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View Full Version : Contest GiTP Pathfinder Grab Bag Competition XXIII: We Built This City (On Rock and Roll)



Tanuki Tales
2014-01-19, 11:07 AM
We Built This City (On Rock and Roll)




"Rock and roll music, if you like it, if you feel it, you can't help but move to it. That's what happens to me. I can't help it." - Elvis Presley


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 14th of March.

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 24th of March. 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 any song from any variation of the Rock and Roll genre. How this entry could take form is up to the imagination of the creator and the music in their soul.

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
2014-01-19, 11:08 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
2014-01-19, 11:10 AM
Base Class Name

Put an image of your class here!

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

A general description of what your class is!


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

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

Hit Die: dx

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

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

Skill Ranks per Level: (x + Int modifier)


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

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

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

3rd|
+x|
+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
2014-01-19, 11:12 AM
Name

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

Defenses

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

Offenses

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

Statistics

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

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

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


Name

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

Defenses

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

Offenses

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

Statistics

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

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

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

Tanuki Tales
2014-01-19, 11:15 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
2014-01-19, 11:18 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
2014-01-19, 11:19 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.

caledscratcher
2014-01-19, 09:56 PM
The Sandflea

Put an image of your class here!

”You’re super super dumb and your mom is ugly too!” - Mel, the very first Commanding Idol

While some use magic conventionally, and some merge it with music, there are those who are granted power, those known as incanters. The sandflea is an incanter with much variety among its ranks, given the five or so idols that embody the sandflea ideology of “show up those rule-following morons”.


Role: Amongst adventurers (which most sandfleas are), the sandflea utilizes at-will incantations that control the field and debuff and damage his foes. He also has some form of specialization in the form of which idol he follows.

Alignment: Any chaotic. The ideology of a sandflea is simply incompatible with the concept of following the rules.

Hit Die: d8

Starting Gold: 3d4 x 10gp (75gp)

Class Skills
The sandflea'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|Max. Incantation Level|Incantations Known

1st|
+0|
+0|
+0|
+2|Incantations, Idol, Idol Assault 1d6|1st|1

2nd|
+1|
+0|
+0|
+3|Assaulting Augment|1st|2

3rd|
+2|
+1|
+1|
+3|Idol Assault 2d6|1st|2

4th|
+3|
+1|
+1|
+4|Idol Ability|1st|3

5th|
+3|
+1|
+1|
+4|Idol Assault 3d6|1st|3

6th|
+4|
+2|
+2|
+5|Assaulting Augment|2nd|4

7th|
+5|
+2|
+2|
+5|Idol Assault 4d6|2nd|4

8th|
+6/+1|
+2|
+2|
+6|Idol Ability|2nd|5

9th|
+6/+1|
+3|
+3|
+6|Idol Assault 5d6|2nd|5

10th|
+7/+2|
+3|
+3|
+7|Assaulting Augment|2nd|6

11th|
+8/+3|
+3|
+3|
+7|Idol Assault 6d6|3rd|6

12th|
+9/+4|
+4|
+4|
+8|Idol Ability|3rd|7

13th|
+9/+4|
+4|
+4|
+8|Idol Assault 7d6|3rd|7

14th|
+10/+5|
+4|
+4|
+9|Assaulting Augment|3rd|8

15th|
+11/+6/+1|
+5|
+5|
+9|Idol Assault 8d6|3rd|8

16th|
+12/+7/+2|
+5|
+5|
+10|Idol Ability|4th|9

17th|
+12/+7/+2|
+5|
+5|
+10|Idol Assault 9d6|4th|9

18th|
+13/+8/+3|
+6|
+6|
+11|Assaulting Augment|4th|10

19th|
+14/+9/+4|
+6|
+6|
+11|Idol Assault 10d6|4th|10

20th|
+15/+10/+5|
+6|
+6|
+12|Idol Ability, True Inheritor|4th|11[/table]

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

Weapon and Armor Proficiencies: The sandflea is proficient with all simple and martial weapons, and with light armor. He also gains additional proficiencies from his idol. Any armor above light restricts his movements, and thus causes him to suffer arcane spell failure with his incantations.

Incantations (Sp): Sandfleas wield arcane magic in a way that is far different, perhaps cruder, than most. Rather than casting spells, they cast incantations. They may cast any incantations they know at-will. However, their incantations are considered to be spell-like abilities, and thus cannot be modified by feats that modify spells. A sandflea’s caster level for his incantations is considered to be equal to his class level.

Casting an incantation is a standard action that provokes an attack of opportunity unless noted otherwise in the incantation’s entry. A sandflea may make a Concentration check to finish casting an incantation just as a more conventional arcane caster can with a spell. Sandfleas may attempt to cast defensively with their incantations, and incantations are subject to spell resistance unless specifically noted otherwise. All incantations possess both somatic and verbal components as the invoker must use strangely-rude arcane gestures while singing to unlock the mighty power of his magic. Incantations, even those that mimic spells, do not require material components or focuses unless specifically noted otherwise. A sandflea’s caster level when using
incantations is equal to her invoker level. The DC for an incantation is 10 + the incantation’s level + the sandflea’s Charisma modifier.

As the sandflea gains class levels, he gains access to more incantations, as shown in the “Incantations Known” column. Additionally, prestige classes that advance spellcasting advance the incantations known and maximum incantation level of the sandflea, but not any other class features. His caster level is neither arcane nor divine, but counts as both for prerequisites.

Idol: At 1st level, the sandflea has devoted his cause and style to the impersonation to one of five or so iconic sandfleas, codified by the original adventuring party that developed these talents.

The sandflea gains an Idol Assault, explained further under his Idol’s information, which deals 1d6 damage at 1st level, and increases by +1d6 damage at 3rd level and every odd level thereafter. His idol assault may be used at-will. At 2nd level and every 4 levels thereafter, he gains an Assault Augment, either of Form or Function, which augments his idol assault. Function augments boost the effects of his assault or add additional effects, while form augments change how his assault manifests. He may only apply a maximum of one Form and one Function augment to any given use of idol assault.

At 4th level and every 4 levels thereafter, he gains an Idol ability from the list of those available to his Idol.

True Inheritor: At 20th level, the sandflea’s journey has been long, and might not be over yet, but for the moment, his power has reached the supposed summit of his idol. He gains a true inheritance, which varies with which idol he follows.

Commanding Idol:
The commanding idol is a calling for those who want to lead, even when nobody wants to be led.

Commander’s Cry (Su): The sandflea’s idol assault is a shout of infuriated energy, an attempt at herding cats that just seems to hurt people’s ears. This is a 10-foot cone that deals sonic damage, and requires a single ranged touch attack, compared against the AC of every creature within the area.

Assault Augments:
Exasperated Attack (Function): When this assault augment is applied, you also cause one creature damaged by your commander's cry to become fatigued.

Flurry of Words (Form): When this assault augment is applied, your commander's cry affects a number of individual creatures within 20 feet of you equal to your Charisma modifier, making a ranged touch attack against each one.

Infuriated Words (Function): When this assault augment is applied, you also affect one creature damaged by your commander's cry with rage as a spell-like ability. You must be at least 5th level to take this augment.

Linear Scream (Form): When this assault augment is applied, your commander's cry forms as a 15-foot line.

Nighthowl (Function): When this assault augment is applied, you cause one creature damaged by your commander's cry to lose any darkvision it might have.

Yell to the Heavens (Form): When this assault augment is applied,your commander's cry forms as a 10-foot radius around you.

Idol Abilities:

Angered Advocate: You gain the ability to rage as a barbarian of one-third your level. You must be at least 6th level to select this ability.

Cat-Herder: You gain a +4 bonus to Diplomacy checks to convince allies to work together. You also gain Leadership as a bonus feat, even if you don't meet the prerequisites, but may not gain any Cohorts, only Followers.

Encore Enthusiast: Each day, you may select one ability which may be used once each day. You may use said ability once more that day.

Garden of Jerks: A number of times each day equal to 3 + your Charisma modifier, you may cause one Follower gained by the Leadership feat's abilities to treat your Leadership score as 4 higher for the purposes of abilities.

Night of Frogs: A number of times each day equal to 1 + your Charisma modifier, you may cast summon monster I, except you summon a slurk with the celestial template.

Ominous Anger: You gain two rage powers, treating half your sandflea level as your barbarian level for prerequisites. You must have the angered advocate ability to select this ability. You may select this ability multiple times, gaining two more rage powers each time.

True Inheritance:

Command of Crusades: If you do not have Leadership as a feat, you gain it. You treat your Leadership score as 8 higher for the purposes of gaining Followers.

Dazed Idol:
The dazed idol is a calling for those who have trained in the art of breathing out noxious gasses.

Breather’s Belch (Su): The sandflea’s idol assault creates a cloud of toxic gas. This is an area effect that covers a number of five-foot squares equal to the sandflea’s Charisma modifier and lasts for an equal number of rounds, and deals acid damage. However, the sandflea suffers 1d2 points of acid damage for every die of damage his idol assault damage when he activates this ability.

Assault Augments:


Idol Abilities:


True Inheritance:

Hyperactive Idol:
The hyperactive idol is a calling for those who just never stop going, energetically fighting when excited.

Energizer’s Edge (Su): The sandflea’s idol assault is a fang attack that deals piercing damage and requires a melee attack. This is a primary natural attack, and he adds his full Strength modifier to the attack and damage rolls.

Assault Augments:


Idol Abilities:


True Inheritance:

Drinking Idol:
The drinking idol is a calling for those who seek to live life in a way that’s fun, usually by ingestion of intoxicating substances.

Twister’s Touch (Su): The sandflea’s idol assault is a maneuver that rearranges chemicals in his foe’s body with naught but a touch. This is a melee touch attack that deals alchemical damage, which counts as half acid and half electric damage.

Assault Augments:


Idol Abilities:


True Inheritance:

Competitive Idol:
The competitive idol is a calling for those who enjoy arguing and proving their power.

Manipulator’s Motion (Su): The sandflea’s idol assault moves the battlefield with a wave of power. This is a ranged touch attack that moves the target a number of five foot squares equal to half the number of damage dice (minimum 1) and deals force damage.

Assault Augments:


Idol Abilities:


True Inheritance:

malonkey1
2014-01-19, 10:18 PM
Psychedelic


Modified Class: Bard
Psychedelics are Bards who have chosen to forsake many of their direct support powers in favor of greater mastery over illusion an the warping of minds. They often have bizarre speech patterns and curiously sedate speech patterns, taking everything in stride. A Psychedelic takes his allies and enemies on a mind-expanding trip across the ether, freeing them from the shackles of a materialist worldview, man.


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.

Zaydos
2014-01-23, 07:07 PM
Veteran of the Psychic Wars

You see me now a veteran of a thousand psychic wars

A tired and wearied warrior who has fought in too many battles, and seen too many horrors, their mind shattering from the strain. This shattering of madness leaves them not incapable of function, but like a once broken bone their spirit grows back harder; they are never fully whole but they are also hard to break deeply once more.

Inspired by Blue Oyster Cult's Veteran of the Psychic Wars (http://www.youtube.com/watch?v=cIE0wTFg364); lyrics here (http://www.azlyrics.com/lyrics/blueoystercult/veteranofthepsychicwars.html).

Role: A Veteran of the Psychic Wars serves as a front-line psionic combatant. Their abilities grant them various combat bonuses when low on power points encouraging either a long duration buff heavy strategy or a quick burn strategy while simultaneously giving them additional endurance when low on these resources.

Alignment: Warriors come in all alignments, so too do those who survive the horrors of war and are changed permanently by them.

Hit Die: d8

Requirements
To qualify to become a Veteran of the Psychic Wars, a character must fulfill all of the following criteria.
Manifesting: Ability to manifest 1st level psychic powers.
Feats: Iron Will
Base Attack Bonus: +3
Skills: Autohypnosis 5 ranks.
Special: Must be proficient in at least 5 martial weapons and light armor.
Special: Must have been reduced to the dying condition at least once.

Class Skills
The Veteran of the Psychic Wars’ class skills (and the key ability for each skill) are Autohypnosis (Wis), Knowledge (Psionics) (Int), Perception (Wis), Sense Motive (Wis), and Survival (Wis).

Skill Ranks per Level: (4 + Int modifier)


VETERAN OF THE PSYCHIC WARS
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialPsionics
1st
+1
+1
+1
+1I Have Used up All My Weapons-
2nd
+2
+1
+1
+1 Living in the Flames, My Armor is Destroyed+1 level existing manifesting class
3rd
+3
+2
+2
+2 Tides of Madness Swell+1 level existing manifesting class
4th
+4
+2
+2
+2The Scars are on the Inside-
5th
+5
+3
+3
+3The Winds of Limbo Blow+1 level existing manifesting class
6th
+6
+3
+3
+3 Far too Old to See-
7th
+7
+4
+4
+4 Time we had a break from it+1 level existing manifesting class
8th
+8
+4
+4
+4 These Shakes Go On+1 level existing manifesting class
9th
+9
+5
+5
+5 Living on the Edge-
[tr]10th
+10
+5
+5
+5This is Victory?[td]+1 level existing manifesting class

Class Features
All of the following are class features of the Veteran of the Psychic Wars

Weapon and Armor Proficiencies: A Veteran of the Psychic Wars gains no new weapon or armor proficiencies.

Powers Known At every level indicated on the table, the character gains additional power points per day and access to new powers as if they had also gained a level in whatever manifesting class they belonged to before they added the prestige class. They do not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that they adds the level of Veteran of the Psychic Wars to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before they became a Veteran of the Psychic Wars, they must decide to which class they add the new level of Veteran of the Psychic Wars for the purpose of determining power points per day, powers known, and manifester level.

I Have Used up All My Weapons (Su): A Veteran of the Psychic Wars is a warrior whose long experience has left their psychic reserves tattered, but instead of being weakened by this the madness behind their psychic powers guides their bodies making them deadlier in other ways. When a Veteran of the Psychic Wars has 1/3rd their maximum power points (rounded down) or less remaining they gain a +2 moral bonus to attack rolls and weapon and psionic power damage rolls; this bonus only applies to psionic powers which deal hit point damage. At 4th level this bonus increases to +3, at 7th this bonus increases to +4, and at 10th level this bonus becomes +5.

Living in the Flames (Su): A Veteran of the Psychic Wars finds that their madness shields their mind and flare as their body grows weaker and beaten. Beginning at 2nd level you gain a +4 bonus to saves against mind-affecting effects and fear effects, and whenever you are reduced to 1/3rd (rounded down) your maximum hp or less you gain resistance to all energy types equal to twice your class level.

My Armor is Destroyed (Su): Just as a Veteran of the Psychic Wars becomes a deadlier warrior when their psychic powers are low they also become more capable of defending themselves from hostile attacks. Beginning at 2nd level the bonus from I Have Used up All My Weapons applies to your AC as well and half the bonus (rounded down) is applied to your saving throws.

The Tides of Madness Swell (Su): A Veteran of the Psychic Wars long battles have worn away at their mind, leaving madness within, but it is their madness, it is controlled, it is a sleeping dog, and it is safe as long as it is not provoked. Beginning at 3rd level whenever you would be affected by a mind-affecting effect (whether you succeed or fail your saving throw against it) the source of the effect must make a Will save (DC 10 + your class level + your Wisdom or Charisma modifier) or be confused for 1d4 rounds.

The Scars are on the Inside (Su): One survives the psychic wars by forcing wounds inside themselves, turning pain, and injury into a growing madness and mental strain. Beginning at 4th level whenever you would take hit point damage you may instead lose 1 power point per 3 points of damage you would receive (rounded up). You may suffer part of the damage as power points and part as actual damage.

The Winds of Limbo Blow (Su): A Veteran of the Psychic Wars’ madness is hardly contained by their minds, and when they feel the need they can let it leak out from them. Beginning at 5th level whenever you manifest a psionic power you may expend your psionic focus to allow your madness to leak from you. If you do so all creatures (other than yourself or any familiar or psicrystal you possess) within 5-ft of you must make a Will save (DC 10 + class level + Wis or Cha modifier) or be shaken for 1d4 rounds. You may choose to spend power points to augment this effect, but any you spend in this way count are added to those spent on the power manifested for the purpose of the maximum amount of power points you can spend on a single power. For every power point you spend you can increase the range of this effect by 5-ft or the duration by 1 round, if you spend at least 5 power points creatures which fail their saves are frightened instead, if you spend at least 9 power points they are panicked. This is a mind-affecting, fear effect.

Far Too Old to See (Su): In the weary eyes of madness and war you can see deeper than the surface. Beginning at 6th level as long as you are psionically focused you gain a +4 insight bonus to Perception checks, in addition by spending 9 power points you can gain the benefits of a True Seeing spell as a psi-like ability (Manifester Level = twice your class level).

Time We Had a Break from It (Su): When released a Veteran of the Psychic Wars’ madness warps time itself. Beginning at 7th level you may expend your psionic focus to accelerate all effects within 100-ft reducing their remaining durations by 10 rounds. In the case of abilities that are activated on a round by round basis (for example rage or bardic music) and are active when you activate this ability only 2 rounds of use are lost (instead of 0 or 10).

These Shakes Go On (Su): After countless battles, your body recovers from wounds that others would find nearly mortal with an astounding speed. Beginning at 8th level whenever you have 1/3rd or less (rounded down) of your maximum hp you gain Fast Healing 5.

Living on the Edge (Su): Madness leaks defensively from you especially as the battle turns against you. Beginning at 9th level whenever you have 1/3rd or less (rounded down) of your maximum hp and 1/3rd or less (rounded down) of your maximum power points you gain a destructive aura. Any enemy beginning their turn within 10-ft of you takes 4d6 damage; this is a mind-affecting effect. In addition your madness becomes physically manifest forming semi-solid constructs of pure psychic force granting you DR 5/-.

This is Victory? (Su): It is only their conscious mind which keeps a veteran of the psychic wars’ madness in-check, when they are unconscious or worse still dying this madness leaks out warping the world around them. Once you've reached 10th level whenever you are unconscious creatures within 10-ft of you suffer a -2 penalty to all saves. If you have negative hit points, whether stable or dying, this applies to all creatures within 20-ft and any ability which can be suppressed by an anti-magic field has a 40% chance of failing within this area. If you die this madness escapes rending reality nearby; this functions as a targeted greater dispel magic spell with a CL equal to twice your class level against every magical effect within 20-ft, and deals 2d6 damage per class level to all creatures within the area (this is a mind-affecting effect), finally it warps the world in the area making all squares within this range difficult terrain as the earth is rent and torn.

gr8artist
2014-01-28, 01:25 PM
Rockstar

Modified Class: Bard (yeah, I know. There's going to be a dozen of these.)

The Rockstar specializes in adrenaline-pumping, high-octane performances that grant strong bonuses to his allies, at the cost of tiring himself out. He throws himself into his music, mastering his craft at the cost of his versatility.

Weapon and Armor Proficiencies: The Rockstar is proficient in using his instruments as improvised weapons. The most common instrument to be used in this way is the lyre (http://www.feelnumb.com/wp-content/uploads/2012/03/this_guitar_has_seconds_to_live_pete_townshend_the _who_concert.jpg), which functions as a heavy mace. This is an addition to the normal bardic weapon proficiencies.
Rockstars are also proficient in medium and heavy armor (http://25.media.tumblr.com/tumblr_m6k6mlROa61qzp5ffo1_500.jpg), though they still suffer the arcane spell failure when casting spells while wearing armor.

Showmanship (Ex): The Rockstar adds half his class level (minimum 1) to all perform and diplomacy skill checks. This replaces Bardic Knowledge.

Bardic Performance: This functions as the normal bardic performance, except as noted here. All his bardic performances use audio components, though some may also use visual components. The Rockstar's high-energy performances are more taxing on him; he can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 1 additional round per day. Furthermore, after using bardic performance, the Rockstar is fatigued for a number of rounds equal to the number of rounds that he was performing. This penalty begins when the Rockstar stops playing for at least one round; if he changes from one performance to another, treat it as one continuous performance to determine the duration of his fatigue. Lastly, the Rockstar cannot affect himself with a bardic performance unless specifically noted. This otherwise functions as the normal rules for bardic performance.

♫ (http://www.youtube.com/watch?v=z_lwocmL9dQ) Captivate (Su): At first level, the rockstar possesses a fascinating performance more powerful and forceful than that of other bards. Captivate functions as the fascinate performance, except as noted here.
He may captivate a number of creatures equal to his hit dice + his charisma modifier. Each successive round in which the rockstar has captivated less than the maximum number of creatures, he may attempt to captivate additional creatures, up to his maximum amount. Creatures that succeed on their saves against this ability remain susceptible in later rounds. When making a save due to a potential threat, the save is made at -4.
This replaces Fascinate.

♫ (http://www.youtube.com/watch?v=O4P7NxpsA2Q) Shake it off (Su): This energetic ballad inspires a head-banging, heart-pounding urge to dance in those that listen to it.
The performance creates a 60 foot emanation around the Rockstar. Allies of the Rockstar within the emanation gain a +2 morale bonus on all saves. This bonus increases by +2 for every feat the Rockstar possesses which gives him a bonus to one or more saves.
When he begins this performance, the Rockstar may target a number of creatures within the emanation up to his hit dice + his charisma modifier. In later rounds, creatures entering the emanation for the first time may be targeted if the Rockstar desires, up to the maximum amount allowed by this ability. Any targeted creatures suffering from one of the following ongoing conditions (Bleeding, Blinded, Confused, Cowering, Dazed, Dazzled, Disabled, Entangled, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Sickened, Staggered, or Stunned) may attempt a new save against that condition. The DC of this save is the original DC of the effect, or a DC 20 fortitude save if no other save was required. If the targeted creature succeeds on their save, they ignore that condition for as long as they remain in the emanation, or until they are are subject to an effect which would cause that condition again. If the targeted creature leaves the emanation for more than one round before the condition's duration has expired, the condition immediately resumes at the start of their next turn. A creature cannot gain this benefit more than once each hour.
The continual save bonus and the additional save are considered two separate effects; a creature may be affected by one but not by the other. Shake it Off uses audio components, and is a mind-affecting effect. This replaces Countersong and Distraction.

♫ (http://www.youtube.com/watch?v=IS0d3CMvJSQ) Inspire Fervor (Su): This time-honored battle dirge is the favorite song of a famous historical heroine. This song inspires the Rockstar's allies with fervor and combat prowess, granting them the following effects.
First, they gain a +2 morale bonus on melee attack and damage rolls, intimidation checks, and saves against fear effects. They also gain a +2 dodge bonus to AC, and a 5 foot bonus to their base speed when approaching enemies. At 5th level, and every 6 levels thereafter, these bonuses increase by +1 and +5 ft respectively, to a maximum of +5 and +20 ft at level 17.
The Rockstar may use this ability on a number of allies equal to his hit dice + his charisma modifier. The allies to be affected must be within 60 feet of the Rockstar when he starts the performance, but they retain the bonuses afterward for as long as they can hear him. This is a mind-affecting effect. Inspire Fervor uses audible components only. This replaces Inspire Courage and Inspire Heroics.

♫ (http://www.youtube.com/watch?v=ZVinwOpllQk) Inspire Unity (Su): At third level, the Rockstar can create a powerful performance which rallies his allies and helps them all to share a common bond and work together.
For the duration of the performance, all affected allies gain a +2 competence bonus when using or benefiting from the aid another action. These allies also gain an additional +1 bonus to AC and attack rolls against enemies they are flanking.
The Rockstar may affect a number of allies equal to his hit dice + his charisma modifier, though all allies to be affected must be within 30 ft. of him at the beginning of the performance. The effects continue for as long as the allies can hear the Rockstar's performance.
Inspire Unity uses audible components only. This replaces Inspire Competence.

♫ (http://www.youtube.com/watch?v=WsQhuxPsSjE) Rabble Rousing (Su): Beginning at level 6, the Rockstar can impose his will over the creatures he's captivated, forcing one of the following activities on them unless they succeed on a new will save. The DC of this saving throw is the same as the DC for Captivate. Activating this ability costs 2 additional rounds of bardic performance and is a standard action that does not disrupt the effects of Captivate. Creatures that succeed on this save are immune to the effect for 1d4 rounds, but may be subjected to it again for as long as the performance continues. Once a Rockstar chooses one of the three effects to create with his Captivate performance, that effect remains constant for the rest of the performance; he may not change effects without first ending the performance and beginning a new one.
♦ First, he may force the creatures to dance themselves into exhaustion; when the fascination ends, each affected creature must make a fortitude save with a DC equal to 10 + the Rockstar's charisma modifier or become fatigued for an amount of time equal to the number of rounds they were dancing in this way. Each round spent dancing in this way reduces their fort save by 1. Creatures that fail this save by 5 or more are exhausted rather than fatigued.
♦ Alternatively, he may force the creatures into a mosh-pit like brawl. The affected creatures must be part of one contiguous group, and there must be at least four creatures in that group. Each affected creature deals nonlethal damage equal to its strength modifier to every creature adjacent to it at the end of each of its turns. This damage does not constitute a threat to the affected creatures.
♦ Lastly, he may force the creatures to become engrossed in his every movement and word. The creatures become effectively blind and deaf to any creature other than the Rockstar, rendering them flat-footed and practically defenseless for the duration.
Rabble Rousing is a mind-affecting effect that uses audio and visual components. This replaces Suggestion and Mass Suggestion.

♫ (http://www.youtube.com/watch?v=0jgrCKhxE1s) Inspire Glory (Su): Beginning at 9th level, the Rockstar can instill the raw, fervent power of his music into his allies. This functions as Inspire Greatness, except as described here.
He may target a number of allies equal to his hit dice + his charisma modifier. The affected allies gain a +1 competence bonus to all saves, rather than solely fortitude. Any abilities the affected allies currently possess which are dependent on their class levels (caster level, sneak attack damage, etc.) benefit as though the character had gained two levels in that class. They do not gain new feats, abilities, or higher-level spell slots. Spontaneous casters may gain temporary spell slots while this effect lasts, and any class with an ability whose number of daily uses or points are derived from class level may use that those abilities for free during this time, though they may not spend more than one use, round, or point per round of the performance. These temporary spell slots, points, rounds, and uses expire when the performance ends, though their effects may persist (such as an abjuration spell cast via a temporary slot continuing for its normal duration). Multiclass characters apply these benefits to only their highest-level class, gaining +2 effective levels in it, or they may split the bonus between two classes, gaining +1 effective level in each. Inspire Glory relies on audible components only.
This otherwise functions as Inspire Greatness.

♫ (http://www.youtube.com/watch?v=04F4xlWSFh0) Devastating Performance (Su): A Rockstar of 12th level or higher can create a painful, shocking performance which begins with a discordant scream and continues with nauseating brutality.
At the start of the performance, the Rockstar unleashes a 30 ft. cone of screeching sound that deals 3d8 sonic damage to all creatures within it. A successful fortitude save (DC 10 + 1/2 Rockstar's level + Rockstar's charisma modifier) halves this damage; deaf creatures gain a +5 bonus on this save. Every round thereafter, all enemies within 30 feet of the Rockstar must succeed a fortitude save or take 2 damage from a bleeding effect (usually the ears). Objects within this area have their hardness reduced by 5.
Beginning a Devastating Performance uses 2 additional rounds of bardic performance. Devastating Performance uses audible components only.
This replaces Soothing Performance.
Countersong and Distraction (Replaced by Shake it Off)
Fascinate (Upgraded to Captivate)
Inspire Courage and Inspire Heroics (Replaced by Inspire Fervor)
Inspire Competence (Replaced by Inspire Unity)
Suggestion and Mass Suggestion (Replaced by Rabble Rousing)
Dirge of Doom
Inspire Greatness (Upgraded to Inspire Glory)
Soothing Performance (Replaced by Devastating Performance)
Frightening Tune
Deadly Performance

Song List:
Eruption (Eddie Van Halen)
Get Up (Korn & Skrillex)
Erza's Theme (Yasuharu Takanashi)
Ten Thousand Fists (Disturbed)
Nobody Gets Out Alive (Skindred)
Through the Fire and Flames (Dragonforce)
Let the Bodies Hit the Floor (Drowning Pool)

Lip Synch (Ex): At 5th level, the Rockstar becomes a master of performance and can take 10 on any perform skill check that he has ranks in. A Rockstar can choose not to take 10 and can instead roll normally. In addition, once per day, the rockstar can start one bardic performance which uses less effort to maintain. To do so, he must spend 1 round of bardic performance and succeed at a bluff check opposed by the perception of the creatures to be affected by his performance. Any creature that succeeds at their perception check ignores the effects of his performance, but creatures that fail are affected normally. He must make additional bluff checks in each round that he maintains a lip-synched performance, though he may do so without spending rounds of bardic performance. Creatures gain a +5 bonus on their perception checks if another creature informs them that the Rockstar is lip-synching. Trying not to notice is considered taking 10 on your perception check.
The rockstar can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. This replaces Lore Master.

These go to Eleven (Su): At 11th level, the Rockstar cranks up the volume on his performances, granting the affected creatures additional benefits, as well as granting him a few other abilities. This replaces Jack of All Trades. Creatures affected by Captivate take a cumulative -1 penalty on Will saves for each round that they remain captivated. This penalty is reduced by 2 when the Captivate performance ends, and is reduced by 2 each round thereafter, to a minimum of -0.
Creatures affected by Shake it Off are worked into an unstoppable fervor, gaining immunity to the staggered condition and the ferocity (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Ferocity-Ex-) extraordinary ability of orcs and monsters.
Creatures affected by Inspire Fervor may take an immediate action to make a 5 foot step toward any opponent, and may make a melee attack immediately afterward if they choose. This is not considered an attack of opportunity, nor does it change their place in the initiative order. This occurs once during the performance, immediately after the Rockstar's turn, and cannot be used on the same allies again for the rest of the encounter. The Rockstar chooses when to grant his allies this benefit.
Creatures affected by Inspire Unity gain the benefits of one feat possessed by the Rockstar, chosen at the beginning of the performance. They do not have to meet the prerequisites for this feat, but they gain no class or racial features they did not have before. (Imparting "Extra Performance" will not grant your allies the "bardic performance" feature). Effects which would have no benefit for their recipients are simply wasted.
Creatures affected by Rabble Rousing continue being fascinated for 1d3 additional rounds after the performance has ended, but get a will save in each round to end this effect. During this time, they continue the activity (dancing, brawling, standing defenseless) that they were doing during the performance.
Creatures affected by Inspire Glory gain fast healing (2) and a +2 bonus on all skill checks and AC.
Creatures affected by Dirge of Doom suffer a -2 penalty to their AC and weapon damage rolls.
Beginning at level 15, any creature taking damage from Devastating Performance is sickened for 1 round.
Beginning at level 17, creatures affected by Frightening Tune cower when cornered, and are unable to fight back.


New Items
Many rockstars offset the fatigue their performances cause through the use of medicines, herbal supplements, or alchemical substances such as lip salts. Lip salt is a highly addictive substance, most accurately described as a poison with mild benefits. It is an ingested poison, applied directly to the gums, usually between the gum and upper lip. Taking a dose of lip salts gives you a euphoric high and amps up your body's natural energy. During this time, you reduce the potency of fatigue and exhaustion on you; ignore the effects of fatigue, and treat exhaustion as if it were fatigue. These benefits begin 1d6 rounds after taking lip salts, and last for a short time, based on the lip salts' quality.
Quality Benefits Fort DC Onset Frequency Initial Effect Secondary Effect Cure Price (gp)

High 1 hour 12 1 min 1/ minute for 1 hour 2 Wis and shaken 20 minutes confused 1 minute 3 saves 250 gp

Normal 30+1d20 min 14 1 min 1/ minute for 1 hour 2 Wis and shaken 30 minutes confused 1 minute 2 saves 200 gp

Low 15+1d10 min 16 1 min 1/ minute for 1 hour 2 Wis, 2 Int, and shaken 40 minutes confused 1 minute 2 saves 150 gp

Taking a dose of lip salts can cause an addiction, which is best referenced as a disease. You are exposed to the disease on the first failed save of each dose of lip salts.
Fort DC Onset Frequency Initial Effect Secondary Effect Cure

16 1 day 1/day for 3 days 2 Con and nauseated 1 day sickened 1 day 2 saves
The nauseated and sickened conditions inflicted by lip salt addiction can be ignored for 1 day by taking a dose of lip salts. Creatures afflicted with lip salt addiction crave another dose, and are intuitively aware that taking a dose of lip salts will offset the sickening feeling in their gut.
New Feats
Rockstar Life (General)

You are a famous Rockstar, and there are certain expectations of you. You've learned to be everything your fans love, your sheriff hates, and your parents feared.

Prerequisites: bardic performance, Charisma 17, must have accrued 1000 gold or more in fines, fees, and property damage.

Benefit: When accused of a crime there is a 30% chance that the judge or magistrate hearing your case will be sympathetic or understanding, adjusting his starting attitude toward you to one more favorable. Fines, fees, and punishments from a more favorable judge are usually reduced by 30%.
There is also a 30% chance that the judge or magistrate hearing your case will be offended by your attitude and personality, adjusting his attitude to one less favorable. Fines, fees, and punishments from a less favorable judge are usually increased by 30%.
When making a diplomacy check for any reason, you gather 1d6 groupies from the crowd (1d3 for smaller crowds, 1d12 for large crowds). Groupies last for one day, and are usually first-level commoners with little or no usable skills. Groupies are completely loyal to you, and are often useful when in need of a fake alibi. Groupies rarely have more than 10 gold on their person at a time.
The cost for you to stay in a rented room is increased by 50%, but you make 50% more money when making profession checks related to music, charisma, or merchandising. Finding a lip-salts dealer takes you 1d10 minutes in a populated location.
Townshend Technique (Combat)

You smash your lyre to pieces in an epic finale for a particularly strong performance.

Prerequisites: bardic performance, base attack bonus +1, proficient with improvised weapons.

Benefit: You may spend one or more rounds of bardic performance when you make an attack with your lyre in order to deal extra damage. Your attack deals an additional 1d6 sonic damage per round you spent in this way, and deals half this damage to all creatures within 10 feet of your target (including you). Creatures taking damage from this ability must make a fortitude save (DC 10 + 1/2 your HD + your strength modifier) or become deafened for 1 minute. If you are maintaining a bardic performance when you make this attack, the attack deals an extra point of damage per die of sonic damage, and your performance immediately ends.
Your lyre must succeed a fortitude save (DC 10 + damage dealt by the attack) or become broken. If it fails this save by 10 or more, it is completely destroyed.

Adam1949
2014-01-28, 02:04 PM
Furious Godhunter

Modified Class: Barbarian


Although some barbarians are superstitious against the likes of arcane magic, others feel much the same about divine casting. These Furious Godhunters believe, for whatever reason, that the powers of the divine—and, to a certain extent, those of any outsider—are a blight against the mortals of reality, and seek to eliminate their influence. Overwhelmingly, these kinds of barbarians are human, seeing as they are the least likely to revere any sort of 'racial god' as their source of existence.


Knockin' on Heaven's Door (Ex): Beginning at 3rd level, a Furious Godhunter gains a +1 bonus on attack and damage rolls against characters with levels in most divine spellcasting classes (Adept, Cleric, Druid, Oracle, and Paladin, but not Ranger), and a +2 bonus on attack and damage rolls against Outsiders who do not have the [Native] subtype while on the Material Plane. (These bonuses do not stack; against a Succubus Oracle, for example, the Furious Godhunter would only gain a +2 bonus.) This bonus increases by +1 (and +2) every three levels thereafter (6th, 9th, 12th, 15th, and 18th level). This replaces Trap Sense.

Rage Against the God-Machine (Ex): The Furious Godhunter gains DR 3/- at level 7. This DR increases by +3 every three levels after 7 (to a maximum of 15/- at level 19). This DR applies ONLY when taking damage from a divine spell or from a non-native outsider. This DR explicitly supersedes divine spells which ignore or bypass normal DR, such as flame strike. This replaces the barbarian's DR.


New Rage Powers

Angel & Devil Set Aside (Prerequisite: Barbarian 8): While you are raging, non-native Outsiders may not make Attacks of Opportunity against you. In addition, when you charge at such a foe while raging, you may ignore difficult terrain, treating it as normal terrain for you.

Another One Bites the Dust (Prerequisite: Barbarian 12): While you are raging, whenever you would defeat any creature that would normally not properly die (such as a non-native Outsider, or a summoned creature), make an attack roll. This roll becomes the DC for a special Fortitude save that the foe must make; on a failed roll, they truly die, leaving behind a corpse and severing the life-force that would have normally allowed them to retreat to their original home. If the creature was one that could not normally be revived by Raise Dead and the like, they still have this feature. (With a caveat; as long as the corpse is still relatively intact, they may be the subject of a Reincarnate spell, with the limitation that a roll of 100 is instead re-rolled rather than chosen by the GM.)


Fitting Rage Powers: The following rage powers complement the furious godhunter archetype (those with asterisks* next to them are new, see above): Angel & Devil Set Aside*, Another One Bites the Dust*, Disruptive, Eater of Magic, Ghost Rager, Guarded Life, Knockback, Spellbreaker, Superstition, Witch Hunter, World Serpent Totem, World Serpent Spirit, and World Serpent Totem Unity.

DawnbringerSO
2014-01-30, 11:36 AM
Awakened

Modified Class: Barbarian.

The awakened barbarian is one who's powers come from a demonic soul deep within him.

From the song Down with the Sickness: http://www.youtube.com/watch?v=8Zbuv6pcseA


Maddening Whispers (Ex): The awakened constantly hears maddening whispers from his inner demon. This makes it hard for the awakened to concentrate and gives the awakened a -4 penalty on concentration and all charisma checks. However, it also protects the awakened from both mental and sound based effects. The awakened gains a +1 bonus to saving throws versus enchantment (charm) and enchantment (compulsion) effects and sound effects every 3 levels, to a total of +6 at 18th level.
In addition, whenever the awakened rages, he releases an ear piercing scream (Su), as the spell, to try and drown out the noise, and the maddening whispers stop for the duration of the rage, negating the saves to sound based effects and penalties of maddening whispers. However, the barbarians bonus to charm and compulsion effects doubles during the rage. The caster level of the ear piercing scream is equal to the awakened’s barbarian level and the save DC is based on constitution (including the enhanced constitution gained from the rage). Everyone in range of the scream can hear it, but it only effects one target, plus an extra target at 5th level and every 5 levels thereafter.
This ability replaces fast movement and improved uncanny dodge.

Rage (Ex): When the awakened rages, he gains 2 claw attacks that deal 1d6 damage (1d4 if small), however, he loses the +2 bonus to will saves. If the barbarian already has claw attacks, the damage die increases by one step. When the rage ends, the awakened is confused for 1 round per round he raged, instead of fatigued. The awakened may not rage while he is either confused or fatigued. This otherwise functions as the rage class feature of the same name.

Down with the Sickness (Ex): At 2nd level, the awakened becomes immune to disease and to sleep effects. However, he becomes a carrier of sleeping sickness, and each time he hits with a natural attack or is bitten, the target (or biter) must succeed at a Fortitude saving throw (DC 10 + half the awakened’s HD + the awakened’s Con modifier) or contract the disease. Future saves are made at the same DC.
This ability replaces uncanny dodge.

Slowly Changing…(Ex): At 3rd level, the awakened’s body slowly starts changing to become more demonic, gaining darkvision 60 ft. He also gains a +2 bonus on saving throws vs poison, resist acid cold and fire 2, and resist electricity 5. The bonus to saves and resistance to acid cold and fire increase by 2 every 3 levels, and electricity resistance increases by 5 every 3 levels. At 12th level onwards, the awakened becomes immune to electricity and poison while raging.

In addition, cosmetic changes happen to the awakened at each of these levels. These have no benefit or drawback in combat, save to show how much he is changing. However, it does effect NPCs attitudes towards him. At 12th level, the starting attitude of NPCs towards the awakened is unfriendly rather than indifferent.

At 3rd level, whenever the awakened rages, his eyes glow red.
At 6th level, the veins in his body turn black.
At 9th level, he has a slight odour of burnt flesh.
At 12th level, he grows small horns atop his head (these can’t be used to attack).
At 15th level, his footprints leave behind scorch marks.
At 18th level, his skin is hot to the touch and appears to give off flames in various places.

This ability replaces trap sense.

The Demon Inside(Ex): At 7th level, whenever the awakened rages, the demon within attempts to assert its dominance. The awakened must make a Will saving throw equal to 5 + half his hit dice. If successful, the awakened remains fully in control of his actions and gains the benefit of an extra attack at his full base attack bonus on a full attack (this does not stack with spells such as haste) for the duration of the rage. If unsuccessful, the awakened’s face turns utterly demonic and he is no longer in control of his actions, gaining the aforementioned attack benefit and a +2 profane bonus on attack and damage rolls. He also takes 2 wisdom damage. In combat this generally means he treats all creatures as enemies and attacks the nearest enemies first.
This replaces Damage Reduction 1/-

Telepathy (Su): At 10th level, due to the natural ability of demons to communicate telepathically with other creatures, the awakened gains telepathy 100 ft. This ability replaces Damage Reduction 2/-.

Damage Reduction 1/- (Ex): The awakened gains this ability at 13th level, and it continues to improve thereafter.

Lucid End (Ex): At 17th level, the awakened is no longer confused after raging. This ability replaces tireless rage.

Tanuki Tales
2014-03-06, 11:52 AM
About a week left in this competition, so I'm giving it a bump.