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    Dwarf in the Playground
    Join Date
    Jul 2012
    Gender
    Male2Female

    Default Re: GiTP Pathfinder Grab Bag Competition XVIII: They're All Grown Up

    Cootie Catcher
    Elder Creature
    "You wish to fight me, with your pitiful legion? I AM legion, yet I am infection, while being determinant of your fate. If you still wish to fight, you are more foolish than I'd thought. - the Glistened Nothing, true name lost to his own madness, right before eliminating the strongest legion in western Vudra.
    Haven't you ever wondered about the childhood concept of "cooties"? A horrific disease of mysterious symptoms, gained only by one that is markedly different? And yet, at the same exact time, said disease is the source of a mystical fortune telling game. This dichotomy is different as night and day - or perhaps mortal and aberration.

    After all, cooties are very, very real. Aberrations spread it to all others when they meet, and vice versa. None are sure of just what is does, but the consequences are just as great as the benefit. And, with the power of fortunes and the changing of fate, such a consequence must be unimaginable.

    Role: The cootie catcher is primarily a buffer/debuffer, with a secondary being able to be almost anything else depending on which infection he has.
    Alignment: Any. Infected by the aberrant powers, many cootie catchers steadily progress towards evil, but some seek to go against the grain and utilize their powers for good, proving that they're more than their disease.
    Hit Die: d8
    Starting Gold: 4d4 x 10 gp (Average 100 gp)
    Class Skills Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana), Knowledge (Planes), Knowledge (Religion), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str)
    Skill Ranks per Level: 4 + Int modifier
    Cootie Catcher
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Aberrant Net, Cootie Catch 1/day -- +/- 2 & 1, Infection
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Free Will
    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Infection Power
    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Cootie Catch 2/day -- +/- 4 & 2
    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Spreading Disease
    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Infection Power
    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Cootie Catch 3/day
    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Net's Brutality
    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Infection Power
    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Cootie Catch 4/day
    11th|
    +8
    |
    +3
    |
    +3
    |
    +7
    |Infection Fortune
    12th|
    +9
    |
    +4
    |
    +4
    |
    +8
    |Infection Power, Cootie Catch +/- 6 & 3
    13th|
    +9
    |
    +4
    |
    +4
    |
    +8
    |Cootie Catch 5/day
    14th|
    +10
    |
    +4
    |
    +4
    |
    +9
    |Netborn Savagery
    15th|
    +11
    |
    +5
    |
    +5
    |
    +9
    |Infection Power
    16th|
    +12
    |
    +5
    |
    +5
    |
    +10
    |Cootie Catch 6/day
    17th|
    +12
    |
    +5
    |
    +5
    |
    +10
    |Never Turning Back
    18th|
    +13
    |
    +6
    |
    +6
    |
    +11
    |Infection Power
    19th|
    +14
    |
    +6
    |
    +6
    |
    +11
    |Cootie Catch 7/day
    20th|
    +15
    |
    +6
    |
    +6
    |
    +12
    |Cootie Catch +/- 8 & 4, Lord of the Infection[/table]

    Class Features All of the following are class features of the cootie catcher.

    Weapon and Armor Proficiencies: The cootie catcher is proficient with all simple weapons and two martial weapons of his choice, along with light armor, but not with any shields.

    Aberrant Net: The greatest tool of a cootie catcher is his aberrant net. This artifact's appearance varies from catcher to catcher, with the details frequently being based on the aberration that provided the catcher's abilities. While in possession of his aberrant net, he gains a +1 aberrant bonus to all saving throws. Additionally, he must have his aberrant net in hand to use his cootie catch ability.

    If the cootie catcher's aberrant net is ever lost, stolen, or destroyed, it returns to him after 1d4+2 hours. This is the same exact one, not a duplicate or new one, even if it was destroyed. However, he loses his bonus to saving throws from the net for 2 hours, and instead takes a -1 penalty to all saving throws for 1 hour, as a result of the angered net.

    Cootie Catch (Su): A cootie catcher's iconic ability is to use his aberrant net to provide fortunes for friend and foe alike. Unbeknownst to them, the picking at threads in patternless-patterns is done to fleetingly infect part of their form, either for better of for worse. He may use this ability as a full-round action once per day, plus an additional number of times per day equal to half his Wisdom modifier. He gains an additional use of this ability per day at 4th level and every three levels thereafter.

    When a cootie catcher initiates this ability, he must select a target that he can see within 30 feet. He then rolls 1d8, and takes the result from the Focus table. He then proceeds to roll 1d10, and takes the result from the Fortune table. If the result from fortune matches the target's alignment on both alignment axes, they receive a +2 aberrant bonus. If the result is one step away on one axis, but matches on the other, they receive a +1 aberrant bonus. If the result is opposed on both axes, they receive a -2 aberrant penalty. If the result is opposed on one axis and one step away on the other, they receive a -1 aberrant penalty. If the result is one step away on both axes or matches on one and opposes on the other, nothing happens.

    At 4th level and every 8 levels thereafter, +2 bonuses and -2 penalties increase by +/-2, and +1 bonuses and -1 penalties increase by +/-1.

    When the result of a cootie catch would provide additional (or take away existent) power points, spell resistance, or temporary hit points, multiply the modifier by the cootie catcher's Wisdom modifier. If this would reduce a creature below 0 temporary hit points, treat all further reductions of temporary hit points as nonlethal damage.

    When the result of a cootie catch would provide additional spells of a prepared spellcaster, that caster selects spells which he has either already expended or didn't prepare, but for the latter they can only replace already-expended spells. Losing existent prepared spells functions by having the caster select spells that he has prepared from the level(s) with the most spells presently available. A spontaneous spellcaster adds spells to her second-highest spell level available and removes from the spell level which has the most slots (other than 0).

    A cootie catcher may not target himself with this ability.

    Focus Table
    {table=head]Result|Focus|Effect
    1|Joints|Dodge AC & Reflex
    2|Bone|DR/-
    3|Flesh|Energy Resistance
    4|Muscle|Melee Attack/Damage
    5|Eye|Ranged Attack/Damage
    6|Spirit|Spells/Day or Power Points/Day
    7|Mind|Will & Spell Resistance
    8|Blood|Temporary HP and Fortitude[/table]

    Fortune Table
    {table=head]Result|Alignment
    1|Lawful Good
    2|Neutral Good
    3|Chaotic Good
    4|Lawful Neutral
    5|True Neutral
    6|Chaotic Neutral
    7|Lawful Evil
    8|Neutral Evil
    9|Chaotic Evil
    10|Roll again with a different target.[/table]

    Infection (Su): At 1st level, the cootie catcher has suffered an infection from an aberration, giving great power at an equal price. He selects an aberrant by which he was infected, and receives infection powers at 3rd level and every 3 levels thereafter. At 11th level, his infection also grants him a new way to use his cootie catch ability.

    Free Will (Su): At 2nd level, the cootie catcher has realized that not all fortunes are entirely accurate, and has begun to pick at his aberrant net when a result would be particularly maleficial. He gains a pool of freedom points per day equal to half his class level plus his Wisdom modifier. Whenever he uses his cootie catch ability, he may spend freedom points to shift the results. For every 1 point spent, he can make it so that the die had rolled one lower or higher. For the topic table, he may shift the result from top to bottom or vice versa (i.e. he can spend a point to shift the result from 8 to 1, or from 1 to 8.) The only limits to this ability are how many freedom points he has, and how many times he can use his cootie catch ability.

    Spreading Disease (Su): At 5th level, the cootie catcher's disease is much greater than ever before, giving him unique immunities, with the price of ease of communication. He becomes completely immune to all poisons and diseases (except for his aberrant infection), but suffers a permanent -2 aberrant penalty to Charisma. Additionally, he suffers a-2 penalty to Bluff checks, due to the fact that so few trust him, but he gain a +5 bonus to Intimidate checks, as a result of his frightening visage.

    Net's Brutality (Su): At 8th level, the cootie catcher's aberrant net has instilled a powerful force upon his mind and body, granting him physical prowess and raw determination, but at the cost of his grip on reality. While he is in possession of his aberrant net, and for 1 hour after it leaves his possession, he has a +2 aberrant bonus to attack rolls, damage rolls, and Wisdom. However, he suffers a -2 aberrant penalty to his Intelligence (to a minimum of 3).

    Netborn Savagery (Su): At 14th level, the aberrant net of the cootie catcher inflicts additional pains upon his sanity, while increasing his martial prowess even further. For as long as he is in possession of his aberrant net, and for 1 hour after it leaves his possession, the critical threat range of all weapons he wields is expanded by 1, and the critical multiplier of all weapons he wields is increased by 1. However, he suffers a -2 aberrant penalty to Intelligence (to a minimum of 3), which stacks with the penalty incurred by Net's Brutality.

    Never Turning Back (Su): At 17th level, the cootie catcher has long since resigned himself to who he is, and might have even accepted the fact that he shall eventually become an aberration. He receives a permanent +3 aberrant bonus to resist mind-affecting effects as a result of this resignation. Additionally, when he successfully saves against a mind-affecting effect, the creature which attempted to use it on him takes 2d2 Intelligence damage, due to probing the mind of something beyond comprehension. If he fails the save, the creature which used the effect on him instead takes 1d3 Intelligence damage.

    Lord of The Infection (Su): At 20th level, the cootie catcher has completed his transformation into what gave him this blessed burden. He gains the aberration type in addition to any types and subtypes he already had, and is treated as both his original race and the creature associated with his infection class feature for all purposes associated with race. He permanently gains DR 5/viridium and a +2 bonus to Wisdom.

    Additionally, whenever he uses his cootie catch ability, a penalty nauseates and exhausts the target as a result of the fleeting infection taking its brief toll. However, a bonus cures the target of being nauseated, sickened, fatigued, or exhausted for the duraton of the bonus.

    Furthermore, whenever he attacks a creature with HD less than or equal to 1/4 his class level, they must make a DC 15 + the cootie catcher's Wisdom modifier + 1d8 Will save, followed by a Fortitude save at the same DC. If they fail either one, they become infected. They must take at least one level in cootie catcher for every three class levels they gain from then on. If they fail both, the infection is much worse, and they must take a level in cootie catcher the next time they gain a class level, and must take at least one additional level in cootie catcher for every two additional class levels they gain. If they succeed on both saves, they become immune to this effect from all cootie catchers for 24 hours, and gain a +2 bonus to Will and Fortitude saves to resist it for the following 72 hours.
    Last edited by caledscratcher; 2013-08-08 at 07:48 AM.