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Tanuki Tales
2013-11-02, 11:12 AM
Mad Man in a Magic Box


http://i1356.photobucket.com/albums/q727/CandyCoatedGengar/PGBC%20-%20XXI/136698fa-fc39-49a3-a487-a8ac024a0057_zpsf266a2bf.jpg
I created the above image.


"Just open the doors, Doctor Foreman.

Eh? Doctor who? What's he talking about...? "


~~~~~~~~~~


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

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 December. 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 the ever popular science fiction action drama Doctor Who (http://tardis.wikia.com/wiki/Doctor_Who_Wiki). This could take any form that you Whovians (or Whovians in the making) feel inclined to fill out.

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
2013-11-02, 11:13 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
2013-11-02, 11:15 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
2013-11-02, 11:16 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
2013-11-02, 11:18 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
2013-11-02, 11:19 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
2013-11-02, 11:20 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.

Razanir
2013-11-08, 03:01 PM
The Companion

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.
Race: While it is not a requirement, disproportionately many Companions are human females.
Special: Must be in the service of an Outsider (or other equivalently powerful being). Being a Cleric of a god counts, but not a Cleric of a cause.
Special: Must meet the entry requirements for at least one track. (see below)

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

Skill Ranks per Level: (x + Int modifier)


COMPANION
{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 Companion.

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):

Tracks

Tracks are sets of abilities, themed after famous Companions of the past.

Current tracks on the to-make list: The Cassanova, the Centurion, the Astronaut, the Fool, the Waiter

caledscratcher
2013-11-08, 03:50 PM
Troy’s Compatriot

”I don’t know who I fight for, just that I fight.” -Katarina, one of the very first of troy’s compatriots.

A warrior known for her excellent agility and stamina, specializing in outrunning her foes to weaken them down. And yet, she sees what most cannot, chosen by a mighty god. Some of troy’s compatriots claim to have later met the god that granted such might, but most of these stories cannot be proven. However, the faith in the deities who forced themselves into her life, and took her far beyond that which could ever be dreamed, is sure to save them.


Role: Being a peculiar mix of oracle and fighter, with new additions, the troy’s compatriot is frequently a skirmisher, taking her foes on wild chases around the battlefield, while healing those she passes by. However, her compatriot truths permit her to follow a variety of different courses.

Alignment: Any, and while she usually veers towards those closer to her divine sponsor’s alignment, the freedom to find truth on her own permits all moralities.

Hit Die: d8

Starting Gold: 2d8 x 10 gp (average 90 gp)

Class Skills
The Troy’s Compatriot's class skills (and the key ability for each skill) are...

Skill Ranks per Level: 4 + INT modifier.


Troy’s Compatriot
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+0|Sponsor, Outrunner

2nd|
+1|
+3|
+3|
+0|Sponsor Power

3rd|
+2|
+3|
+3|
+1|Truth

4th|
+3|
+4|
+4|
+1|Momentous Strike

5th|
+3|
+4|
+4|
+1|Sprint-By Fix-Up

6th|
+4|
+5|
+5|
+2|Truth

7th|
+5|
+5|
+5|
+2|Spin-Around Strike

8th|
+6/+1|
+6|
+6|
+2|Sponsor Power

9th|
+6/+1|[center]+6[center]|
+6|
+3|Truth

10th|
+7/+2|
+7|
+7|
+3|Push With the Pace

11th|
+8/+3|
+7|
+7|
+3|Runner's Casting

12th|
+9/+4|
+8|
+8|
+4|Truth

13th|
+9/+4|
+8|
+8|
+4|Seeing Speed

14th|
+10/+5|
+9|
+9|
+4|Sponsor Power

15th|
+11/+6/+1|
+9|
+9|
+5|Truth

16th|
+12/+7/+2|
+10|
+10|
+5|Can’t Slow Me Down

17th|
+12/+7/+2|
+10|
+10|
+5|Escape of the Martyr

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

19th|
+14/+9/+4|
+11|
+11|
+6|Spacial Soaring

20th|
+15/+10/+5|
+12|
+12|
+6|Faster than Death, Sponsor Power[/table]

Class Features
All of the following are class features of the troy’s compatriot.

Weapon and Armor Proficiencies: The troy’s compatriot is proficient with all simple and martial weapons, along with light and medium armor, but not with shields of any type.

Spells: The troy’s compatriot casts divine spells drawn from the oracle and magus spell lists.. She uses the spells per day and spells known progressions of the bard, and uses Wisdom as her spellcasting attribute.

Sponsor: At 1st level, the troy’s compatriot has been granted her power by a deity which she does not fully understand. This deity is from here on known as her “sponsor”. The sponsor grants additional abilities known as sponsorship powers at 2nd level and every 6 levels thereafter, and grants additional Truths (see below) to choose from. Additionally, it grants one bonus spell at 2nd level and every three levels from then on. A full list of sponsors may be found below.

Outrunner (Ex): At 1st level, the troy’s compatriot gains Endurance as a bonus feat, and gains a +10 foot bonus to her base land speed. Additionally, when she provokes an attack of opportunity by moving past a foe and the foe misses, said foe must make a Will save (DC 10 + her CHA modifier + ⅓ of her level) or chase after the troy’s compatriot for as long as she stays ahead of the foe while still being in sight.

Truths: At 3rd level, the troy’s compatriot begins to understand her place in the universe a little bit more. She gains an ability known as a truth. The two types of truths are general truths, which may be chosen by any troy’s compatriot, and sponsor truths, which are specific to certain sponsors. A full list of general truths may be found below, while sponsor truths are found with the sponsor entries, also below.

Momentous Strike (Ex): At 4th level, the troy’s compatriot has gained the power of momentum. For every consecutive turn that she moves at least 20 feet, she gains a +2 to damage.

Sprint-By Fix-Up (Su): At 5th level, the troy’s compatriot has developed the perfect method to heal her allies while maintaining the chase. When she moves at least two-thirds of her base speed in one turn, she may cast any cure spell she knows on any one ally that she passess adjacent to on her path.

Spin-Around Strike (Ex): At 7th level, the troy’s compatriot has learned how to truly surprise her foes. When an opponent ends their turn adjacent to the troy’s compatriot after chasing her, she gets an attack of opportunity against them, against their flat-footed AC.

Push with the Pace (Su): At 10th level, the troy’s compatriot has developed a method for augmenting her spells when in a rhythm. When she moves more than half of her base land speed in a round for two rounds in a row, she gains a +2 caster level bonus to all spells she casts. This increases by +2 for every additional round that she moves more than half of her base speed.

Runner’s Casting (Su): At 11th level, the troy’s compatriot gains the ability to mix her speed and agility with her magical prowess. On any turn that she moves at least half of her base speed, all of her spells are treated as being affected by the Quicken Spell metamagic feat, without increasing the effective level.

Seeing Speed (Ex): At 13th level, the troy’s compatriot has harnessed the powers of the ancient seer and oracle, able to move with such celerity that she can glimpse the future. If she moves more than her base speed for three turns in a row, she receives the effects of divination until she stops moving faster than her base speed.

Can’t Slow Me Down (Ex): At 16th level, the troy’s compatriot has learned that just because she's been put in her place, doesn't mean that slow will win the race. When under half of her maximum hit points, she receives a +10 foot bonus to her movement speed, which increases by an additional +10 when she drops to below a quarter of her maximum hit points. Additionally, she may crawl at her full movement speed when prone.

Escape of the Martyr (Su): At 17th level, the troy's compatriot is now under the constant effects of freedom of movement and haste, and receives an additional +10 foot bonus to all speeds she possesses. Additionally, she now adds twice her negative Wisdom modifier to her negative Constitution modifier to determine the negative hit point value at which she dies.

Spacial Soaring (Ex): At 19th level, the troy's compatriot is now under the constant effects of endure elements, no longer needs to breathe, and can survive on one-fifth as much food as a normal member of her race. Additionally, she gains a +3 dodge bonus to AC, a +10 competence bonus to all Acrobatics and Climb checks, and a +4 perfection bonus to saving throws against poison and disease, and a +2 competence bonus on saving throws against curses.

Faster Than Death (Ex): At 20th level, the troy’s compatriot has reached the pinnacle of her powers, being able to outsprint death itself. At any point in time when she would die (except for old age), she revives as if by true resurrection 24 hours later in the same spot. Her body completely vanishes for this period of time.

General Truths:
Crossing Waves (Ex): You gain a base swim speed of 15 feet. Sponsor’s Augmentation: If you have the sponsor of Seas or Rivers, this becomes a base swim speed of 25 feet.

Scaling Peaks (Ex): You gain a base climb speed of 15 feet. Sponsor’s Augmentation: If you have the sponsor of Mountains or Cliffs, this becomes a base climb speed of 25 feet.

Surfing Dirt (Ex): You gain base burrow speed of 15 feet. Sponsor’s Augmentation: If you have the sponsor of Caves or Tunnels, this becomes a base burrow speed of 25 feet.

Eroding Arrows (Su): When you cast a spell with the [Water] descriptor, you may choose to make all squares adjacent to the target difficult terrain for 1d4 rounds. You may use this truth a number of times each day equal to 3 + your Wisdom modifier. Sponsor’s Augmentation: If you have the sponsor of Rivers or Cliffs, the duration of this ability becomes 2d4 rounds.

Desert’s Push (Su): When you cast a spell with the [Fire] or [Air] descriptor, you may choose to make a bull rush against the target as a free action, using your Wisdom modifier instead of your Strength modifier to determine your CMB. You do not move with the target if you succeed. You may use this truth a number of times each day equal to 3 + your Wisdom modifier. Sponsor’s Augmentation: If you have the sponsor of Sands or Gales, you gain a +4 bonus to your CMB for bull rushes made with this truth.

Choppy Waters (Ex): When you cast a spell with the [Air] descriptor while within 15 feet of a body of water, you may choose to make every square within a 30 foot radius of each body of water within the aforementioned 15 feet count as difficult terrain for 1d6 rounds. You may use this truth a number of times each day equal to 3 + your Wisdom modifier. You must be at least 7th level to select this truth. Sponsor’s Augmentation: If you have the sponsor of Seas or Gales, you may instead use this truth a number of times each day equal to 5 + your Wisdom modifier.

Falling Phoenix (Ex): When you make a sneak attack, you may choose to deal fire damage instead of the normal damage for that weapon. You must possess the ability to perform a sneak attack in order to select this truth. Sponsor’s Augmentation: If you have the sponsor of Caves or Sands, you may instead choose to knock a foe prone when you sneak attack them.

caledscratcher
2013-11-08, 03:51 PM
Sponsors

Sponsor of Seas:
Tumultuous Tides (Su): At 2nd level, the troy’s compatriot gains the ability to turn the tables in battle with a single motion. As a full-round action, she may channel positive energy as a good-aligned cleric of level equal to half her troy’s compatriot level, but with the effects only affecting her allies.

Davy Jones’s Strike (Ex): At 8th level, the troy’s compatriot gains the ability to force her foe’s life-force off-kilter. As a full-round action, she may make a single attack at her highest BAB, with a +2 bonus to attack and to damage. She also adds her Wisdom modifier to her damage roll. This damage is not multiplied on a critical hit. She may use this ability a number of times each day equal to 3 + her Wisdom modifier.

Capricious Fish (Su): At 14th level, the troy’s compatriot gains the ability to force her enemies to suffer what she’s been put through. As a full-round action while she suffers from one or more debilitating effects, she may cure herself of said effect(s) and force every foe within 10 feet to save against said effects or contract them as she did. She may use this ability a number of times each day equal to her Wisdom modifier.

Overboard Offense (Ex): At 20th level, the troy’s compatriot has gone above and beyond in her loyalty towards her sponsor. As a result, she commands the seas themselves. A number of times each day equal to 3 + her Wisdom modifier while she is in contact with a body of water which also touches one of more foes, she may force each of the aforementioned foes to make a DC 27 + her Wisdom modifier Fortitude save for half damage or suffer 8d8 points of slashing damage, which counts as having a +6 enhancement bonus for the purposes of overcoming damage reduction.

Truths:
A Pirate’s Life for Me (Ex): You gain a +2 bonus to resist negative energy effects, +1 at 5th level and every 5 levels thereafter. You must be of chaotic alignment to take this truth.

Naval Medic (Su): You gain the ability to use detect poison and cure light wounds as spell-like abilities once per day each, and one additional time each day at 3rd level and every two levels thereafter. Your caster level is treated as being equal to your Wisdom modifier for these spell-like abilities. You must be of lawful alignment to take this truth.

Sailing the Ocean Green (Su): When on a seafaring vessel and below half of your maximum health, you gain fast healing 2 until you have more than half of your maximum health or until you leave the vessel. This increases by one at 8th level and every 6 levels thereafter. You must be at least 4th level to take this truth.

White-Capped Fiend (Su): You gain a +2 bonus to damage rolls against outsiders with the Good subtype. This increases by +1 at 4th level and every 4 levels thereafter.

The Sea Favors No Man (Su): You gain a +1 bonus to attack rolls. This increases by +1 at 14th level and every 5 levels thereafter. You must be have at least one neutral component to your alignment and be at least 9th level to take this truth.

Sharks Ain’t That Bad (Ex): You gain a natural bite attack that deals damage appropriate for your size. If you already have a natural bite attack, treat its damage as if you were two sizes larger. If you did not have a natural bite attack before taking this truth, you may take it again.

malonkey1
2013-11-08, 07:43 PM
Cyberman


"You will be upgraded."


Creating a Cyberman

"Cyberman" is an acquired template that can be added to any humanoid or monstroust humanoid. A cyberman uses the base creature's stats and abilities except as noted here.

CR: +1

AL: Always Lawful Neutral.

Size and Type: The base creature's type becomes Construct with the augmented subtype matching its original type. It size is increased to Medium if it is not already Medium or larger.

Senses: The creature gains low-light vision and Darkvision (60 ft.) as a result of becoming a construct (not stacking with such traits the base creature may already possess).

Armor Class: The creature gains a +9 natural armor bonus to AC, +1 per size category over medium. However, the creature loses the ability to wear armor, and is treated as wearing a suit of full plate armor for the purposes of movement, skill and ability checks, and magical effects, but this is not counted against the creature's encumbrance by weight, nor does it result in arcane spell failure.

Hit Dice: The creature's racial hit dice all increase to d12s retroactively. Additionally, it gains bonus HP as a construct of its size.

Defensive Abilities: As a result of becoming a construct, the Cyberman gains the following immunities:

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage.


Weaknesses: If a cyberman is exposed to gold dust in the air, it must make a Fortitude save or be paralyzed. This is an exception to the normal rules surrounding Fortitude saves, paralysis, and constructs. This paralysis lasts for 1d6 hours, or permanently if the Cyberman rolls a 1 on its save.

Speed: The Cyberman's base speeds increase by 15 feet each (but it is still hindered by its metal shell.) Any flight that occurs as a result of wings or similar bodily structures is removed (although if they possess supernatural flight, or a similar ability, they keep it.)

Attacks: As base creature, plus Laser Beam:

The Laser Beam deals 1d8 (for medium creatures) force damage + 1d4 fire damage in a 60-foot ray. The force damage scales with the size of the creature, but the fire damage does not. This attack has a critical hit range of 18-20, but has a recharge time of 2d4 rounds after use, during which it may not be used. This is treated as a natural weapon.

Special Qualities: Hive Mind: A Cyberman receives a stacking +1 bonus on Intelligence and Wisdom-based checks per Cyberman within 60 feet of it (max +5), and can communicate telepathically with any Cybermen in the same range. The Cyberman with the highest total hit dice in a given area (minimum 7 dice) is designated Cyber Commander, and gives orders that all other nearby Cybermen must obey. Additionally, there is a single Cyberman, with at least 20 hit dice, called a Cyber King, who can communicate across any distance with (including across planes), and command, all other Cybermen. Such a Cyberman would be nearly godlike in power, rivalling creatures such as titans and aboleths.

Ability Scores: Str: +6, Dex -4, Con -, Wis +2, Cha -6, Int +4

Skills: A Cyberman's racial class skills become Knowledge[all skills, taken separately], Craft[armor, weapons], and Perception.

Cybermen with Class levels: Cybermen keep any class levels they had before gaining this template, with the exclusion of:

Classes with a moral code (such as Druids or Paladins)
Classes without a moral code, but with an alignment requirement (such as Monks)
Divine spellcasting classes
Classes based on innate physiological traits that they no longer possess (including Sorcerers, due to their bloodlines)
Classes that rely on creativity or emotions (such as Bards)

Such levels are simply lost upon gaining the template (but if the template is lost somehow, the levels return.

Sample Creature: Cyber Legion Minos
Created by the Cyber King in preparation for an invasion of a massive scale, this army of Cybermanotaurs (Cyberman Minotaurs) looms before you. It appears that that invasion is here. Uh-oh.
XP 153600, CR 17
LN Large Monstrous Humanoid (Troop (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Troop))
Init -2, Senses: Darkvision 60 ft., Perception +11
DEFENSE:
AC: 23, Touch 9, Flat-footed 23 (+5 natural, +9 armor, -1 size)
HP: 2016 (192d10+960)
Fort: +0, Ref +3, Will +6
Defensive Abilities: Built-in Armor, Natural Cunning
OFFENSE:
Speed: 45 ft. (reduced to 35 by built-in armor)
Melee: Troop (5d6+7)
Space: 50 ft.; Reach: 10 ft.
Special Attacks: Laser Barrage +4 (10d6+5d4)
STATISTICS:
STR 25, DEX 6, CON 15, INT 11, WIS 12, CHA 2
BAB: +6, CMB +13, CMD 23
Feats: Combat Expertise, Deepsight, Eldritch Claws
Skills: Intimidate +2, Perception +11 (+4 racial), Survival +11 (+4 racial)
Special Abilities:
Natural Cunning: As a Minotaur's special ability
Laser Barrage: Cyber Legion Minos can unleash a deadly laser barrage, as per a single Cyberman's Laser Beam. Due to the fact that some Cybermanataurs will be in the way, only 5 of them may fire at any one time. They may either make a single group attack, dealing the full damage listed in a 60-foot ray, or attack separate targets in individual 60-foot rays. Each ray fired in this manner blast deals an individual 2d6 force + 1d4 fire damage. The Legion has 32 members, and as a result, can fire up to 6 groups of individual shots, each with their own 2d4-round recharges.
Hive Mind: As described above. They do not have a single Cyber Commander, being merely shock troops.
TREASURE:
Standard for CR, mostly in metal and valuable parts.

gr8artist
2013-11-22, 08:31 PM
Sontaran

Millitant and prideful, the Sontarans are a race of artificial life forms, similar to homonculi. They reproduce by duplication, at no expense to themselves. They have engineered themselves to be the ultimate warrior race, and a Sontaran phalanx is a force to be reckoned with.

Physical Description: Sontarans are a relatively short, stocky people, not unlike dwarves. They are bald, with large heads and thick necks. Sontarans usually wear armor and helmets constantly, though they occasionally seek to gain respect and infamy by fighting without helmets. Sontarans breath through a vent in the back of their necks, though they exhale (and speak) with their mouths.

Society: Sontarans arrange themselves into troops, rather than families. The more experienced Sontarans lead, while the newer recruits follow orders. Members of a troop are replaced quickly, and after winning a few victories, the troop members gain veteran status. As the population expands, the troops will often split apart, and veterans will become leaders of new troops. Sontarans who display uncommon bravery, such as those who choose to fight without their helmets in place, often gain rank more quickly than others.

Relations: Sontarans are often estranged from other races. Their devotion to training and warfare sets them apart, and they view the other races as disorganized and imperfect.

Alignment and Religion: Lawful lawful lawful lawful lawful. The Sontarans value military perfection and order above all else, and brutally chastise members who would disobey orders or balk at commands.

Adventurers: Most adventuring Sontarans are outcasts and failures. Older, infirmed, and psyhologically damaged Sontarans are often given menial or superficial tasks, rather than risk the integrity of their troop with their weakness. Such former soldiers often leave their lives of safety and boredom, in search of greater and grander things. A Sontaran is rarely greedy; they prefer to perform their duties for the thrill of battle. A wandering Sontaran is usually torn between his understanding of leadership and his own individual personality, newly formed during his time of freedom and individuality.

Male Names: Skorr, Staal, Styre, Strax, Linx, Kaagh

Female Names: Sontarans are clones, and are all male. There are no longer any female Sontarans.

---

RACIAL TRAITS
Sontarans are medium humanoids with the (homonculus) subtype. Sontarans have +2 strength, +2 constitution, and -2 charisma. They are strong and durable, but ill-suited to individuality.
Sontarans have a 20 ft. land speed, but this is not reduced by encumbrance or armor.
Fearless: Sontarans gain a +2 racial bonus on all saving throws against fear effects. They are trained to face overwhelming odds with confidence.
Healthy: Sontarans gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. Sontarans are alchemically enhanced to ignore afflictions that would debilitate most other races.
Skill training: Craft (alchemy) and Intimidation are class skills for a Sontaran
Endurance: Sontarans gain Endurance as a bonus feat at first level
Sontaran Combat Training: Sontarans are proficient with light and medium armor, and with all shields and sword-like weapons.
Probic Vent: Sontarans have a single weak point on the back of their neck, which they use to breathe and gain alchemical nutrition necessary for their survival. A Sontaran must take great care to keep this vent protected from his enemies. While flanked, a Sontaran must designate which flanking opponent he is exposing himself to. This decision is made immediately upon becoming flanked, and can be changed later as a swift action. If the Sontaran ceases to be flanked, his vent is immediately no longer exposed. The opponent whom the Sontaran is exposed to gains an additional +2 to his flanking bonus, and gains a +2 bonus to his AC against the Sontaran's attacks. This opponent may make a called shot at -6 to strike the probic vent with an attack. If successful, the Sontaran is sickened for 2d4 rounds and staggered for 1 round. If the attack is a critical hit, the Sontaran is instead nauseated for 2d4 rounds and stunned for 1 round.
Languages: Common, Sontar. Sontarans with a high intelligence score can select any language as a bonus language. Sontar is a simple, direct language used almost exclusively to relay commands and orders.
---
Random Starting Ages

Adulthood
Intuitive
Self-Taught
Trained

1 day
+1 day
+1d4 days
+2 days

Aging Effects

Middle Age
Old
Venerable
Maximum Age

4 years
8 years
12 years
+1d4 years

Random Height and Weight

Base Height
Height Modifier
Base Weight
Weight Modifier

3'10"
+2d6
170 lb.
+2d8 × (6) lb.

Race Point Estimations... for those who care.
0 for humanoid type
0 for medium size
-1 for slow speed
1 for specialized ability scores
1 for Fearless
2 for Healthy
1 for skill training
2 for the Endurance feat
4 for Swordtrained (proficiency with all sword-like weapons)
4* for shield and medium/light armor proficiency
-4* for the Probic Vent weakness
1 for Linguistic quality
11 points total.
* marked traits have estimated values.

TETanglebrooke
2013-11-23, 02:06 AM
Dalek

Just over five feet tall and lacking any traditional limbs Daleks look underwhelmingly like trashcans.
Dalek 10
XP 9600
Lawful Evil Medium Construct
Init +0; See Invisibility, Darkvision (infinite range) ; Perception +3

Defenses

AC 31, Touch 15, flatfooted 31; ( 10 + 8 Natural + 4 Armor + 4 shield + 5 deflection )
hp 70 (13d10);
Fort + 4, Ref +4, Will +7

Offenses

Speed 20 ft. Fly 20ft. Pefect
Melee Plunger +13 (1d10+2 CON)
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell Like Abilities: CL 13 At will- Mage Armor*, Shield*, Exterminate(Disintegrate)

Statistics

Str 10, Dex 10, Con -, Int 24, Wis 16, Cha 6
Base Atk +13; CMB +13; CMD 23
Feats Point Blank Shot, Weapon Focus Ray, Ability Focus Exterminate, Quicken Spell Like Ability Exterminate, Empower Spell Like Ability Exterminate, Combat Expertise, Precise Shot
Skills Bluff +14, Diplomacy +14, Fly +16, Knowledge Arcana +23, Knowledge History +23, Knowledge Nobility +23, Knowledge Planes +23, Spellcraft +23, Use Magic Device +14
Languages Tongues

Special Abilities

Slow: Daleks can only take one action per round.
Tongues: Thanks to their translation software Daleks can speak any language.

Ecology

Environment Ant
Organization Solitary, Cult 4-6, Squad 10-30 Army 100-1000
Treasure None

Tactics:
Round 1: Ex-term-in-ate
Round 2: Ex-term-in-ate
Round 3: Ex-term-in-ate

SassyQuatch
2013-11-24, 04:33 AM
NESTENE CONSCIOUSNESS

An entity of pure psychic energy. Vaguely translucent, the creature glares with it's giant single eye, the body surrounding it appearing as some sort of a cross between a spider, octopus, and giant crab.

Nestene Consciousness CR 11
XP 12,800
LE Huge aberration (incorporeal, psionic)
Init +5; Senses darkvision 60ft; Perception +16

Defenses

AC 13, touch 13, flat-footed 11 (+3 deflection, +1 Dex, +1 dodge -2 size)
hp 114 (13d8+52)
Fort + 8, Ref +5, Will +8

Offenses

Speed fly 30 ft. (good)
Melee 4 incorporeal touch tentacles +10 (1d8 untyped damage)
Space 15 ft.; Reach 15 ft.
Special Attacks none

Statistics

Str -, Dex 13, Con 18, Int 23, Wis 10, Cha 17
Base Atk +9; CMB +12; CMD 25
Feats Dodge, Fearsome Finish, Improved Initiative, Intimidating Prowess, Skill Focus (Craft(polynestene), Wild Talent
Skills Climb +25(in body), Escape Artist +17, Fly +13(psychic form), Intimidate +19 (+28 in body), Knowledge(Psionics) +22, Perception +16, Spellcraft +22, Stealth +9, Craft (polynestene) +25, Craft(Traps) +19
Languages Abyssal, Celestial, Common, Draconic, Giant, Infernal, Necril

Special Abilities

Create Auton [Su]
The Nestene Consciousness spreads it's will primarily through it's Autons, humanoid constructs that range from crude imitations of the form they are attempting to duplicate to a form nearly indistinguishable from the original. The Consciousness can create these constructs as though it had the Craft Construct feat and all prerequisite spells or powers. Furthermore, it can create a number of these constructs simultaneously, up to it's Intelligence modifier per day, and construction time is days divided by 2,500 gp instead of 1,000 gp as is normal.

Polynestene Animation (Su)
As an at-will ability the Nestene Consciousness can animate a single object made of polynestene as though it were using the spell Animate Object. This ability is considered psionic in nature and uses the Consciousness' manifester level instead of having a caster level. Also the range of this ability is long and not medium as with the spell.

Polynestene Creation (Su)
When the Nestene Consciousness uses powers to construct using ectoplasm it can also create these same items from polynestene. When using powers in this way to make creations from polynestene the Consciousness manifests at +1 manifester level.

Polynestene Commander (Su)
The Nestene Consciousness always is in control of Autons and polynestene creations, and it can execute it's will on these creations at any range. Any form of control used against these creations is automatically negated so long as the Consciousness exists.

Polynestene body (Su)
Given an hour to do so, the Nestene Consciousness can move it's psychic form into a physical body. To do so it must have on hand 10 tons of polynestene for it's consciousness to inhabit. Leaving this form is a full-round action that does not provoke attacks of opportunity. In this form the Consciousness loses all of it's other special abilities, but instead gains a construct form. This construct form has all of the usual construct traits (hitpoints remain the same), plus a number of other changes.
* gains a Strength score of 28
* replaces it's flight movement with a land movement of 30 feet
* replace it's touch attacks with physical attacks (+18, 1d8+9 bludgeoning)
* loses deflection bonus to AC but gains +12 Natural Armor bonus (AC 22, Touch 10, Flatfooted 20)
* gains Damage Reduction 15/-

Psionic powers:
The Nestene Consciousness manifests powers as a 13th level psion (shaper). The save DCs for all it's powers are Intelligence based.

Typical Psion Powers Known (power points 194, base save DC 17 + power level)

1st – Astral Construct, Ectoplasmic Creation, Force Screen, Sense Link, Vigor
2nd – Mass Missive, Natural Linguist, Reconstruction, Sustenance
3rd – Body Purification, Ectoplasmic Cocoon, Endorphin Surge, Upheaval
4th – Empathic Feedback, Energy Adaptation, Wall of Ectoplasm, Wither
5th – Major Ectoplasmic Creation, Ectoplasmic Shambler, Pierce the Veils, Power Resistance
6th – Fuse Flesh, Greater Modify Matter, Trigger Power
7th – Mass Ectoplasmic Cocoon

Ecology

Environment any, thought there is a preference towards areas of greater technological prowess
Organization solitary
Treasure none

The Nestene Consciousness is a psychic collective that has an all-consuming intent on conquest. To do so it sends forth energy units, small seeds which resemble meteorites. These seeds bring forth the Swarm Leader, an Auton indistinguishable from the local population which brings forth even more Autons until it has numbers and/or seized power (from officials replaced by Auton infiltrators) that is overwhelming.

Most times this conquest is done without the avatar of the Nestene Consciousness going forth into the field itself, but when it does so it's horrifying visage composed of incorporeal energy is the least of it's combat strategies. Instead, it takes the lead in constructing an army of Autons greater than that which a Swarm Leader could ever build, an unstoppable force built of the material polynestene, all of which can be controlled by the Consciousness' formidable mental prowess. In rare situations the Consciousness may take to battle itself, either using it's psionic powers, or in a construct shell itself created of polynestene.

Even when defeated, the Nestene Consciousness will eventually reform, and in it's returning there is the inevitability that civilizations will fall one by one before this powerful and malevolent intelligence. Unless the utmost vigilance is eternally held it remains possible that in time there will be no civilization left other than that controlled by the Consciousness.

SassyQuatch
2013-11-24, 04:43 AM
Auton Footsoldier

The creature looks like a caricature of a man, with rough lines and an obviously unnatural appearance.

Auton Footsoldier CR3
XP 800
LN Medium construct
Init +0; Senses darkvision 60ft, low-light vision ; Perception -1

Defenses

AC 16, Touch 10, flatfooted 16; ( +6 natural armor )
hp 46 (4d10+20);
Fort + 1, Ref +1, Will +0
DR 5/-; Immune construct traits

Offenses

Speed 30 ft.
Melee 2 slams +8 (1d6+4)
Ranged wrist gun touch +4 (1d10)
Space 5 ft.; Reach 5 ft.
Special Attacks

Wrist gun:
The wrist gun has two forms, one which fires psychic energy and the other a type of sleeping gas.
*Damage: 1d10; Range increment: 40ft; Critical: x4; Weight: N/A (integrated); Type: ectoplasmic (unaffected by DR)
*Maximum range: 30ft; Type: inhaled; Fort DC: 20; Frequency: 1/rd for 6 rds; Effect: unconscious 1 minute/1d3 hours; Cure:1 save

Statistics

Str 18, Dex 11, Con -, Int -, Wis 8, Cha 7
Base Atk +4; CMB +8; CMD 18

Auton Footsoldier
CL: 7; Price: 5,000 gp
Construction Requirements
Craft Construct, animate object, ectoplasmic creation; Skill: Craft(polynestene); Cost: 2,500 gp



Auton Infiltrator

Physically it looks like a person, but somehow it's mannerisms are... wrong.

Auton Infiltrator CR5
XP 1,200
LN Medium construct
Init +2; Senses darkvision 60ft, low-light vision; Perception -1

Defenses

AC 16, Touch 12, flatfooted 14; (+2 Dex, +4 natural armor )
hp 57 (6d10+20);
Fort + 2, Ref +4, Will +1
DR 2/-; Immune construct traits

Offenses

Speed 30 ft.
Melee 2 slams +6 (1d6)
Ranged wrist gun touch +8 (1d10)
Space 5 ft.; Reach 5 ft.
Special Attacks

Wrist gun:
The wrist gun has two forms, one which fires psychic energy and the other a type of sleeping gas.
*Damage: 1d10; Range increment: 40 ft; Critical: x4; Weight: N/A (integrated); Type: ectoplasmic (unaffected by DR)
*Maximum range: 30ft; Type: inhaled; Fort DC: 20; Frequency: 1/rd for 6 rds; Effect: unconscious 1 minute/1d3 hours; Cure:1 save

Statistics

Str 11, Dex 14, Con -, Int 11, Wis 9, Cha 8
Base Atk +6; CMB +6; CMD 18
Feats 3 Persuasive
Skills Bluff +2; Diplomacy +3;Disguise +4; Intimidate +3
Languages Common

Auton Infiltrator
CL: 10; Price: 8,000 gp
Construction Requirements
Craft Construct, geas/quest, ectoplasmic creation; Skill: Craft(polynestene); Cost: 4,000 gp



Swarm Leader

Everything seems normal, until the brief glimpse of malevolence is caught.

Swarm Leader CR 7
XP 3,200
LE Medium construct
Init +7; Senses darkvision ; Perception +2

Defenses

AC 22, Touch 14, flatfooted 18; (+3 Dex, +1 dodge, +8 natural armor)
hp 74 (9d10+20);
Fort +3, Ref +6, Will +3
DR 8/-; Immune construct traits

Offenses

Speed 40 ft.
Melee 2 slams +11 (1d6+)
Ranged wrist gun touch +12 (1d10)
Space 5 ft.; Reach 5 ft.
Special Attacks

Wrist gun:
The wrist gun has two forms, one which fires psychic energy and the other a type of sleeping gas.
*Damage: 1d10; Range increment: 40 ft; Critical: x4; Weight: N/A (integrated); Type: ectoplasmic (unaffected by DR)
*Maximum range: 30ft; Type: inhaled; Fort DC: 20; Frequency: 1/rd for 6 rds; Effect: unconscious 1 minute/1d3 hours; Cure:1 save

Statistics

Str 15, Dex 16, Con -, Int 17, Wis 10, Cha 15
Base Atk +9; CMB +11; CMD 24
Feats Dodge, Improved Initiative, Persuasive, Skill focus (Craft(polynestene))
Skills Acrobatics +5; Bluff +5;Craft (polynestene) +11;Diplomacy +7; Disguise ;Intimidate +7;Perception +2
Languages Abyssal, Common, Draconic, Infernal

Special Abilities

Create Auton, Lesser [Su]
Like the Nestene Consciousness, a Swarm Leader has the capacity to create Autons. The Swarm Leader can create these constructs as though it had the Craft Construct feat and all prerequisite spells or powers.

Swarm Leader
CL: 13; Price: 35,000 gp
Construction Requirements
Craft Construct, false, life, geas/quest, major ectoplasmic creation, magic jar; Skill: Craft(polynestene); Cost: 17,500 gp


Plastics, Civilization, and the Nestene Connection

The material known as plastic comes into being in different ways. In some cases it is a result of industry as a civilization pushes ahead in the fields of technology, but at times it is the result of magic. Whether through a spell spoken incorrectly or an alchemical brew with a far too ripe reagent, the material called plastic can come into being and shortly thereafter seems to make it's way into common-day life.

The thing about plastic is that it is not one substance per se, but many, all depending on how it is formed. It can be incredibly malleable or rigid, soft in texture or hard. With such flexibility plastics can be used in many areas where materials such as wood or metals would normally be used, saving much weight.

But with this utility comes a severe drawback, one that almost none who use plastics in their daily lives would ever consider. With just a little coaxing plastics can be reformed into the substance polynestine, and while polynestene looks and feels identical to the plastics it replaces it is far different in a single, very important respect. Polynestene is controllable through a form of psionic signal created by the Nestene Consciousness, and the Consciousness is always at war with anything that is not controlled by itself.

Plastics can be in almost any object, in constructs, transportation, even incorporated into one's own clothing. But while they can be of the greatest utility the wary will know that such utility may come at the cost of their own survival.

Plastics In Your Game

Traditionally, plastics will not be used in the way that many materials are used by adventurers. For example, while a melee weapon could theoretically be constructed using plastics it would shortly be ruined with any sort of regular use in combat. The same applies with common armors. The real utility comes into effect with weight-savings on various forms of adventuring gear.

Overall, plastics can be difficult to use since items traditionally made using other will not always be easily converted evenly, but a set of generic rules may be made when substituting other materials with plastic:

*Reduce weight by 30%
*Reduce hardness by 5 (minimum 2)
*Increase price by 20%
*Replace material craft checks with Craft(plastics)
*Add the fragile property to weapons and armors
*Reduce critical range on weapons by 1
*armor and shields reduce their arcane spell failure chance by 10%

Note: While plastics are listed here as having a higher cost, that is due to the fact that specific plastic replacements will require specialized tooling to create. Should such items become produced in larger quantities the additive cost may be removed or even a discount applied instead, depending on the scale of production.