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theperfect25
2019-09-30, 04:42 PM
Patagod! Sep 30

Description: The Patagod has heard and speaks the Rhythm of the great Pata! Their hands beat the fury of the gods as they have come to be known as one themselves. A god to the PATAPON! With the help of the beating WarDrums the Patagod commands his entourage of Patapon to go to battle

Combat: Commanding patapons in combat, the Patagod must choose carefully what beat they will declare. For though the Patapon are mighty, a careless Patagod can lead them astray.

Attribute: A Patagod must stand proud on the battlefield, their rhythm is everything. So only the most charismatic of Patagods will stand out.

Alignment: Any

Starting gold: 3d6 x 10

Starting age:Complex

Health:d8


level
BAB
Fort
Ref
Will
Special


1
0
0
0
2
Patapon!, WarDrums, Commanding Rhythm


2
1
0
0
3
FEVER!


3
1
1
1
3
2nd Patapon!


4
2
1
1
4
Chakae WarDrum, Commanding Rhythm


5
2
1
1
4
3rd Patapon!


6
3
2
2
5
Advanced Pataspecialization


7
3
2
2
5
Rolling Rhythm


8
4
2
2
6
Commanding Rhythm


9
4
3
3
6
Miracles


10
5
3
3
7
Echoing beats


11
5
3
3
7
PataHero


12
6/1
4
4
8
Commanding rhythm, Advanced Pataspecialization


13
6/1
4
4
8
Additional Miracle


14
7/2
4
4
9
Elite Pataspecialization


15
7/2
5
5
9
Djinn


16
8/3
5
5
10
Commanding Rhythm


17
8/3
5
5
10
Additional Miracle


18
9/4
6
6
11
Advanced Pataspecialization


19
9/4
6
6
11
Elite Pataspecialization


20
10/5
6
6
12
Commanding Rhythm, Beat of the Patagod


Class Skills: (4+int, x4 first level)
Acrobatics, Bluff, Craft, Diplomacy, Disguise, Heal, intimidate, knowledge(planes), knowledge(religion), perception, Perform, sense motive, swim, use magic device.

Class Features:

Weapon and Armor Proficiency:
A Patagod is proficient with all simple and WarDrums. They are also proficient in light armor.

Patapon!
Patagods are the ruler of a simple race of creatures named Patapons. Patapons are small round ever silhuetted creatures usually with one large round eye in the center of their bodies. Being bipedal with two arms and two legs they are an amazingly versatile race of warriors. These beings devote themselves to individuals that they proclaim are their god, following their Patagods orders even to their death.
Though they are rather capable individuals, they have one major weakness, their near complete lack of imagination and incapability to understand languages other than their own. This weakness usually causes them to simply stand in the middle of the battlefield as enemies attack or move around them. However, they do understand the rhythms of their Patagod, able to decipher their meanings to do amazing attacks and feats.
All Patagods start with one patapon follower at level 1, they gain a second at level 3 and a third at level 5. When the Patagod aqcuires a patapon for the first time they may choose to have that patapon be specialized as a yaripon, tatepon, or yumipon. Gaining all the bonuses of that specialization. At level 11 the Patagod gains an additional companion called a Patahero, this companion is considered a Patapon for all class abilites


Patapon:
Size: Small; Speed: 20 ft; Attack: slam (1d3); Ability Scores: Str 10, Dex 12, Con 10, Int 3, Wis 6, Cha 10; Special Qualities: low-light vision, Devoted Immortality.

Patahero:
Size: medium; Speed: 30 ft; Attack: slam (1d4); Ability Scores: Str 14, Dex 12, Con 14, Int 3, Wis 8, Cha 14; Special Qualities: low-light vision, Devoted Immortality.

Devoted Immortality: If a Patapon is ever reduced to below 0 HP they are instantly slain and evaporate to nothing more then a small hat that they wear. If the Patagod Buries the hat underground and plays their drums in a 10 minute ritual, the patapon is Resurrected just as they were before their death at ½ HP.




Patagod level
HD
BAB
Fort
Ref
Will
Skills
Natural armor bonus
Special


1-2
2
1
3
3
0
2
+2
Pataspecialization, Devotion!, Fighter feat


3-4
3
2
3
3
1
3
+3
Pack attack


5-6
4
3
4
4
1
4
+4
Ability score increase


7-8
5
3
4
4
1
5
+5
Fighter feat


9-10
6
4
5
5
2
6
+6



11-12
7
5
5
5
2
7
+7
Fighter feat


13-14
8
6
6
6
2
8
+8
Ability score Increase


15-16
9
6
6
6
3
9
+9
Fighter feat


17-18
10
7
7
7
3
10
10+



19-20
11
8
7
7
3






HD:
This is the total number of eight-sided (d8) Hit Dice the Patapon possesses, each of which gains a Constitution modifier, as normal.

BAB:
This is the Patapon companion’s base attack bonus.

Fort/Ref/Will:
These are the Patapon’s base saving throw bonuses. A Patapon has good Fortitude and Reflex saves.

Skills:
This lists the Patapon’s total skill ranks. Patapon’s can assign skill ranks to any skill listed below. If a Patapon increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. A Patapon cannot have more ranks in a skill than it has Hit Dice.
Patapons can have ranks in any of the following skills, these skills are considered class skills:
Acrobatics (Dex), Althletics (str), Climb (Str), Escape Artist (Dex), Fly (Dex), Perception (Wis), Perform (cha), Stealth (Dex), Survival (Wis), and Swim (Str).

Natural Armor Bonus:
The number noted here is an improvement to the Patapon’s existing natural armor bonus.

Devotion!:
The Patapons are immune to all mind effecting abilities such as mind control, sleep, read mind, etc. This Ability is always active as long as the Patapons can hear the Beat of their Patagods Drums

PataSpecialization:
The Patapon may choose to specialize in any one specialization that the Patagod has available to them. A Patagod may only have one Patapon of each specialization. In order to change a Patapons Specialization, the Patagod must have access to the desired Specialization and undergo a ten minute ritual on the Patapon, losing their previous specialization and gaining the benefits of the new one. A Patagod Automatically knows the Yaripon, Tatepon, and Yumipon Specialization. The List of Specializations and their abilities are below.
Starting at level level 6 and every 6 levels afterwards, the Patagod may choose to learn of another Pataspecialization from the advanced Pataspecialization list.
At level 14 and level 19, the Patagod may choose to learn of another Pataspecialization from the Elite Pataspecialization list.




Yaripon
Description:Yaripon sports the determination of a hunter. Always moving and jumping up and down. They Manifest Javelins from their bodies which they hold waiting to throw and chuck at their enemies.
Equipment:
Javelin: range: 30ft, 1d4+(str) damage, x2 critical
Charge action:The Yaripon throws their Javelin more defensively, gaining a +4 to ac for a round but also making an attack at a -2 to hit penalty.



Attribute change
Special feature
Fever ability

+4 strength
+4 Dexterity
Yaripon’s bouncy movements mean they never take Attack of opportunity for movement or for attacking with a Javelin.
The next attack a Yaripon makes, they bounce with excitement and jump into the air, causing their Javelin to fly with incredible force. Add three times strength to javelin damage instead of normal.





Tatepon
Description:The Tatepon believe themselves as great defenders of the Patagod. They hold short swords and shields, ever ready to defend those around them. When the time comes for the defensive call, their shields gather energy and enlarge themselves to help defend against all.

Equipment:
Sword: 1d4+(str) damage, x2 critical
Shield: +2 AC

Charge action:The Tatepon hold their ground at the ready, gaining a +10 to their cmd.



Attribute change
Special feature
Fever ability

+2 strength
+4 constitution

Tatepons especially resonate with the Defend, commanding rhythm. When it is played, the Tatepon and all Patapon or Patagods directly adjacent to them gain a dr/- equal to ½ the Patagods level for that round.
When Fever is used on a Tatepon they act upon their defensive nature and gain the benefits of the Defend commanding Rhythm. If the Defend commanding rhythm is being played this round. The bonuses the Tatepon gain are equal to the Patagods level, not half their level.





Yumipon
Description:Yumipon are masters of the bow, though they are one of the most fragile Patapon out there, their marksmanship are always welcome to a patarmy. Able to manifest their bows and ammunition from their bodies, a swarm of them could potentially block out the sun.

Equipment:
Bow: Range 100ft, 1d6+(dex) x3 crit

Charge action:The Yumipon focuses for the round and their next attack adds 2x dexterity modifier to damage instead of one.



Attribute change
Special feature
Fever ability

-2 constitution
+6 Dexterity


Yumipon always add their dexterity to damage when using their bow.
The next attack a Yumipon takes, they fire three arrows at once instead of one. A single roll is made for all three arrows at a -2 penalty to hit. If the roll is higher then the opponents AC, then all three arrows hit and deal damage. If a critical is rolled for this attack. Then only one arrow is considered to have done the critical.









Kibapon
Description:The Kibapon are Patapon who ride Patahorses into combat. Though they may seem weak compared to many, they are well known for their potential in combat. A Kibapon is never seen without their trusted steed, or off of it. It is not confirmed if a Kibapon and their steed are one Patapon or not.

Equipment:
Lance: 1d6+(1.5str) x3 critical

Charge action:The Kibapon performs a Charge attack towards an enemy. Gaining a free bullrush attempt if the hit is successful.



Attribute change
Special feature
Fever ability

+2 strength
+2 Dexterity
+10ft movement

When A Kibapon Charges, they deal 3x damage to their target if the hit is successful.
The Sound of Music runs through the Kibapon giving them a +2 to strength for 1 round. This Ability may be used multiple times in a single round.





Dekapon
Description:The Dekapon are the large Brutes in the Patapon world. Always hungry and ready to smash for anything that they want to eat, which is nearly anything. Their increased size gives them a rather imposing look compared to other Patapon.

Equipment:
Club 1d8+(1.5str) x2 critical

Charge action:The Dekapon picks up and eats a random inanimate object next to them. Healing their Con Modifier in hp.



Attribute change
Special feature
Fever ability

+4 strength
+8 Constitution

The Dekapon is considered one size category larger when determining Damage and CMD.
The Next attack the Dekapon gives staggers the foe with its force. Giving the Target a -2 ac for the rest of the round. This penalty is given, even if the attack misses. An opponent cannot be targeted by this effect more than once a round.





Megapon
Description:Megapon are documented as one of the strangest Patapon discovered. Unlike others, their main source of combat and being is a megaphone like instrument, that is attached and part of their body. The music they play becoming tangible notes on the battlefield that have different effects depending on the song played.

Equipment:
Song note: 30ft range touch attack 1d6+(CHR), provokes attacks of opportunity.

Charge action:See special features



Attribute change
Special feature
Fever ability

+2 Dexterity
+8 charisma

Attack Rhythm: Fires an arching note that ignores cover.
Defend Rhythm: Target an empty square in range. A large note is formed in the position blocking movement through the square.
Charge: Fire a song note that deals splash damage to all adjacent to the target,

When fever is activated the Megapon plays loudly, their song notes splitting and cracking, able to hit an additional target or square for the action.








Toripon
Description:Patapons who ride large winged birds in the sky. They rule the Patapon skies as they hunt. They are excellent at harassing and damaging enemies as they are unable to attack back.

Equipment:
Javelin: range: 30ft, 1d4+(str) damage, x2 critical.
Beak: 1d3+(str) damage, x2 critical.

Charge action:The Toripon moves to circle and stalk their prey from up above, may either fly up into the air, or gain a +4 on next attack.



Attribute change
Special feature
Fever ability

+4 strength
+4 Dexterity
+10ft movement
flight speed average equal to normal speed.

A Toripon always begins on the ground as Flying requires a good Rhythm. In order to rise up into the air, a Movement or Charge Commanding Rhythm must be used. If the Patagod ever fails a Perform Drum check, the Toripon falls to the ground directly underneath them. Though they do not take any damage.

With a Flurry of movement the Toripon sends a Torrent of javelins raining down. They make a single attack roll as they throw three Javelins, taking a -2 penalty to hit. If they hit the opponent, then all three Javelins hit and deal damage. If a critical is rolled for this attack. Then only one arrow is considered to have done the critical.





Robopon
Description:The Robopon are patapon who have gone a metal transformation, covering themselves in metallic armor and practicing their steadfast punches against their enemies. Though they are slow, they are juggernauts in the patapon world.

Equipment:
2x PataSlam: 1d4+(1.5str) x2 critical

Charge action:Striking a pose, the Robopon Rev their PataMotors, giving them an additional attack during their next Attack Rhythm.



Attribute change
Special feature
Fever ability

+8 strength
-2 Dexterity
+4 constitution
-5ft movement
+3 natural armor

A Robopon is a hearty individual. When they take damage from any physical weapon or attack, they half the damage they would normally take. This half damage is applied after all other forms of Damage reduction takes place.

When a Robopon feels the Music in their attacks, they become an unstoppable force. When a successful attack hits an enemy, and a fever is spent. The Robopon may make an additional Pataslam attack against an adjacent enemy. This additional attack adds an additional ½ strength modifier damage to the slam. If Fever is continued to be used and attacks continue to hit. An additional ½ strength modifier of damage is added for every successful hit.





Mahopon
Description:Those few patapon who practice the mystical arts of music magic are the Mahopon. Equipped with their magical staves of power and pointy hats, they unleash wildly different effects upon the battlefield, all depending on the whims of the Patagod

Equipment:
Staff: 1d3+(str) 2x critical

Charge action:See special features



Attribute change
Special feature
Fever ability

-2 strength
-2 constitution
+2 dexterity
+12 charisma

The Mahopon have a variety of spells they cast, each done with different songs. A Mahopon has magic power equal to their charisma modifier. Every spell takes up one magic power. DC for all spells is equal to 8+½ patagod level + Mahopons CHR modifier
Attack Rhythm: shoots an elemental blast(default is fire), attack a target within 100ft. Deals 1d8+(chr). Reflex for half
Defend Rhythm: All patapons within 30ft heal 1d8+(chr)
Charge: Next spell will either deal 2x damage or heal 2x health.
retreat/evade Rhythm: Mahopon teleports self and one other Patapon or patagod with them 30ft away. They must be adjacent before and after teleportation.


By spending a Fever on a Mahopon they may either act as if they have heard the Attack Rhythm, gain 1 additional Magic power, or change the element of their Attack Rhythm to fire, electricity, or cold. This is the only way for a Mahopon to gain magic power.






Pack Attack:
When more than one Patapon attacks a single target in a turn, they gain a bonus to their attack rolls equal to ½ the Patagods level. Once a target has been declared and bonus has been given, the Patapons must attack the target, even if the target dies or is knocked unconscious by a previous attack that turn.

Ability Score Increase:
The Patapon companion adds +1 to any one of its ability scores.

Fighter feat:
instead of gaining a normal feat at every odd HD they may choose a fighter feat, as if their HD was their level in fighter


Wardrums:
Every Patagod is equipped with their all mighty War drums. Each Drum filled with their mighty magical power. Each drum is unique in shape and size, each able to make a magical melody that Patapons revere and see as divine inspiration to complete their Patagods wishes. These WarDrums can be used to make an attack, Being considered a two-handed bludgeoning weapon that deals 1d4 damage.
A Patagod starts level 1 with the Pata, and the Pon Wardrum. These Wardrums float beside the Patagod at all times, easily accessible and to use. When not in Use the Patagod may have the Wardrums disappear into a small personal pocket dimension that can only hold the wardrums. Taking Drums from and putting the Drums in takes a move action that provokes attacks of Opportunity.

Commanding Rhythm:
A Patapons WarDrums can be used to create Commanding rhythms that all Patapons that hear it will immediately act upon as if it is their turn.(This is considered their turn in the turn order.) At level 1 a Patagod only knows the Mobility song, and the attack song.
Starting at level 4 the Patagod gains access to their third Wardrum, Chaka. As well as they may learn any new basic song from the Commanding Rhythms list, as long as they have the associated drum. The Patapon Learns an additional Commanding rhythm at level 8 and every 4 levels after that.
A commanding Rthythm requires the Patagod to make a Perform Drum check as a standard action. The Perform check must beat the DC of the Commanding Rthythm or the Patapons will do nothing but look confused and disappointed for the rest of the round. If a commanding Rhythm is not given, the Patapons may only be given a single move action for their turn.



Commanding Rhythm
Drum Rhythm needed
DC
Patapon Effect


Movement
Pata, Pata, Pata, pon
10
All Patapons run as fast as they can to get to their destination. Moving at three times their base speed.


Attack
Pon, Pon, Pata, Pon
15
All Patapons may make a single movement action and then make a single attack at their highest BAB.


Retreat
Pon, Pata, Pon, Pata
15
All Patapons Retreat away from all enemies in a desperate Panic, Giving them a movement up to double their movement speed away that does not provoke attacks of opportunities. If a Patapon cannot move due to being grappled or a magical effect, they are given an additional save against the effect.


Defend
Chaka, Chaka, Pata, Pon
15
All Patapon Take Defensive stances, gaining a +½ Patagod level bonus to their AC for one round and are given a single 5ft free movement towards another Patapon or the Patagod.


Charge
Pon, Pon, Chaka, Chaka
20
Each Patapon may activate their special Charge action that their pataspecialization gives them.


Evade
Don, Don, Chaka, Chaka
25
All Patapons and the Patagod are energized with magical Drum energies and may make a 30ft Jump to any location, taking no fall damage from this jump. For the rest of the round they gain the improved evasion ability like that of a rogue.


Cure
Pata, Pon, Don, Chaka
30
All Patapons feel the healing energies of their Patagod, removing all status effects from themselves and healing hp equal to 1d8 + Patagod level.




FEVER!:
Starting at level 2 The Patagod’s Patapons Gain incredible Inspiration and Vigor from the great rhythms of their Patagods music. This Inspiration can be used to used to cause Patapons to do actions they normally wouldn’t think possible. Whenever the Patagod rolls a Perform Drum check for any of their class abilities and rolls a successful check of 20 or higher, they gain a FEVER! point. The Patagod gains an additional FEVER! point for every 5 they exceed the check by.
Fever points stay with the Patagod until they either fail using an ability that requires a Perform Drum check, or go a full round without performing an ability that requires a Perform drum check.
Using a FEVER! point is a free action that is expended when a Patapon performs an action that requires a FEVER! Point or to give a Patapon an additional attack in that round.

Rolling Rthythm:
Starting at level 7, if a Patagod performed a successful Commanding Rthythm last round. This round, Commanding rhythm only requires a movement action instead of a standard. Commanding Rhythm may only be used once per round.

Echoing Beats:
The Beat and Rthythm of the Patagods Wardrum can never be dampened, their sound being heard even in magical silence.

Miracles:
Starting at level 9 the Patagod gains their last wardrum, Don. As well as the Patagod may now create Miracles with their Drum beats that affect and change nature around the Patagod. When a Patagod conducts a Miracle, they must roll a perform Drum check as a full round action while their Patapons dance to the beat. If their Perfrom check beats the DC of the Miracle that they are attempting to perform the Miracle activates starting the next turn. The Patagod begins knowing the Rain and Wind Miracle, gaining access to a new Miracle of their choice at level 13, and 17. A Patagod may only perform a Miracle a number of times per day equal to 1+ Cha mod times a day.



Miracle
DC
Effect


Rain
25
When activated clears all weather conditions in the area and makes it rain heavily for 1minute/level


Wind
25
Creates a Natural gust of wind that comes from a single chosen direction. Makes all ranged attacks following the wind path have a +1/4lvl bonus to attack and damage rolls. While going against the wind gives a -¼ penalty to attack and damage rolls. Lasts for 1 minute/ level


Earthquake
30
Cause earth tremors around self. Causing everyone but self and pons within 10ft per level to roll a reflex of 10+1/2level+chr or become staggered for 1d3 rounds. Does not affect flying units


Shock and Awe
30
Inspires all patapons for rounds equal to 1/4level. Giving a +1/4lvl bonus to all attack, damage, and skill rolls made by their patapons.


Duck and Cover
30
Gives all patapons dr/- equal to ½ patagod lvl for ¼ Patagod level rounds. This does stack with other abilities that give DR/-.


Storm
35
This Miracle takes a 10 minute ritual. Afterwards Acting like the 7th level “Control Weather” spell, except it lasts 10mins/level.




Djinns:
Djinns are great and mighty spirits of the Patapon ancestry taken form in the world with the help of the Patagod. Though they cannot stay long, their powers are incrementally monstrous depending on how long they stay in the world, and the strength of the Patagods music.
Once per day the Patagod may spend a full round action and roll a Perform Drum check of a DC 30, to conjure and channel any one of three Djinns from the Patapons great ancestry. These Djinns are then summoned in the nearest empty space that can hold a huge sized creature. These Djinns stay on the field and share the Patagods HP pool as long as the Patagod continues to spend a full round action and succeed on a DC 30+2/round Perform Drum Check.
While the Djinn is summoned, the Patagod counts all Fever points gained until they choose to perform a finale. When a Finale is activated, each Djinn consumes all Fever points and then enacts their individual effect. A Finale is a free action available at the end of the Patagods turn.
While th Patagod is continuing to perform Djinns summoning song, all Patapons act as if the Patagod had successfully done a Commanding Rhythm determined by which Djinn is summoned at the time.



Djinns
Commanding Rhythm
Effect


Yarigami
Attack
The Giant holder of spears is summoned, at his finale he throws three massive spears at three separate points within 100ft. Each spear explodes into fire dealing 1d10 damage to everyone within 30ft of the spear for every two fever points consumed. The damage is considered half fire, and half bludgeoning. A reflex of 10+1/2lvl+Chr mod for half damage.


Tategmai
Defend
This massive to 30ft tower is summoned, at its finale it breaks and roars out in song. Everyone except the Patagod, and their Patapons within 10ft/Patagod Level are thrown outwards away from the tower. The Tower at finale rolls a ranged Bullrush attack against all possible targets using the Patagods CMB. This roll gains a +5 to the CMB check for every fever consumed.


Soragami
Charge
A Large Totem man is summoned which conjures storm clouds up above. At Finale, a number of lightning bolts strike from the clouds above, targeting a single target each. A single lightning bolt is conjured at finale for every Fever consumed. Each lightning bolt deals 3d6 electrical damage after a ranged touch attack, using the Patagods Dexterity and BAB.




Beat of the Patagod:
At level 20 a Patagods Rhythm is always on beat. It is impossible for a Patagod to fail an ability that requires a Perform: Drum check, unless they roll a natural 1. As well as a Patagod gains an additional Fever! Every round, as long as they perform a Perform: Drum check.

theperfect25
2019-10-04, 11:54 AM
The Class is complete, Now doing playtesting. All comments or suggestions are welcome