for the purposes of gaining followers. If she already has Leadership, she treats her leadership score as its actual value times four for the purposes of gaining followers. Furthermore, she permanently gains the Good subtype, and may never be changed from good.


Methods of Steel:
Arcanist’s Barrier (Ex): The aegis mechanic reduces the arcane spell failure of all shields and armor with which she is proficient by 15%. She can give up this reduction of arcane spell failure as a move action to grant it to allies, as if by way of Your Body Is Just As Mine. She does not need to have Your Body Is Just As Mine to select this method. This method may be taken multiple times. Its effects stack.

Armorer’s Queen (Ex): One cannot simply allow those who have never wielded your greatest tools to smash away in a feeble attempt to improve it. No, you must take up the hammer and anvil, so as to become truly great. The aegis mechanic gains Craft Magic Arms and Armor as a bonus feat, but it only applies to shields. She does not need to meet the prerequisites. For every spell which she does not have that an enchantment needs, she may increase the price of the enchantment by half the total cost of the enchantment, representing her hiring of a mage to assist in her endeavors. She must be at least 7th level to select this method.

Barreling Champion (Ex): Like a sphere of steel propelled from a formidable cannon, or an iron bull rushing a vermilion cape, one must risk a full-force charge, cheered by her companions. When wearing heavy armor, the aegis champion no longer suffers penalties to the multiplier of her charge speed. Additionally, for every ally within ten feet of her at any point along her charge, she gains a cumulative +1 bonus to damage.

Elder’s Spirit (Ex): Keeping one’s mind sharp is always a priority, especially in the twilit years. As she is determined to live to the end of her cause’s need, the aegis mechanic is an expert at honing her wit. As a full-round action that provokes attacks of opportunity, she may grant herself a +2 bonus to any one mental ability score for a number of minutes equal to her class level. At 12th level, this bonus increases to +4. At 20th level, it increases to +6. This may only be done 3 times per day.

Glorious Weight (Ex): Armor is a blessing and a burden, but the truly defensive know how to lift its weight from their shoulders. The aegis mechanic gains medium armor proficiency, treats the weight of all medium and light armor as 10 pounds lighter, and does not suffer any penalties to her speed as a result of wearing medium armor. She must be at least 6th level to select this method.

Heaving Might (Ex): A masterful soldier must have the finest equipment, and defense is paramount for the defensive. The aegis mechanic gains heavy armor proficiency, treats the weight of all armor as 20 pounds lighter (to a minimum of 0.1 pounds), and does not suffer any penalties to her speed as a result of wearing heavy armor. She must have the glorious weight method and be at least 12th level to select this method.

Let's Dance (Ex): A true expert can dodge just as she cowers, swinging around atop her shield to evade strikes. The aegis mechanic may, as an immediate action when her touch AC would be attacked, sacrifice up to half of her aegis's shield bonus to AC to gain an equivalent dodge bonus to AC. She must be at least 12th level to select this method.

Nights Out (Ex): The beings who prey at night are the worst in a warzone, where all are too weary from combat to fight for one more minute. The aegis mechanic now regains hit points from sleep in half time, needing only four hours to be fully rested. Additionally, she gains low-light vision if she does not already have it.

Starlight Breaker (Ex): With a powerful enough thrust and a hard enough tool, anything can be broken. As a full-round action while using her aegis, the aegis breaker can move up to half her land speed and make a sunder attempt against up to three pieces of equipment wielded by one foe, with a +4 bonus to her CMB. She makes one roll and compares it to the foe’s CMD, and adds any modifiers for the equipment individually.

Warding Command (Ex): Thieves are always a danger in the warzone, and few can properly prepare for such an occurrence. The aegis mechanic is the exception. As a full-round action that provokes attacks of opportunity, she may mark a number of consecutive 5-foot squares up to her class level as militant property. Any enemy creatures that pass through any of said squares (or up to 15 feet above them) for as long as she doesn’t go more than 200 feet from said squares cause her to get an instinctive sense that she and her team are in danger, as well as what direction the danger is in.

Youthful Frame (Ex): One’s body is important, especially in youth. As a former (or current) youth herself, the aegis mechanic understands that. As a full-round action that provokes attacks of opportunity, she may grant herself a +2 bonus to any one physical ability score for a number of minutes equal to her class level. At 12th level, this bonus increases to +4. At 20th level, it increases to +6. This may only be done 3 times per day.

DawnbringerSO
2013-09-30, 05:45 PM
Badass


Modified Class: Fighter.

A badass thrives off of other peoples fear of himself and likes to build a reputation of himself. He has no code of honor, he just likes seeing other people squirm.

Weapon and Armor Proficiency

A badass is not proficient with heavy armour or tower shields.


Wrestle

At 1st level, the badass gains the Improved Unarmed Strike and Improved Grapple feats.

This ability replaces the first fighter bonus feat.


Bully (Ex)

At 2nd level, a badass becomes skilled at bullying his opponents and making them feel as if they are otherwise lesser, or not as good, as he is. The badass gains a +1 bonus on bull rush and grapple combat manoeuvre and intimidate checks. The badass also gains a +1 bonus to CMD when attacked with the bull rush and grapple combat manoeuvres and intimidate checks. These bonuses increase by 1 for every four levels after 2nd (to a maximum of +5 at 18th level).

This ability replaces bravery.


Intimidating Prowess

At 3rd level, the cad gains the Intimidating Prowess feat.

This ability replaces armor training 1.


Keep them in check (Ex)

At 5th level, a badass gains a +1 bonus on attack and damage rolls against any creature that he made a successful bull rush, grapple or intimidate check against in the current combat. This bonus increases by +1 for every four levels beyond 5th (to a maximum of +4 at 17th level).

This ability replaces weapon training 1 and 4.


Terrifying Grab (Ex)

At 7th level, when a badass succeeds in a grapple combat manoeuvre against an opponent, he may make an intimidate check as an immediate action as part of the manoeuvre.

This ability replaces armor training 2.


Humiliate (Ex)

At 9th level, as a full-round action, a badass can belittle and insult a single creature that can understand it and is within 30 feet. The badass and the target must make opposed Intimidate checks; if the badass wins, the target is humiliated and takes a -2 penalty on Wisdom for a number of rounds equal to the badasses Charisma and Strength modifier (minimum of 1 round). If the badass fails the opposed Intimidate check, the target shrugs off the insults. This ability can be used in conjunction with terrifying grab or after using an immediate action after bull rushing a target into a solid object. The penalty increases by 2 every 4 levels, up to a maximum of -6 at 17th level.

This ability replaces weapon training 2.


Frightful Presence (Ex)

At 11th level, when an opponent attempts to attack a badass or include him in a harmful area of effect, they must make a Will save (DC equal to 10 + ½ the badasses character level + the badasses Charisma and Strength modifiers) for fear of reprisal, or suffer a -3 on attack and damage rolls, and saving throws against the badass for the remainder of the combat. Spellcasters that fail the save treat the badass as if he has spell resistance equal to 10 + his character level. Subsequent failed saves increase the spell resistance by +1. Those who succeed on the save are immune to the effect for 24 hours. This is a mind effecting fear based effect.

This ability replaces armor training 3.

Improved Intimidate (Ex)

At 13th level, a badass ignores the standard restriction of being unable to intimidate a target past shaken. If a badass successfully demoralizes a target that is already shaken, that target becomes frightened instead. In addition, intimidating, including humiliate, only takes a move action instead of a standard and full action.

This ability replaces weapon training 3


Cowering Blow (Ex)

At 15th level, when a badass confirms a critical hit, the opponent must make a Will save (DC equal to 10 + ½ the badasses character level + the badasses Charisma and Strength modifiers) or become panicked for 1 round.

This ability replaces armor training 4.


Serious Cruelty (Ex)

At 20th level, any critical threats a badass makes against a creature that he made a successful bull rush, grapple or intimidate check against in the current combat are automatically confirmed.

This ability replaces weapon mastery.

xammux
2013-10-01, 12:45 AM
Titan Toppler

Author's Note
I made this class because I was so disappointed with the Titan Mauler barbarian archetype that could have been so cool but fell so flat. Please note that the seeming dead levels in this class actually have abilities, they just happen to be abilities from earlier levels that have grown more powerful.

"You gotta be kidding me, there's no way you can even lift that thing!" - Unknown Bandit, last words.

In many tales spread among commoners and the nobility, there are accounts of heroes who are powerful enough they are capable of wielding weapons so massive that the average man could not even hope to lift, and can do so with seemingly minimal effort. In tales, they use these weapons to kill giants, krakens, massive dragons, trolls and titans, beings great and terrible. Many experienced fighters scoff at the concept, dismissing the tales as ridiculous fantasy and listing reasons for the utter impracticality of using improperly sized weapons, and the futility of trying to do so in a fight. In the majority of cases, these fighters would be correct, but there are a few in the world capable of turning all the practicality in the world on it's head. The Titan Topplers are one such group, hunting beings the size of buildings and wielding massive weapons with impossible ease and executing incredible displays of power and skill with these tools of destruction.

Adventures: Why does a Titan Toppler adventure? Why don't you just ask why the sky is blue, or why the good die young or some other inane question? What else would a brutally powerful warrior do with giant weapons and world rending strength?

Characteristics: Titan Topplers are brutal combatants, causing huge destruction with their abilities and obliterating their foes with massive force. What can they do outside of combat, you ask? Who cares?

Alignment: Any. Titan Topplers come form many different backgrounds, ideals, and personalities. Their only commonality is that they are all totally awesome. And also the whole wielding ridiculously oversized weapons thing.

Religion: A Titan Toppler worships whoever he feels like worshipping, what are you gonna do about it?

Background: No one is exactly sure how one becomes a Titan Toppler. Maybe it's destiny, maybe it's insane and practically suicidal training, maybe it's magic enhancement ingrained from birth, maybe the blood of true titans runs through their veins, maybe it's that mad alchemist who's been pumping them full of volatile chemicals for five years, the stories of how people became Titan Topplers is almost always different, but almost always awesome.

Races: Oddly enough, no race larger than medium size or smaller than small size ever becomes a Titan Toppler, though notably as exceptions large races with the undersized weapons trait like centaurs have been seen in this class and medium creatures with the powerful build ability like half-giants have not been seen in this class. Overall though, the most common members of this class are human and dwarf.

Other Classes: Who they get along with varies greatly with their alignment and general personality. Those who respect powerful warriors will respect them, those who dislike "martial meat heads will dislike them. Those who admire awesome above all else will adore them.

Role: Titan Topplers are powerful warriors depending on whatever massive thing they wield and their terrifying force to crush their enemies. Some pick up other useful things as well.

Adaptation: One could decide that Titan Toppler's have a more specific origin story, such as they are an elite group of warriors trained from birth in their countries unorthodox but powerful style, defenders of justice trained to fight monsters in far off monasteries, people mystically empowered by titans for their own purposes or any of a million other possible explanations.

GAME RULE INFORMATION
Titan Toppler's have the following game statistics.
Abilities: Strength is most important, determining the usual things strength does as well as some valuable class aspects of the Titan Toppler. Next is constitution, because hit points and fortitude saves are always vital. After that it really depends on what type of character you want to make.
Alignment: Any.
Hit Die: d10
Starting Age: As barbarian
Starting Gold: As fighter

Class Skills
The Titan Toppler's class skills (and the key ability for each skill) are... Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str)
Skill Points at Each Level: 2 + Int modifier


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

1st|
+1|
+2|
+0|
+0|Titan Toppling, Larger Than Life

2nd|
+2|
+3|
+0|
+0|Uncanny Dodge, Effortless Effort

3rd|
+3|
+3|
+1|
+1|Weapon Deflection

4th|
+4|
+4|
+1|
+1|Legendary Pecs, Weapon Technique

5th|
+5|
+4|
+1|
+1|Small Feet, Big Steps

6th|
+6/+1|
+5|
+2|
+2|Grip of Giants

7th|
+7/+2|
+5|
+2|
+2|Titan's Reach

8th|
+8/+3|
+6|
+2|
+2|Unstoppable Hits, Burst Barriers

9th|
+9/+4|
+6|
+3|
+3|Weapon Sweep

10th|
+10/+5|
+7|
+3|
+3|Improved Uncanny Dodge

11th|
+11/+6/+1|
+7|
+3|
+3|Terrifying Display

12th|
+12/+7/+2|
+8|
+4|
+4|Impossible Sheath, Carve Through Obstacles

13th|
+13/+8/+3|
+8|
+4|
+4|Mass Driver

14th|
+14/+9/+4|
+9|
+4|
+4|-

15th|
+15/+10/+5|
+9|
+5|
+5|-

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Enhanced Aspect

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

18th|
+18/+13/+8/+3|
+11|
+6|
+6|-

19th|
+19/+14/+9/+4|
+11|
+6|
+6|-

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Rend the Earth, Sea and Sky Asunder[/table]


Class Features
All of the following are class features of the Titan Toppler.

Weapon and Armor Proficiencies: Titan Toppler's are proficient with all armor, as well as all simple and martial weapons, but not with any shields.

Titan Toppling (Ex): Titan Topplers have natural ability to fight those beings greater in stature than themselves. At 1st, 5th,10th,15th and 20th levels they gain a cumulative +1 dodge bonus to ac and +1 to hit and combat maneuver bonus and defense against any creature greater in size than themselves. Furthermore they may trip an opponent larger than themselves without provoking an attack of opportunity and may treat the size category of their weapon as their own size for the purpose of what opponents may be tripped and their size bonus to combat maneuvers when tripping foes of greater size. For example a medium 6th level Titan Toppler wielding a large sized greatsword could trip huge sized creatures and would receive +1 to trip attempts against any creature large sized or greater.

Author's Clarification
When I refer to weapon size, realize that a light weapon is two size categories lower that the creature size designed to wield it. A one-handed weapon is relatively one size category smaller and a two-handed weapon is roughly equal in size. This measure of size of the weapon is what I am talking about in any of these abilities that refer to optionally using the weapon size in place of your own for some purpose. Overall the class was designed to exalt the biggest weapons someone can wield rather than focusing on oversized smaller weapons that typically don't look nearly as impressive.

Larger Than Life (Ex): Titan Topplers are naturally intimidating, and gain the Intimidating Prowess feat as a bonus feat. Furthermore they may treat the size category of their weapon as their own size for the purposes of initiating and resisting intimidation.

Uncanny Dodge (Ex): Titan Topplers are masterful combatants and possess keen battle instincts. They gain Uncanny dodge as a barbarian at second level.

Effortless Effort (Ex): A Titan Toppler of second level is just beginning to realize the strength hidden in their forms. They are treated as being one size category larger for the purposes of carrying capacity. This increases to two size categories larger at 8th level and three size categories larger at 14th level.

Weapon Deflection (Ex): Titan Topplers wield big weapons so effortlessly that they can often interpose their weapon in the way of incoming attacks. At 3rd level a Titan Toppler may add half his strength modifier (round down) as a shield bonus to Ac when he wields a two handed weapon. When fighting defensively or total defense he adds his total strength modifier instead.

Legendary Pecs (Ex): A Titan Toppler is so buff that a certain level of damage simply slides off his awesomely tough form and his body strengthens to match his nature. At 4th level he gains DR 2/-- and a +2 inherent bonus to strength, these bonuses increase to 4 at 10th level and 6 at 17th level

Weapon Technique (Ex): A Titan Toppler learns to wield his weapons in unusual ways that have useful benefits. At 4th level, and again at 14th level, select a single weapon special quality from the following : Blocking (which stacks with the shield bonus from weapon deflection), Brace, Deadly, Disarm, Distracting, Grapple, Nonlethal, Performance, or Trip, or negated Fragile quality, once chosen the selection may only be changed through intense retraining for at least 8 hours. Whenever he wields a weapon he is proficient with he may apply this special quality to it.

Small Feet, Big Steps (Ex): A Titan Toppler moves as something much greater in size than himself. At 5th level and again at 11th and 17th level a Titan Toppler adds 10 ft to his base land speed. This benefit is reduced by half whenever he wears medium or heavy armor. So an 11th level human Titan Toppler would have a speed of 50ft in light or no armor, or 30ft in medium or heavy armor. They may also make 5 ft steps in difficult terrain.


Grip of Giants (Ex): The most famous ability of Titan Topplers is the ability to wield oversized weapons. At 6th level, a Titan Toppler may wield melee weapons designed for creatures up to one size category then himself with no penalty. This increases to two size categories larger at 12th level and three size categories larger at 18th level. This means a 6th level human Titan Toppler could wield a large sized greatsword in two hands, or a large sized scimitar or dagger in one hand. However, they may not gain the benefits of any ability to add dexterity to attack or damage rolls such as the weapon finesse or dervish dance feats or agile magical enhancement when using oversized weapons, even if they are normally finesse weapons.

Titan's Reach (Ex): Once a Titan Toppler has adapted to the using oversized weapons better, they are able to take advantage of the sheer length of the weapons involved. A Titan Toppler of 7th level or greater may extend the reach of a large sized weapon they are wielding out to 10 ft. When they do this they may not attack within 5ft of themselves , effectively treating the weapon as a reach weapon. Using this on a large reach weapon makes its' reach 15 ft away, but disallows attack within 10 ft. At 13th level the reach of a huge sized weapon may be extended out up to 15ft but the 10 ft closest may not be attacked, or 20ft and the 15 ft closest may not be attacked for a huge reach weapon. At 19th level a gargantuan weapon may be extended out to 20 ft but the 15 ft closest may not be attacked, or 25 ft and the closest 20 ft may not be attacked for a gargantuan reach weapon. They may shift between any of their available reaches up to the size of their current weapon as a swift action before they have attacked in a turn. For Example, A medium sized 19th level Titan Toppler could treat a gargantuan sized weapon as having a reach of 5 ft, 10 ft but the closest 5 aren't threatened, 15ft but the closest 10 ft aren't threatened, or 20 ft. and the closest 15 ft. aren't threatened.

Unstoppable Hits (Ex): A Titan Toppler hits so hard with their massive weapons that shields, armor and plated flesh parts easily. A Titan Toppler of 8th level and above ignores up to 2 points of AC granted by Armor, Shield, or Natural Armor when they attack with a weapon of large size. At 14th level if they wield a huge sized weapon the ignored AC increases up to 4 granted bu armor, shield or natural armor and at 20th level if they wield a gargantuan or bigger weapon the ignored AC from armor, shield or natural armor is increased to 6.

Burst Barriers (Ex): Titan Topplers casually break through barriers others find impossible with easy swings of their massive weapons. A Titan Toppler of 8th level and above may treat the size of their weapon as their own size for the purpose of strength checks to break or burst items.

Weapon Sweep (Ex): A Titan Toppler eventually learns to deal with crowds of lesser beings in one fell swoop. A Titan Toppler of 9th level may use a full attack action to instead execute a single attack at his highest base attack bonus against each opponent in the current reach of his weapon as modified by Titan's Reach, making a separate attack roll against each. You can make no other actions that aren't swift, immediate or free actions in a round when you do this.

Improved Uncanny Dodge (Ex): With improved experience comes better battle instincts. A Titan Toppler of 10th level gains improved uncanny dodge as a barbarian.

Terrifying Display (Ex): An experienced Titan Toppler can put on a truly terrifying display with their massive weapons, breaking the foes spirits and sending them running. A Titan Toppler of 11th level gains Dazzling Display as a bonus feat. In addition, every 4 rounds of shaken from demoralization may be traded for a round of frightened.

Impossible Sheath (Ex): A Titan Toppler is easily able to carry weapons much larger than themselves, something difficult to wrap ones head around. A Titan Toppler of 12th level is able to treat oversized weapons they carry as one size smaller for the purposes of carrying it into tight spaces and concealment, at 18th level, this becomes two sizes smaller.

Carve Through Obstacles (Ex): A Titan Toppler is capable of using truly massive weapons in tight quarters simply by going right through whatever is in the way, walls, floors, ceilings etc. A Titan Toppler of 12th level may use their over sized weapons in tight quarters by subtracting the Hardness of the surroundings from the damage done by each attack and leaving gouges of destruction throughout the environment. The Titan Toppler does this in such a way that no real wholes are opened up and somehow with minimal structural damage. If the weapon involved is adamantine it may ignore up to 20 points of the surrounding hardness when carving through.

Mass Driver (Ex): A Titan Toppler can do a powerful strike with the intent to force opponents away. At 13th level, a Titan Toppler can use a full attack action to make a single attack against a single opponent and initiate a free bull rush attempt against them as well , acting for the attempt as if you were the size of your wielded weapon and provoking no attacks of opportunity. You may choose whether or not to follow along with them when you do this. If they are at least 1 size category below your weapon they are automatically knocked prone if they move at least 5 ft. from the bull rush.

Enhanced Aspect (Ex): A high level Titan Toppler can wield their weapons in such a way that some important aspect is increased. At 16th level, a Titan Toppler may choose one of the following: change the critical threat range of your weapons to that of a specific weapon, change the critical multiplier of your weapons to that of a specific weapon, or change the damage of your weapons to that of a specific weapon of the same size and class (ex. as scythe to deal damage as a great sword.)

Rend the Earth, Sea and Sky Asunder (Ex): At the pinnacle of titanic power, the very earth, seas and skies tremble beneath the blows of such a powerful being. At 20th level, once per day per ability may produce an effect identical to a Tsunami spell(only within reach of a body of water at least lake sized), Earthquake spell (only within reach of the ground), or Whirlwind spell (only within reach of air) with a caster level equal to their Titan Toppler level by swinging their massive blades around with insane force.

Tanuki Tales
2013-10-02, 03:00 PM
This contest is hereby closed; no further entries may be added and no further corrections may be made to already posted entries. Please go to this thread (http://www.giantitp.com/forums/showthread.php?t=306900) to cast your votes for this competition.