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Tanuki Tales
2013-10-02, 02:10 PM
Those That Came Before




"There is no such thing as an original idea; there are only original innovations."


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 31st 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 November. 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 based around an entry from one of the 19 previous themes that this contest has hosted thus far. This could be an archetype for a base class, a prestige class for an archetype or base class, a base class that is a compliment or nemesis to another base class or whatever inspires you. You must give credit to whatever entry (and its creator) that you use to design your own entry.

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

2a. Archetypes, Base and Prestige classes must have a name, completed class, and fluff for both combat and roleplaying purposes.
2b. Monsters must have a name, completed stat-block, physical description, and ecology if any. Templates may be submitted as entries but will be judged based upon the example creature (which must be a previously statted NPC creature from the PSRD). A pre-application and post-application version of the creature must be included for comparison (a link to the NPC on the PSRD will suffice for pre-application).
2c. Races must have a name, completed racial traits and fluff for both combat and roleplaying purposes.

3. Entries must be Pathfinder, using the formats provided below. Using the provided formats is not a strict requirement but it makes reading and judging easier and may impact your chances in the contest if you deviate from it. You may "gussy up" your entries as you see fit as long as they are still comprehensible.

4. Post all entries for the contest in this thread. Do not post any conversations regarding the entries here. Any and all discussions regarding this contest will take place on a separate thread: Here

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
2013-10-02, 02:11 PM
Archetype Name


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


A general description of what your Archetype is!


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


Archetype Name


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


A general description of what your Archetype is!


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

Tanuki Tales
2013-10-02, 02:13 PM
Base Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

Skill Ranks per Level: (x + Int modifier)


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

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

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

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

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

5th|
+x|
+x|
+x|
+x|Class Ability

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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




Base Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

Skill Ranks per Level: (x + Int modifier)


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

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

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

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

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

5th|
+x|
+x|
+x|
+x|Class Ability

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tanuki Tales
2013-10-02, 02:16 PM
Name

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

Defenses

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

Offenses

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

Statistics

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

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

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


Name

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

Defenses

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

Offenses

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

Statistics

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

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

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

Tanuki Tales
2013-10-02, 02:18 PM
Prestige Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

Skill Ranks per Level: (x + Int modifier)


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

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

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

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

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

5th|
+x|
+x|
+x|
+x|Class Ability

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

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

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

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

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

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

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

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

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



Prestige Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

Skill Ranks per Level: (x + Int modifier)


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

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

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

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

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

5th|
+x|
+x|
+x|
+x|Class Ability

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

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

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

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

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

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

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

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

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

Tanuki Tales
2013-10-02, 02:41 PM
RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

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

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

Adventurers: Reasons members of the race take up adventuring.

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

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

---

RACIAL TRAITS

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


---

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

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

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


[spoiler]RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

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

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

Adventurers: Reasons members of the race take up adventuring.

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

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

---

RACIAL TRAITS

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


---

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

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

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

Tanuki Tales
2013-10-02, 02:49 PM
Template Name


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


Creating a Template Name

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



Template Name


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


Creating a Template Name

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

zhdarkstar
2013-10-02, 03:02 PM
Teaching Assistant

Put an image of your class here!

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

Sometimes a Liberal Arts Major (http://www.giantitp.com/forums/showthread.php?t=306942) will figure out what to do in life before graduation. However, their desire to see their education through to the end puts them in a position where they sacrifice the full potential of their chosen path in order to maintain their studies.


Role: The role of the Teaching Assistant is generally an extension of the role already filled before entering the class.

Alignment: As an intern of the educational institute, a Teaching Assistant generally leans towards a lawful nature. A certain degree of neutrality is also a preferred characteristic, as to remain impartial in the classroom and not show favoritism. However, that hasn't always been the case as a vindictive Teaching Assistant may seek retribution against a student who had previously slighted her outside of the classroom.

Hit Die: d*

Requirements
To qualify to become Teaching Assistant, a character must fulfill all of the following criteria.
Feats: Extra Audit
Special: General Education Plan (sophomore), at least one minor
Special: Must be mentored by a member of a 10-level prestige class for which you also meet the entry requirements.


Class Skills
The Teaching Assistant gains no extra class skills except those granted by Mentoring.

Skill Ranks per Level: (* + Int modifier)


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

1st|
+*|
+*|
+*|
+*|Student Progression, Mentoring (1st), Audit Course

2nd|
+*|
+*|
+*|
+*|Paid Intern, Benefits Package

3rd|
+*|
+*|
+*|
+*|Audit Course

4th|
+*|
+*|
+*|
+*|Mentoring (2nd)

5th|
+*|
+*|
+*|
+*|Audit Course, Declare Minor

6th|
+*|
+*|
+*|
+*|Mentoring (3rd), Benefits Package

7th|
+*|
+*|
+*|
+*|Audit Course

8th|
+*|
+*|
+*|
+*|Mentoring (4th)

9th|
+*|
+*|
+*|
+*|Audit Course

10th|
+*|
+*|
+*|
+*|Mentoring (5th), Declare Minor, Benefits Package[/table]

Class Features
All of the following are class features of the Teaching Assistant.

Weapon and Armor Proficiencies: A Teaching Assistant gains no new proficiencies.

Student Progression: A Teaching Assistant may treat 3/4 of her class levels as student levels all purposes related to student level, including General Education Plan. You are still considered enrolled for the purposes of Financial Aid and may continue to take out loans at each student level increase. Once you reach class level 10th, you gain the Graduation class feature as if you were a 20th level Liberal Arts Major.

Mentoring (Ex): The Teaching Assistant spends extra time with her mentor, learning a more specialized craft in the process. She may treat half of her class levels, rounded down (minimum 1), as emulated levels in the prestige class of her mentor. You gain all of the class features, except for HD, BAB, saves, skill points, and any caster level or spell progression of your emulated prestige class according to your emulated level. You gain the HD, BAB, saves, and skill points of your emulated prestige class according to your class level. Treat all of the class skills of your emulated prestige class as class skills for the Teaching Assistant.

Audit Course (Ex): At 1st level, and every two levels thereafter, you may audit a course for which you meet the prerequisites.

Paid Intern (Ex): At 2nd level, a Teaching Assistant gains a scholarship equal to 1,000 gp multiplied by her emulated prestige class level.

Benefits Package: At 2nd level, and every four levels thereafter, you may gain a fringe benefit for which you meet the prerequisites. Unless specified, each fringe benefit is an extraordinary ability.

Declare Minor: At 5th level, and every five levels thereafter, you may select a single minor for which you meet the prerequisites. Unless specified, each Minor is an Extraordinary ability.


Fringe Benefits:

Research Assistantship
Prerequisites: Mentoring (3rd), at least one mental ability score of 18 or higher
Benefit: You may count 3/4 of your class level, rounded down, as your emulated prestige class level.

Tuition Reimbursement
Benefit: You may gain Extra Audit as a bonus feat. You may audit any non-[Extracurricular] course for which you meet the requirements at no expense. This instance of Extra Audit does not count towards the maximum number of times you can take Extra Audit.

Fraternity Life (tutor)
Prerequisites: Fraternity Life (brother)
Benefit: Choose one type of course: [Math], [Science], [Humanities], or [Extracurricular]. A number of your allies equal to your Charisma modifier may count one course already audited as a course of that type.

Comprehensive Health Insurance
Benefits: The healthcare coverage allows magical items that grant healing, curative, or restorative effects to be created in a manner that only affect you. Such items would have no effect on any other creature, living or dead. This reduces the market price of these items by 50%, which also affects the cost and time required for crafting these items. The cost of having any medical procedure performed on you, supernatural or otherwise, is reduced by 25%.

zhdarkstar
2013-10-02, 03:03 PM
Reserved post for overflow just in case.

caledscratcher
2013-10-02, 10:04 PM
This race is designed to go with the Bombardier base class from Number XIV: Spell it Out For Us.

Ehmoptrus

A race from a forgotten city, now attempting to integrate itself with varied success. Insectoid and strangely-shaped, these red ancients are charismatic and self-cognizant, yet weak in the aspect of common sense.

Physical Description: A dark red insectoid race with a rectangular torso and split legs, the ehmomptri are a race that strikes quicker and greater than most others. Their legs are believed to have once been a quartet, but have since grown to be a pair of upper legs, each split into two at the kneecap. This enables great control and balance, mixed with advanced speed. Their blocky build and chitinous frame cause them to be fairly defensive, as well.

Society: Having spent thousands of years in a caved-in city, the ehmoptri are nothing if not survivors. After an ancient strain of kobolds dismantled the magical barriers and smashed the steel support columns, millennia passed and the direct descendants of said kobolds managed to save them, introducing them to modern magics and techniques. Far from stuck in their ways, the ehmoptri managed to adapt far beyond what the kobolds had imagined. With incredible flexibility and a regard for tradition bordering on the obsessive, these individuals change their society based on where they go and who they meet. As such, the only constant in their society is that it changes and builds.

Relations: Thankful to kobolds, the ehmoptri regard them as reformed savants, with no inclination to the cruel ways of the past. Of course, they’re usually wrong on that account. They have a mediocre dislike for gnomes, but certain communities have learned to appreciate them. Dwarves and elves and moderately infuriating, given their resistance to change. They admire all half-bred races, as they are a constant rebirth of ancient racial methods, which they compare themselves to in a way that few understand. Humans are judged on their character rather than as a whole, given their countless cultures, and halflings are generally ignored for being so small.

Alignment and Religion: Ehmoptri tend towards true neutrality, but tend to shift on a regular basis to various other alignments, all with neutral components. Their malleable nature leads to being shaped by those around them, while always having a slate to build upon.

Adventurers: Nomadic and curious, the beetle-men of the ancient city are born adventurers, to the extent that most of their settlements require at least five years of adventuring to allow personal growth.

Male Names: Aequa, Centa, Poina, Simo

Female Names: Riensis, Narius, Inarin, Jovelen

---

RACIAL TRAITS
+2 Constitution, +2 Charima, -2 Wisdom. Ehmoptri are tough and have developed endless social abilities through practice, but aren’t in tune with the modern world. Medium. This confers no special benefits or penalties. Fleet Speed: 40 feet. Stable Legs: Due to their divergent lower limbs, ehmoptri gain a +2 racial bonus to CMD against trips. Caustic Bombardment: As a result of their evolution alone, ehmoptri lost most of the functionality of their acidic spray. However, once a day when they use a psionic power or psi-like ability that does force damage, they may choose to deal fire or acid damage instead. Ehmoptri Psionics: The ehmoptri can manifest a psionic magic missile, as detailed in the bombardier class, as a psi-like ability 1/day. Intrinsically Psionic: The ehmoptri have 3 bonus power points at first level. Naturally Psionic: Dromites gain the Wild Talent feat as a bonus feat at 1st level. If a dromite takes levels in a psionic class, he instead gains the Psionic Talent feat. Languages: Ehmoptrus, Common, Ehmoptri with high Intelligence scores can choose any language, except for secret languages, such as druidic.
---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
12 years|
+1d12|
+3d12|
+5d12[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
120 years|
200 years|
350 years|
+5d12 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
4'10"|
+2d4”|
200 lb.|
× (18) lb.
Female|
4'10"|
+3d4|
220 lb.|
× (19) lb.[/table]

Subrace: Decogmel
As the forgotten city fell, not everyone was on the city grounds. A hundred-person hunting band of ehmoptri was in a box canyon a few miles away, where the quakes caused by the collapse of their city blocked off their only way out. Without a way to climb out, and without their race's magical inventions, these hundred beetlemen were stranded. After two thousand years, they managed to have forgotten their entire heritage and intelligence due to generations of inbreeding, but had managed to better their instincts due to the constant threats they faced from above. A few thousand years latter and their bifurcated legs had merged. More time passed and their minds were shot, their muscles formed greater than before, and their instincts inflamed.

As the ehmoptri escaped their prison, the decogmel - as they'd begun to call themselves - jumped straight out of the canyon in which they'd been imprisoned for so long, and met the beings which they no longer resembled by any means. Fearful and cautious, the two races attempted to make peace, to mixed success. With a fleeting try to coexist, the two beings, part of a whole that was no longer supposed to be such, went their separate ways.

Alternate Ability Score Adjustments:
+2 Strength, +2 Wisdom, -2 Intelligence. This replaces the standard ability score adustments of the ehmoptri.
Alternate Racial Traits:
Leaper: Decogmel have a +6 racial bonus on Acrobatics checks to jump, but only start with one power point. This replaces Stable Legs and modifies Intrinsically Psionic.

caledscratcher
2013-10-02, 10:06 PM
Reserved for potential overflow of subraces, alternate racial traits, and racial archetypes.

SamBurke
2013-10-03, 09:27 AM
The Handyman

http://images.wikia.com/bioshock/images/5/51/Handyman.png
From the Wiki, under the Fair Use Clause.

A merchant stands onstage, harping about the wonders of Fink’s latest creation, made by Betterman Autobodies. He speaks of its power, the wondrous science put into the creation of the item. It doesn't take long for a massive crowd gathers around, all eager to see this thing that will so change the world. But then, from behind the platform, thunders this new product, this new thing to be peddled.

It’s an old man, so old every movement of his disembodied head, every cough, wheeze, and wince, is slow and twisted. What a stark contrast to the gangly but lighting-fast twitches and jerks of the monstrous metal and leather body strapped to the man. The contraption leaps in, bucking away from the crowd, trying to cover its ears with hands as big as a horse, and it screams.

“STOP MOVING! Every sound… hurts.”

The Handyman CR: 15
XP 51,200
<True Neutral> <Huge, Tall> <Giant Humanoid, Mechanically/Alchemically Augmented>
Init +5; Senses Sight ; Perception +34

Defenses

AC 27, Touch 21, Flatfooted 26; ( Size -2, Natural Armor +8, Deflection +4, Armor +6, Dexterity +1)
hp (30d8+150); 285
Fort + 20, Ref +13, Will +14
Special Defenses: Immune to Critical Hits, Petrification, Energy Resistance 30 (All [Types]), DR 15/Epic, Vigor Resistance

Offenses

Speed 40 ft.
Melee Fists +32 (3d8+10)
Space 15 ft.; Reach 15 ft.
Special Attacks Shockwave Slam, Power Cables, Leap, “Get Down Here!”, Throwing

Statistics

Str 30, Dex 12, Con 20, Int 12, Wis 10, Cha 6
Base Atk +32; CMB +22; CMD 33
Feats Improved Initiative, Alertness, Ability Focus: Shockwave Slam, Lightning Reflexes, Iron Will, Improved Iron Will, Lunge
Skills Perception +32, Acrobatics +24, Intimidate +30
Languages Common
Special Qualities: Heart Vial, Wretched Body

Special Abilities

Shockwave Slam: The servos and motors of the Handyman are strong, unbelievably strong, and can smash the ground with such power that it is felt far away.

As a standard action, the Handyman may smash the ground in a 40’ Burst, from any spot within his reach. For each individual target, this deals 10d6 untyped damage to all within the radius OR throws them prone. In order to avoid this, targets must make a DC 21 Acrobatics check: on success, the penalty is removed. Regardless of the results of their save, those effected by the Slam are stunned for 1 turn.

Power Cables: The Handyman can over-charge a number of loose conductors, thus effectively throwing electrical charges a great distance.

As a swift action, the Handyman may fire target a 120’ line or a 20’ burst for an electrical attack. This deals 10d6 [Shock] Damage to the targets, without allowing a save. If the Handyman uses a Standard Action instead, the damage increases to 20d6.

Leap: With a deafening boom, like a whale breaching the surface of cobblestone streets, the man-machine can throw itself high above even the greatest soldier.

As a move action, a Handyman may make an Acrobatics check. This check is equal to the number of feet it may move in a jump, rounded up to the nearest square. While Leaping, it is immune to attacks of opportunity, and may make attacks. This ability may only be used once every 1d2 turns. Leap may be used to go into the air (for example, to grab onto a flying character), but the Handyman is subject to any fall damage if it is in air at the end of its move action.

“Get Down Here!” The pain and coldness of their augmentations ferment a sort of rage inside any subjected to the Handyman process. They take this out on others, in horrifyingly powerful ways.

During a Leap, as a swift action, the Handyman may automatically succeed at a grapple check, even if its target is in air. If the target is flying, they fall along with the Handyman, and take double falling damage.

Throwing: The mighty arms of a Handyman were once used for mundane, innocent tasks: lifting and moving train-cars full of freight, pulling air-barges, and the like. They maintain all the strength of those arms, which can be repurposed in surprising ways.

A Handyman may, as a standard action, pick up any object or creature which it can lift, and throw it up to 300’. In order to do so, the Handyman must succeed on a Grapple check against the target, with a +4 bonus. Any creature so thrown takes falling damage for the entire distance it was thrown. The Handyman may make a ranged attack roll to hit a single specific square or target with the throw. This incurs a -4 penalty for each category the thing thrown is greater than Small, but uses Strength instead of Dexterity. (Base +32)

Vigor Resistance: The Handyman’s design is to counter balance its victims’ weaknesses. Where they decayed, grew old, and neared death, the mechanics around them are strong at resisting alchemy or magic of any kind.

The caster of any spell or Vigor which targets the Handyman must make a Will Save, DC 15+ the level of the spell, or else the caster loses control, and the spell fizzles out.

Heart Vial: There are three things that the Handyman has of its old life: a head, a mind, and its oh-so vulnerable heart, at the center of all its movement, and cased in visible glass mid-chest.

Characters fighting a Handyman may make a “called” shot, at a -6 penalty. If they hit the Handyman’s AC, then their shot is a critical hit, bypassing its Critical Immunity.

Wretched Body: “I miss my old body… it was so… warm.” There is a darker side of the Autobodies, which is their extremely sickly systems, whose human element is prone to weakness.

Every 1d3 turns, the Handyman spends its move action coughing and choking, and may not move. However, anyone of Good Alignment who sees this must make a Will Save (DC 23) or take pity, and attempt to stop combat.

Ecology

Environment Any
Organization Always Alone
Treasure Normal

The floating city of Columbia drifts over the world, changing its course often. But, what doesn’t change are the unspeakable advancements of its diabolical body science. From the dark, gene-splicing vigors, to the slave built armies of fire-raining death, to fully automated “Mechanized Patriots” that serve as idol and soldier both, there was yet one thing that Comstock had never created: a mix of it all.

The Autobody Project was handed to Jeremiah Fink, as the ultimate soldier. It took the ongoing population and defense conflicts, and solved them both. Those who were old or infirm of body were taken from it, and the mindless form of the Patriots was made greater. This combination gave both brilliant strategy and brute strength in the same unit, but at tremendous cost.

Though Betterman Autobodies, the manufacturers, tried to sell it as a “second life”, it was anything but. The Handyman had very little control over their own body, leading to jerky, unstable movement and the ape-like stance, for balance. Besides that, the introduction of innumerable chemicals and preservatives wreaked havoc on the emotions of its victims. Frequently Autobodies would rage out of control, even throwing themselves from the side of Columbia in an effort to end the pain.

As a result of this, there are stories of the haunted Handymen everywhere on the normal globe, though they are rarely seen. What little food their paltry humanity needs, they steal, usually by destroying its owners in a rampage. Thus, very few have ever been seen outside Columbia, and none has successfully brought them down.

Despite their enigmatic nature, there are many kings pursuing them, sending adventurers and other teams to bring one, even just one, back alive. Quite a task.

Milo v3
2013-10-08, 09:14 PM
The Kindred

The silhouette of a large man wanders through the unending white of the blizzard. As it nears you can sanguine staining its once white fur as it comes closer. It appeared to have a heavy pack on it's back, but soon you realised this was creature possessed a hunchback, but this one was different. Blades of ice and axes of snow lay emedied with it.
Kindred Challenge Rating 3
XP 800
CE, Large Monstrous Humanoid
Init +1; Senses Darkvision 60ft; Perception +3

Defenses

AC 15, Touch 11, flatfooted 14; (+1 Dex, +5 Natural, -1 Size)
hp 34 HP (3d10+18);
Fort + 7, Ref +4, Will +4

Offenses

Speed 20 ft.
Melee Large Ice Greataxe +5 (3d6+4; x3)
Space 10 ft.; Reach 10 ft.
Special Attacks Frozen Dreams

Statistics

Str 17, Dex 12, Con 22, Int 10, Wis 13, Cha 7
Base Atk +3; CMB +X; CMD
Feats Cleave, Endurance(B), Power Attack
Skills Climb +4, Intimidate +0, Perception +3, Stealth +2 (+6 in Snowy environments), Survival +3, and Swim +5.
Languages Glain Tongue

Special Abilities

Chilled Storage (Su) The back of a Kindred can be used to store equipment and gear. This causes 1 point of damage whenever an object is placed within or removed, which cannot be reduced. Up to 4 cubic feet of objects can be stored in their hump, all of which must be sharp or have a pointed... umm... Point. Anything held within is cooled to 32° fahrenheit.
Frozen Dreams (Su) Upon successfully killing an unconscious creature, time stops for all but the Kindred, granting an additional move-action.

Ecology

Environment Cold Desert
Organization Solitary, pair, band (3–12), or tribe (13–60)
Treasure NPC Gear + 1d6 Ice or Snow Weapons

Kindred appear to be a mix of polar bear, ape and camel. Their hulking form is covered in naturally pure white fur, and they possess a large hump on their upper back. This hump possesses the talent of acting as a form of storage, abit a grisly one. Because of this most have sanguine stains across their fur.

In regards to combat the Kindred are relatively straight foward, they sneak into enemy villages at night when all are appear asleep, then strike them in their homes with huge weapons of ice and snow.

This has caused nearby settlements to have a policy of keeping some individuals awake all night, believing then the Kindred wont come.

The Kindred dwell in the villages of Sainesti, a race of fey they have turned into their slaves. These slaves are forced to create weapons for the Kindred, and any rebellion from the feeble creatures is "discouraged" violently and publicly.

DawnbringerSO
2013-10-27, 08:36 AM
RACE NAME:

Viashino

The Viashino are a bipedal reptilian species hailing from desert lands. Their skin is most often a sandy or green colored, acting as camouflage in their natural environment. They range from 1 to 1.5 meters tall, and can weigh up to 67.5 kilograms. Each of their four-fingered hands sports small claws where most species have fingernails, as do their bird-like three-toed feet. These claws aid in climbing, and are truly effective in combat. They have a natural hunch to their wiry form, and a craning neck that gives their head nigh-360x360 degree rotation. Like the smaller reptiles they are related to, their eyes are slightly sunk into the sides of their ovular skulls, and they have no nose, simply nostrils at the front of their faces. The Viashino are naturally carnivorous, and sport a mouthful of razor-sharp teeth to prove it. Their keen senses and natural stealth, combined with their above-average agility, intelligence, and relentlessness, make them excellent hunters.

Behavior/Personality: The Viashino are in general fairly somber and fatalistic, as the desert has claimed way too many of them over the millennia. They believe that all beings hold a great connection to nature and their ancestors, and thus respect reptiles and lizards, since they are their "fathers". They also believe the universe is a place where death could come at any time, so honor and accomplishment are extremely important. To a Viashino, one without honor might as well be dead.


Society: The Viashino are nomads, wandering the desert, and forming temporary villages here and there. They are divided into several tribes, with various clans within these tribes. Supremacy is determined by trials of combat (similar trials are held when a Viashino male is to enter manhood), with the strongest male leading the tribe, assisted by a council of elders and 5 handpicked advisors. The Viashino live by strict codes of conduct, and the punishments for breaking their laws are but two: death and exile. Exile is held for the more serious crimes, such as murder and desertion, as the Viashino would rather die than live exiled in shame.

RACIAL TRAITS

Type Humanoid (Reptilian)
Size Medium
Base Speed 30 ft.
Ability Score Modifiers: +2 to any score.
Languages: Common, Draconic, plus others.

Desert Runner Viashino receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Quick Reactions Viashino receive Improved Initiative as a bonus feat.

Sandswimmer Viashino have a burrow speed of 30 ft. but can only burrow through sand or similar substances.

Claws Viashino have two claw attacks that deal 1d4 damage. These are primary natural attacks.

Darkvision

Prehensile Tail Viashino have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Hold Breath Viashino can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Camouflage Viashino gain a +4 racial bonus on Stealth checks while within the desert terrain type (see ranger favoured terrain).


AGE: Unknown. Only the viashino know how long they live.

ALTERNATE RACIAL TRAITS:

Chameleon Some Viashino, and their descendants, have been away from the desert for so long that they have adapted for life in all environments instead, in particular their need to blend with their surroundings. Viashino with this racial trait get a +2 bonus on Stealth checks and the hide in plain sight ability. This racial trait replaces Camouflage, Sandswimmer, Desert Runner and Hold Breath.

Nimble Attacks Viashino with this racial trait gain weapon finesse as a bonus feat. This racial trait replaces Quick Reactions.

City Dweller Some Viashino, and their descendants, have spent all their lives in city environments. Such Viashino may take an extra 5 ft. step each round, even if they have already moved or used a full round action. This racial trait replaces Sandswimmer and Hold Breath.

FAVOURED CLASS OPTIONS

Alchemist Add 1/5 to the radius of the alchemists bombs.
Barbarian Add a +1/2 bonus to trap sense.
ClericAdd a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Fighter Add +1/2 to the Fighter's dodge armour class against attacks of opportunity.
Magus Add +1/4 point to the magus' arcane pool.
Monk Add +1/2 to the monks stealth checks.
Rogue The rogue gains +1/2 to the rogues stealth checks.


Survivalist


Modified Class: Monk

A survivalist trains herself, and her body, to be able to survive, and thrive, in any environment, including, eventually, in a total vacuum!


Unarmed Strike: A survivalists claws deal damage equal to her unarmed strike.

Swim Speed (Ex): At 2nd level, a survivalist gains a swim speed equal to her land speed, along with the bonus to swim checks this gives. Her hold breath racial trait also doubles in effect. This ability replaces evasion.

Tremorsense (Ex): At 3rd level, a survivalist gains tremorsense out to 30 ft. This replaces still mind.

Climber (Ex): At 3rd level, a survivalist gains a climb speed equal to her land speed, along with the bonus to climb checks this gives. This ability replaces fast movement. Whenever the fast movement would increase in a 10 ft increment, the survivalist gains a +8 bonus to swim and climb checks.

Improved Burrow (Ex): At 4th level, a survivalist with the Sandswimmer racial trait improves her ability to burrow by gaining the earth glide special feature. If falling onto the appropriate terrain, the survivalist can simply glide through it instead of taking damage. This ability replaces slow fall.

Resiliant Body (Ex): At 9th level, a survivalist gains resistance 10 to fire, cold, electricity and acid and no longer needs to breathe. This allows her to survive in a vacuum. This ability replaces improved evasion.

Whiplash

Modified Class: Fighter

A whiplash uses his natural attacks and sharpened teeth to great effect aswell as using his tail to control the battlefield.

Bite: Viashino teeth are very sharp, and a whiplash has learned to use them to make bite attacks in combat, granting him an attack that deals 1d6 damage. This is treated as a primary natural attack, while the claws are treated as secondary natural attacks. This replaces heavy and medium armour proficiency.

Slapping Tail: A whiplash gains the Slapping Tail feat. This replaces the fighter bonus feat at 1st level.

Opportunist (Ex): At 2nd level, a whiplash gains a +1 bonus to attack rolls on attacks of opportunity. This bonus increases by +1 for ever four levels above 2nd. This ability replaces bravery.

Improved Natural Attack: A whiplash gains the Improved Natural Attack feat for all of his natural attacks. He does not need to meet the prerequisites for this feat. This replaces the fighter bonus feat at 4st level.

Scales (Ex): At 3rd level, and every 4 levels thereafter, a whiplash gains a +1 bonus to natural armour, to a maximum of +4 at 17th level. This replaces armour training 1.

Natural Weapon Training (Ex): At 5th level, and every 4 levels thereafter, a whiplash gains a +1 to attack and damage rolls with natural weapons. This replaces weapon training 1.

Awesome Blow (Ex): At 7th level, when a whiplash uses his slapping tail, he may attempt an awesome blow combat manoeuvre. If the manoeuvre succeeds against a corporeal opponent the same size are smaller than himself, the opponent takes slapping tail damage and is knocked flying 10 ft. in a direction of the whiplashes choice and falls prone. The whiplash can only push the opponent in a straight line, and the opponent can’t move close to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponents move, the opponent and the obstacle take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. This replaces armour training 2.

Tail blade master (Ex): At 9th level, a whiplash gains increased effectiveness of his tailblade, if he has one. The extra slashing damage is increased to 1d4, and each time the opponent is hit with the tail, it must make a fortitude save (DC 10 + half the whiplashes HD + his strength modifier) or take 1 bleed damage per round. This stacks, but is curable by a DC 15 heal check or a cure spell. This replaces weapon training 2.

Reckless Stance (Ex): At 11th level, a whiplash can enter a fighting stance at the start of his action that exposes him to harm but allows him to take advantage of his opponents' exposed defences as they reach in to attack him. Anyone who strikes the whiplash gains a +4 bonus on attack rolls and damage rolls against him. In return, they provoke attacks of opportunity from the whiplash each time they swing. Resolve the attack of opportunity after the foe's attack. This replaces armour training 3.

Grabbing Tail (Ex): At 13th level, a whiplash may use his tail at any time to perform a drag, grapple or reposition combat manoeuvres on a prone creature without provoking attacks of opportunity. If you grapple an opponent, you may even lift that opponent off the ground if you succeed at an opposed strength check and free attack other opponents. You may not use your tail to make attacks of opportunity while grappling with it. This replaces weapon training 3 and 4.

Pounce (Ex): At 15th level, a whiplash gains the pounce ability, and may also use his tail as part of the pounce attack, in which case it is treated as a secondary natural weapon. This ability replaces armour training 4.

Weapon Mastery (Ex): This must be applied to one of the whiplashes natural weapons.



Racial Items

Tail blade

A container designed to cover the tip of a Viashino tail, with serrated blades covering the outside. Made for those using a slapping tail, the tail blade adds 1 point of slashing damage to any attack made with the tail.

Weight: 3 lb. Cost: 25 gp.

Racial Feats

Slapping Tail

Pre-requisites: Viashino
Benefit: Viashino with this feat can use their tail to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user's Strength, or 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large (such as through spell effects).

Tripping Tail

Pre-requisites: Slapping tail, Improved Trip
Benefit: When a Viashino hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.

gr8artist
2013-10-28, 12:42 AM
Suffering Spectre
The Gallows Ghost (http://www.giantitp.com/forums/showpost.php?p=15087600&postcount=16)

~ The Last Moments of Callista Stormguard ~
Callista stood helpless amidst the timbers, the faint taste of salt lingering on her lips. There would come no more tears; she had wept much on the journey, and as the "acolytes" went about their gruesome preparations.
She spat violently, muttering a curse under her breath. She cursed her coven, she cursed the inquisitor who had captured her... but mostly she cursed the uneducated fools who continued piling timber and twig about her ankles.
The inquisitor stood his silent vigil over the ceremony, while the priest muttered his prayers in the Hightongue of angels. She would receive no quarter from either. Callista looked to the sky, to the storm clouds circling overhead. Even now she felt her patron's gaze.
The power of the storms coursed through her soul, echoed within her mind, and leapt effortlessly from her fingertips, but that power would be of little use to her now. If only she had taken the power of flame as her patron, then she might have a chance to survive this... barbarism.
The priest had finished his blessing. He turned and confronted her in his ornate robe and pointed hat.
~
"Callista Stormguard, you are hereby accused of heresy and the dark arts, consorting with demons and practicing the magic of witchcraft. For these crimes, you are sentenced to death by the pyre... do you have any last words?"
~
Immediately a long list of expletives jumped to Callista's mind. Then a rebuke, a rebuttal against the foolish charges levied against her... but she only whispered a quiet oath.
~
"You may bind me... you may bleed me... you may burn me... but I swear by the power of storms that churn within my bones... I will haunt you forever, and your children after you, and theirs in turn. I will ravage this land and purge your corruption from our holy ground, if it takes me until the end of this age, and every age to come."
~Rombolt, clad in his ceremonial inquisitor's mail, stood silently as the flames consumed the last ounce of flesh from the bones of the young woman he'd just sentenced to death. He would never speak of what happened here... he would never admit his doubts, and he would never... NEVER... admit the chilling fear that swept over him as the woman's eyes burned with a hatred hotter than a thousand judgmental pyres.

A suffering spectre is a sad, desperate, tortured soul desperately seeking for anything that will ease its pain. Unable to fight for their freedom in life, they are doomed to fight for a moments respite in unlife. Only by giving their pain to another can they experience any relief, though such relief is only short-lived. Once their victims pass away, all of the spectre's suffering is returned to it, and it wails in silent agony as it awaits another lonely wanderer.

Creating a Suffering Spectre

"Suffering Spectre" is an acquired template that can be added to any intelligent creature killed by execution. Though most suffering spectres are criminals, an unfortunate quantity spawn from persecuted minorities.
Suffering spectres are a special type of ghost, completely consumed and transformed by the specific nature of their death.
A suffering spectre uses the base creature's stats and abilities except as noted here.

CR: Same as the base creature +3.

AL: Varies, though without their humanity, the suffering spectre often adopts a more neutral, evil, or chaotic alignment than it had in life.

Type: The creature's type changes to undead. Do not recalculate the creature's base attack bonus, saves, or skill points. It gains the incorporeal subtype.

Senses: Gains darkvision 60 ft., as an undead trait, if it did not have it before.

Armor Class: A suffering spectre gains a deflection bonus equal to its Charisma modifier. It loses the base creature's natural armor bonus, as well as all armor and shield bonuses not from force effects or ghost touch items.

Hit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Sufering spectres use their Charisma modifiers to determine bonus hit points (instead of Constitution). Do not recalculate base attack bonus, saves, or skill points.

Defensive Abilities: A suffering spectre retains all of the defensive abilities of the base creature save those that rely on a corporeal form to function. Suffering spectres gain channel resistance +4, the incorporeal ability, and all of the immunities granted by its undead traits. Suffering spectres also gain the eternal torment ability.


Eternal Torment (Su)
A suffering spectre is bound to unlife by the fear, panic, and injustice it may have felt in the moments before its death. These feelings give the spectre its power, and will not fade when its spirit is destroyed.
It is nearly impossible to defeat a suffering spectre in normal combat; the "destroyed" spectre simply reforms again in 2d4 days. Each spectre has at least one way that it may be permanently laid to rest, which usually involves vengeance on the spectre's executioner or the destruction of the implement of the spectre's execution. Of course, when all else fails, a wish or miracle may also send the suffering spectre into the great beyond.

Weaknesses: In addition to the normal undead weakness to positive energy, suffering spectres usually have one or more additional weaknesses based on the cause of their death. In most instances, suffering spectres can be easily defeated (though not truly slain ~ see the eternal torment ability) by subjecting the ghost to a symbol of the method of execution it suffered in life.

Speed: Suffering spectres lose their previous speeds and gain a fly speed of 30 feet (perfect), unless the base creature has a higher fly speed.

Melee and Ranged Attacks: A suffering spectre loses all of the base creature's attacks. If it could wield weapons in life, it can wield ghost touch weapons as a suffering spectre. A suffering spectre also gains a number of special attacks and spell-like abilities.

Special Attacks: A suffering spectre retains all the special attacks of the base creature, but any relying on physical contact do not function. A suffering spectre gains the lesser corrupting touch special attack, as well as one or more special attacks specific to its type. The save DC against a suffering spectre's special attack is equal to 10 + 1/2 spectre's HD + spectre's Charisma modifier unless otherwise noted.


Lesser Corrupting Touch (Su)
All suffering spectres gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the spectre inflicts a number of d6s equal to half its CR in damage. This damage is not negative energy—it manifests in the form of physical pain and aches from supernatural wounds. Half of this damage is nonlethal, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

Spell-Like Abilities: Suffering spectres gain one or more spell-like abilities specific to their individual types.

Special Qualities: Suffering spectres may gain one or more special qualities specific to their individual types.

Ability Scores: Wis -2, Cha +6; suffering spectres are driven mad by their anguish and desperation. As an incorporeal undead creature, a suffering spectre has no Strength or Constitution score.

Skills: Suffering spectres have a +4 racial bonus on Perception and Stealth skill checks. A spectre always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, skills are the same as the base creature.

Feats: Suffering spectres may gain one or more feats specific to their individual types.


Common Suffering Spectre Types

Suffering spectres take on special attacks, spell-like abilities, and other qualities specific to the nature of their death. The most common types are listed below.

The Beheaded
Possibly one of the most common methods of execution, the souls of the Beheaded possess all the power of the headsman, and all the mercy of a guillotine. A Beheaded appears as a headless body, fully clothed and bathed in blood, and barely transparent. The Beheaded cannot speak, though it communicates its simple, bloodthirsty intention quite plainly through its body language.
Senses: The Beheaded are blind and deaf, though they gain lifesense 60 ft., and can sense the location of unsheathed blades within 30 ft.

Defensive Abilities: The Beheaded gain channel resistance +6, instead of the normal +4.

Weaknesses: In addition to being blind and deaf, the Beheaded is deeply unnerved at the presence of blades other than his own. Beheaded take a -2 charisma penalty for 1 round after taking damage from a slashing weapon, and lose the undead immunity to mind-affecting fear effects when adjacent to a living creature wielding a slashing weapon.

Attacks: A Beheaded wielding a ghost touch slashing weapon gives that weapon the keen magical weapon property.

Damage: All damage dealt by a Beheaded's lesser corrupting touch is slashing damage, not nonlethal. The touch of a Beheaded feels like a cold knife blade against the skin.

Special Attacks: A Beheaded loses all special attacks requiring a mouth, face, or voice. A Beheaded gains the following special attacks:

Executioner's Caress (Su)
The Beheaded spends a standard action to attempt a melee touch attack against an enemy suffering from a fear effect. If successful, a gash opens across the victim's throat for 1d4+2 rounds, dealing 1d6 bleed damage per round and making the victim panicked during this time. A successful will save reduces the duration of the panic effect by half.

Spell-Like Abilities: A Beheaded gains the following spell-like abilities, CL 8th:
1/day - aura of doom (http://www.d20pfsrd.com/magic/all-spells/a/aura-of-doom)
At will - vanish (http://www.d20pfsrd.com/magic/all-spells/v/vanish)

Skills: A Beheaded gains a +4 racial bonus on Intimidation skill checks.

Feats: A Beheaded gains dastardly finish (http://www.d20pfsrd.com/feats/combat-feats/dastardly-finish-combat) as a bonus feat, even if he does not meet the prerequisites for it.
Ultimately defeating a Beheaded usually involves the destruction of the blade which ended his life (be it sword, axe, or even guillotine) alongside the utter destruction of his remains. Particularly vengeful or powerful Beheaded may also require their executioner (or his descendents) to be beheaded as well.

The Blistered
Spectres who had been burned at the stake, these vengeful spirits are wracked with constant torment, and impose this fiery pain on their enemies. The Blistered appear as skeletons of black smoke, wreathed in cruel red flames, and they leave ash and soot in their wake. The voice of a Blistered is shrill and distorted, and wracked with unnerving agony.Senses: A Blistered can see through fire and smoke without trouble.

Defensive Abilities: A Blistered's form is wreathed in heat and flames. Any creature striking the Blistered with a natural attack or attempting to grapple it takes 1d6 points of fire damage, and must succeed a DC 15 reflex save or be set on fire.

Weaknesses: Though not technically "vulnerable" to fire damage, a Blistered takes full damage from all sources of fire and flame. This negates any 50% reduction in damage that the Blistered would benefit from when encountering fire damage from any source, mundane or magical. The Blistered cannot be set on fire, however, as it has no physical form to be consumed as fuel.
A Blistered does not have the normal weakness to cold damage that most fiery spirits possess. A Blistered submerged in water appears to be a thin skeleton of black and orange cinders, and its burn ability is suppressed while underwater. If it leaves the water, the Blistered becomes immediately dry and gains its full power again. Splashing a Blistered with water rarely does anything; it must be completely enclosed, or else the water boils away immediately.

Speed: A Blistered is a fierce and passionate spirit. It gains a 10 ft. bonus to its fly speed when pursuing or catching an enemy creature. Though quick, the Blistered are not as capable flyers as the other spectres. They only have a good maneuverability.

Attacks: A Blistered deals burn damage (see special attacks) when it hits with its lesser corrupting touch, in addition to the normal effects of the attack. Any weapon the Blistered wields gains the flaming magical weapon property.

Damage: All damage from a Blistered's lesser corrupting touch is fire damage. The nonlethal portion stems from smoke and the heat of the air in the victim's lungs. Creatures taking damage from a Blistered's lesser corrupting touch become fatigued for 1d4 rounds if they fail their fortitude save.

Special Attacks: Burn (2d4, DC 10 + 1/2 Blistered HD + Blistered Charisma modifier)

Spell-Like Abilities: A Blistered gains the following spell-like abilities, CL 8th:
1/day - ash storm (http://www.d20pfsrd.com/magic/all-spells/a/ash-storm) (an emanation centered on the Blistered)
At will - death candle (http://www.d20pfsrd.com/magic/all-spells/d/death-candle), burning arc (http://www.d20pfsrd.com/magic/all-spells/b/burning-arc)
Defeating a Blistered usually involves the gathering of ashes from their pyre (or the ground where the pyre had been) and submerging that ash in holy water for a year and a day. Particularly vengeful spectres may require additional ash before they are laid to rest... usually the ashen remains of every individual who had adding flame to their execution pyre.

The Drowned
Spectres who had walked the plank or been bound-and-drowned, these ghosts can conjure water in the lungs of their enemies and crush the weak with powerful tides. The Drowned appear as pale, moss-covered corpses that distort like water when they move. The voice of a Drowned is throaty, and interspersed with coughs and gargling sounds.Senses: The Drowned can see through murky and muddy water without difficulty.

Defensive Abilities: A Drowned possesses a strange sense about the water, and can see within any pool all that lies within sight of every other pool within a 30 ft radius. In an area with numerous puddles or a single large body of water, this effectively gives the drowned the all-around-vision ability.

Weaknesses: A Drowned is bound to the water, but it does not welcome him. A Drowned is shaken while it is more than half submerged in the water, and becomes outright frightened if bound or restrained while underwater. This supersedes the Drowned's normal immunity to mind-affecting fear effects. Though it does not breathe, a Drowned is temporarily destroyed if it remains underwater for longer than twice its charisma score, as the fear it feels overcomes its ability to manifest on the material plane.

Speed: A Drowned gains a 10 ft. bonus to its speed when in the water, though it may choose to make fly checks to maneuver, instead of swim checks.

Attacks: Any weapon a Drowned wields gain the seaborne magical weapon property. Creatures failing their save against a Drowned's lesser corrupting touch take a penalty on swim checks for 1d4 rounds as if they were carrying a heavy load.

Special Attacks: The Drowned gain the following special attack:


Touch of the Nereid (Su)
As a standard action, the Drowned can attempt a melee touch attack against a single opponent. If he succeeds, the victim's lungs quickly begin to fill with water. The victim retains a number of rounds of breath equal to his constitution score, though this duration is reduced by 1 round whenever the victim takes a standard or full-round action.
After this period of time, the victim can no longer breathe. He must make a fortitude save (DC 10 + 1/2 Drowned's HD + Drowned's charisma modifier) every round to continue gasping for air. When he first fails one of these checks, he drops to 0 HP and falls unconcious. On the next round, he drops to -1 HP and begins dying. On the round after that, he will die.
Allies of the victim can administer first aid with a Heal skill check (DC same as the victim's fortitude save) as a full-round action. If the ally succeeds, then the victim coughs up all water currently in their lungs, gaining a number of rounds of breath equal to the victim's constitution score. The victim's HP remain unchanged by this initial skill check, though they stabilize and regain conciousness if it succeeds.
After the initial infection, this ability persists for as long as the victim is within medium range of the Drowned. Removing the victim from the ability's maximum range (100 ft. + 10 ft. per Drowned HD) or defeating the Drowned (even if temporarily) immediately cures them, though they do not gain any HP and cannot be revived in this way.

Spell-Like Abilities: A Drowned gains the following spell-like abilities, CL 8th:
At will - rusting grasp (http://www.d20pfsrd.com/magic/all-spells/r/rusting-grasp), hydraulic push* (http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-push)
3/day - hydraulic torrent* (http://www.d20pfsrd.com/magic/all-spells/h/hydraulic-torrent)

* Hydraulic push can only be used while the Drowned is in contact with a small body of water (2.5 x 2.5 ft.), while hydraulic torrent can only be used while in contact with a large source of water (10 x 10 ft.). In either case, the bull rush must push opponents further away from some part of the body of water. It is possible, that a large enough body of water can be used to push a creature or object further toward the interior of the body, however.

Skills: Swim is always a class skill for the Drowned, and they gain a +4 racial bonus to its checks.Laying a Drowned spectre to rest is a daunting task, as their remains are often found at the bottom of deep bodies of water. Fortunately, the ritual is a relatively simple one; the remains of the Drowned must be found and burned on holy ground. Particularly powerful or vengeful spectres will require additional sacrifice, however... the lungs of their executioner (or said executioner's descendants) filled with holy water and added to the flames.

The Entombed
Spectres who had been buried alive, these tortured souls can inhabit earth and stone, and have the power to open pits within the ground to swallow their opponents. The Entombed appear as desperate facial features in a swirl of dust and smoke, with bones of obsidian and the stench of grave soil. Their voices are muffled and quiet, though they look to be screaming or shouting loudly.Senses: The Entombed gain tremorsense 30 ft.

Weaknesses: Perhaps the most pitiful of spectres, the Entombed struggle on the border of earth and sky, desperate for the freedom of the surface, but powerless without their stones. An Entombed with more than half its form above the ground suffers a -2 penalty to its charisma score. This penalty increases by 1 for every additional round it remains more than half exposed. This penalty is reduced by 2 for every round in which the Entombed is totally submerged within the soil, or reduced by 1 if only partially buried. The entombed, however, becomes shaken while completely submerged, and frightened if it remains buried for more than 4 rounds. This supersedes the Entombed's normal immunity to mind-affecting fear effects. An Entombed who remains submerged for over a minute is defeated, though it will re-form in a few days.

Speed: The Entombed have a 20 ft. fly speed and poor maneuverability, though they gain a 20 ft. bonus to their speed while in contact with the ground.

Damage: All damage from an Entombed's lesser corrupting touch is nonlethal and bludgeoning, stemming from a dull crushing pain around the victim's body.

Special Attacks: An Entombed gains the following special attacks:


Grasp of Stone (Su)
The Entombed can pull earth and stone together into cohesive shapes, and most often uses this ability to create crude hands and gauntlets of stone around his own ghostly limbs. These physical manifestations allow the Entombed to make trip and grapple attempts.

Jaws of the Earth (Su)
The Entombed may activate this ability as a full-round action while submerged within solid ground. Upon activation, all ground within 10 feet of the Entombed becomes quicksand for 2d4 rounds. If the Entombed activates this ability again while within the quicksand, the radius increases by an additional 10 ft. Any creature still underground when the effect expires returns to the surface, though they remain partially buried. A DC 20 strength check is needed to break a victim free of this burial, and this check cannot be made by the trapped victim.

Spell-Like Abilities: An Entombed gains the following spell-like abilities, CL 8th:
1/day - spiked pit (http://www.d20pfsrd.com/magic/all-spells/s/spiked-pit)
3/day - binding earth (http://www.d20pfsrd.com/magic/all-spells/b/binding-earth)

Special Qualities: An Entombed gains the following special quality:


Partially Buried (Su)
When attacking while submerged within earth or stone, the Entombed gains concealment (20%), in addition to gaining cover from the surface it is attacking from. Enemies in contact with the ground do not have the normal total concealment from the Entombed when he is attacking while submerged.

The total destruction of an Entombed is relatively easy compared to the other suffering spectres. To lay their soul permanently to rest requires digging up their remains, grinding the bones into a fine powder, and scattering them around the perimeter of the burial site, before consecrating the area as holy ground. Particularly malevolent spirits, especially those that lived for days within their tombs, will often require that the bones of their executioner (or his descendants) be placed in the pit which the spectre's corpse had been buried in.

The Hanged
Spectres who met their end at the bottom of a gallows, the Hanged are powerful and cunning spirits who strangle and snap the throats of mortal men. The Hanged appear as blood-red skulls with bent necks and broken spinal chords, with only the thinnest hints of flesh and cloth around them. Like the Beheaded, they cannot speak, though their jaw moves slowly and unnaturally. Defensive Abilities: The Hanged gains channel resistance +6 instead of the normal +4.

Weaknesses: A Hanged treats every rope, chord, and chain which would be used to bind it as though it were a ghost touch weapon. This means that a Hanged can be caught in a mundane or magical net, bound with mundane rope, and hung (again) with a mundane noose. A Hanged loses all immunities to mind-affecting fear effects while within 30 feet of any suitable tool, and becomes shaken if it senses that such a device will be used against it. Should the Hanged become bound by rope or chain in any fashion, the Hanged becomes immediately frightened, and after a number of rounds equal to its charisma score, the Hanged is temporarily destroyed.

Attacks: Any creature failing his save against the Hanged's lesser corrupting touch becomes mute for 1d4 rounds as his throat is wrenched tight.

Special Attacks: The Hanged gains the following special attacks:


The Strangler's Noose (Su)
The Hanged can manifest a ghostly 20 ft. rope from the underside of any solid structure within 30 feet, over the head of one of its victims. If the Hanged succeeds on a ranged touch attack, the rope binds around the neck of the victim, lifting them a few feet into the air. Opponents trapped in such a noose are mute, and suffer as though from the limp lash (http://www.d20pfsrd.com/magic/all-spells/l/limp-lash) spell, taking a 1d6 penalty to all physical ability scores each round until paralyzed from the neck down. The ghostly ropes may be destroyed, and have a hardness of 5 and 20 hit points.
The Hanged creates one noose through one standard action, though he may have a number of simultaneous nooses equal to his charisma modifier. The Hanged may create nooses in strategic locations, readying actions to drop the nooses down around his foes in surprise. Spotting such a noose is a DC 15 perception check, though they are considered traps and magical effects.

Grip of the Gallows (Su)
The Hanged makes the fingers of one hand tangible, elongated, and wiry as a garrote. With a successful melee touch attack, the fingers entwine around the throat of his victim, binding together into a single collar before wrenching the victim away. The force is so frightening, and so sudden, that the victim must succeed a fortitude save (DC 10 + 1/2 Hanged's HD + Hanged's charisma modifier) or become paralyzed for 1d4 rounds. Regardless of the save, the victim takes 3d6 damage and cannot speak for 1d4 rounds. The Hanged may use this attack a number of times per day equal to its charisma modifier.

Spell-Like Abilities: The Hanged gains the following spell-like abilities, CL 8th:
1/day - telekinesis (http://www.d20pfsrd.com/magic/all-spells/t/telekinesis) (combat maneuver or violent thrust only)
3/day - call the void (http://www.d20pfsrd.com/magic/all-spells/c/call-the-void)
Laying a Hanged spectre to rest is often a relatively easy task; their remains and the gallows from which they swung must be brought together and burned, and the ashes buried in holy ground. Particularly outraged spectres, specifically those that survived the initial drop but instead died slowly, deprived of air and mercy, will often require the broken spines of the hangman (or his decedents) be added to the flames and buried alongside the gallows.


Sample Creature: Aegia of Stonegarden

Aegia is the ghost of a powerful medusa, who used her cunning and guile to hunt unsuspecting travelers for nearly 20 years. Carefully disguising herself to appear human, she would approach young people on the road and ask for their help. Leading them away, she would turn on them with her cryptic gaze, turning them to stone. Over the course of her villainy, Aegia managed to petrify nearly a hundred young men and women, for apparently no other reason than simple jealousy. A group of adventurers banded together and hunted her down, gouging out her eyes before bringing her to the local magistrate for trial. Found guilty, she was sentenced to death. Her victims' families came together, grabbing the stony fragments of their loved ones, and threw the pieces upon her until she was dead under the weight of the rocks.
Tortured and merciless, Aegia's ghost has transformed into something more powerful, and she haunts the local hamlet with an array of new powers. Her ghastly form appears as a withered, broken, though attractive woman, translucent and shrouded in dust and hovering rubble. Her green eyes seem to pierce your soul as she turns her deathly gaze upon you.
Aegia possesses a magical longbow which she removed from the petrified hands of a recent exorcist, and she uses it with cunning skill.

Entombed Medusa CR 10
XP 9,600
LE Medium undead (incorporeal)
Init +6; Senses all-around vision, tremorsense 30 ft., darkvision 60 ft.; Perception +15


Defenses

AC 17, Touch 17, flatfooted 15; (deflection +5, dex +2)
hp 72 (8d8+40)
Fort +2, Ref +8, Will +6
Special Defenses channel resistance +4, incorporeal, undead immunities, eternal torment
Weaknesses entombed weaknesses


Offenses

Speed Fly 20 ft. (poor) (40 ft. when in contact with the ground)
Melee touch +13
Ranged +1 ghost touch longbow +11/+6 (1d8+1/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks petrifying gaze, lesser corrupting touch, grasp of stone, jaws of the earth
Spell-like Abilities CL 8th
1/day - spiked pit (DC 18)
3/day - binding earth (DC 17)


Statistics

Str --, Dex 15, Con --, Int 12, Wis 11, Cha 21
Base Atk +8; CMB +13; CMD 25
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Weapon Finesse
Skills Bluff +13, Disguise +13, Intimidate +16, Perception +15, Stealth +17; Racial Modifiers +4 Perception, +4 Stealth
Languages Common


Special Abilities

Eternal Torment (Su)
Aegia is nearly possible to ultimately destroy. Normal defeat is only temporary; she will simply reform in 2d4 days after being defeated. The only way to stop this cycle and lay Aegia to rest permanently is as follows:
Aegia's bones (and the bones of the magistrate who sentenced her) must be dug up, ground into dust, and scattered in a circle around the sight of her stoning. The area must then be consecrated as holy ground; only then will she be unable to haunt and kill anymore villagers.

Entombed Weaknesses (Su)
If she emerges more than half her body from the ground, she immediately takes a -2 penalty to her charisma score. This penalty then increases by an additional -1 for every additional round in which she remains removed from the ground. This penalty is reduced by 1 while at least half her form is submerged in the ground, or by 2 while completely submerged. If Aegia completely submerges herself within the soil, she becomes immediately shaken for as long as she remains, and becomes frightened is she stays under for more than 4 rounds. Aegia is immediately defeated if she remains underground for more than a minute, though she will reform in a few days.

Petrifying Gaze (Su)
Turn to stone permanently, 30 feet, Fortitude DC 19 negates. The save DC is Charisma-based.

Lesser Corrupting Touch (Su)
Using this ability is a standard action, requiring a melee touch attack. By passing part of her body though an enemy, Aegia deals 5d6 nonlethal bludgeoning damage to her victim. A successful fortitude save (DC 19) halves the damage inflicted.

Grasp of Stone (Su)
Aegia can pull earth and stone together into crude hands and gauntlets around her own arms while at least partially submerged in the ground. These physical manifestations allow Aegia to make trip and grapple attempts as though she were not incorporeal, though she still uses her charisma modifier for her CMB and CMD.

Jaws of the Earth (Su)
Aegia may activate this ability as a full-round action while submerged within solid ground. Upon activation, all ground within 10 feet of her form becomes quicksand for 2d4 rounds. If she activates this ability again while within the quicksand, the radius increases by an additional 10 ft.
Any creature still underground when the effect expires returns to the surface, though they remain partially buried. A DC 20 strength check is needed to break a victim free of this burial, and this check cannot be made by the trapped victim.

Partially Buried (Su)
When attacking while submerged within earth or stone, Aegia gains concealment (20%), in addition to gaining cover from the surface she is attacking from. Enemies in contact with the ground do not have the normal total concealment from Aegia when she is attacking while submerged.

Tanuki Tales
2013-10-31, 11:10 PM
This contest is hereby extended until November 8th, 2013.

Tanuki Tales
2013-11-11, 03:03 PM
This contest is hereby closed; no further additions or editing of existing entries are allowed at this point. Please cast your votes for this contest in the accompanying thread (http://www.giantitp.com/forums/showthread.php?t=313975).