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    Sep 2012

    Default Re: GitP Pathfinder Grab Bag Competition Competition XXVI: Pick a God and Pray

    I exceeded the post length on my additional materials, so here's part 2. (blasted new table codes)

    Supplementary Material

    The following race, archetype, and feats are not directly involved with the Nightmare Priest, but they work well with its mechanics and make interesting choices for a dark, priestly character.

    • Wierdlings are a race of aberrations spawned from humanoids, with the ability to modify themselves to fit their situation.
    • Ominous is an Oracle curse, which fills the caster with dread but gives him insight into his enemies' fates.
    • The Weary Soul is an Antipaladin archetype for Samsarans and other reincarnated heroes that have given up on humanity and seek to eradicate evil by whatever means necessary.
    • Crusader's Blade allows paladins and antipaladins to channel their touch attacks through a weapon. It requires Ability Focus for the ability in question, which may necessitate a houserule but isn't too much of a stretch.
    • Word of Harming allows antipaladins to inflict damage from their touch of corruption at a distance, with only a word and gesture.
    • Reward of Suffering allows the antipaladin to heal when he harms another creature with his touch of corruption.
    • Hellfire Grasp is a feat for Tieflings that allows them to deal fire damage with their touch of corruption.

    Spoiler: Wierdling race

    Wierdlings were once the aberrant spawn of humanoids, caused by exposure to mutational forces or transmutive magic during pregnancy or infancy. Despite the smile size and fragile nature of young children, their bodies are growing rapidly and often retain traces of the supernatural forces that affected it when it was in its most impressionable state. Most such affected turn out to be humanoids with aberrant bloodlines or connections to aberrant mysteries, but the rare and susceptible few become something else entirely; warped, twisted versions of their true selves able to grow and adapt at will, when desired.

    Physical Description: Wierdlings are shape-changers, able to reorganize their organs and features though a quick but painful process. Wierdlings are hearty and resilient, though you wouldn't guess so by looking at them. They often appear diseased and malformed, and some trace of this seeps through into their alternate form. They tend to be gangly, flexible, and difficult to forget. Many wierdlings possess inaccurate anatomies, with segmented columns in their arms and legs rather than singular bones, and they often have an odd or inappropriate number of fingers, toes, teeth, and ribs. They are most often gaunt and contorted, and their faces are like haunting masks.

    Society: Wierdlings were originally the discarded rejects of society; lumpy, misshapen creatures considered by most cultures to be ill omens or demon-spawn. But, as understanding of transmutive magic has grown, so has the understanding of their origins. They still don't fit in well with members of other races, and thus they frequently find themselves in slums and back-alleys, out of sight of the "normal" races. Wierdlings often stick together in small groups, often referred to as "tumors" by the inconsiderate sods who live in their vicinity.

    Relations: Wierdlings get along well with sympathetic and malformed races like the vishkanya, wayang, and grotesque tieflings. They are often shunned by - and therefore resentful toward - elves, orcs, and dwarves. Xenophobic races tend to be especially apprehensive toward Wierdlings, and so they often do extensive research before introducing themselves to new cultures.

    Alignment and Religion: Shunned from common society, Wierdlings often lean toward chaos and anarchy, and rarely conform to lawful tenets other than those that are innately good. While some Wierdlings are scornful and vindictive because of the way they are treated, others go out of their way to be friendly and generous so as to improve their social standing.

    Adventurers: Most Wierdlings that take up adventuring life do so for lack of other employment. Not that there aren't jobs in their homes, but rather that most would rather avoid hiring a Wierdling, if possible. They also adventure to try and better understand their own strange origins, and often find that their natural talents make them proficient explorers even without proper training.

    Names: Wierdling names are usually in Aklo, and often translate to blessings and wishes like "health", "peace", or "kinship". Wierdlings view their own lives as mutable, and their ability to change their body chemistry and design at a whim has caused them to think outside of traditional gender roles and stigma. As such, males and females share the same names. The most common Wierdling names are Savvok (Valor), Aszhaka (Health), Thoka'ra (Friendship), Thussili (Peace), Sabomyr (Justice), and Kigana (Hope).



    • Type: Wierdlings are Aberrations with the Shapechanger subtype. Most Wierdlings are aberrant versions of humanoid creatures, and thus usually also have one humanoid subtype (like Orc or Elf) that matches their genealogy or ancestry.
    • Ability Scores: +2 Constitution, –2 Wisdom, +2 Charisma. Wierdlings are resilient and passionate, though they have difficulty relating to the world around them. Wierdlings of a size other than medium may have higher or lower Strength or Dexterity scores.
    • Size: Wierdlings are usually medium creatures, though smaller and larger Wierdlings born to small or large races have been found. A small Wierdling has –2 Strength and +2 Dexterity, while a large Wierdling has +2 Strength and –2 Dexterity. These adjustments are in addition to their other ability modifiers.
    • Speed: Wierdlings have a 30 foot base speed, regardless of size.
    • Resilience: Wierdlings gain a +2 racial bonus on saves against diseases and mind-affecting effects.
    • Change Shape (Su): Wierdlings can suppress their misshapen features with effort, allowing them to blend in to other cultures temporarily. Doing so allows a Wierdling to appear as a humanoid version of himself, practically indistinguishable from a normal member of that race. This form is static and cannot be changed each time he takes this form. He gains a +10 racial bonus on disguise checks made to appear as a member of his genealocial race. Changing shape is a full-round action. This trait otherwise functions as alter self, save that the Wierdling does not adjust its ability scores.
    • Aberrant Sorcery: A Weirdling with the aberrant sorcerer bloodline treats its caster level as 1 higher when casting bonus spells and using bloodline powers. This does not give the Weirdling early access to level-based powers; it only affects powers that they could already use without this trait.
    • Aberrant Adaptation (Su): As a full-round action, the Wierdling can restructure his anatomy and physiology in one of the following ways. Doing so takes a toll on the physique of the Wierdling, and thus he cannot have more than one change in effect at a time; if he uses this ability a second time before the original benefit has expired, then the first benefit immediately ends and the new benefit begins. The benefits are as follows:
      • Claws: The Wierdling grows claws on each hand that deal 1d4 damage (1d3 small or 1d6 large) and are treated as primary natural weapons for him. His claws also grant him a 20 foot climb speed and a +8 racial bonus on Climb checks.
      • Fangs: The Wierdling gains a bite attack that deals 1d4 damage (1d3 small or 1d6 large) as a primary natural weapon. His fangs also infect his victims with Wierdling Venom (DC 10 + 1/2 HD + Con; frequency 1/round for 8 rounds; effect 1d2 Str; cure 1 save).
      • Fins: The Wierdling grows gills and webbed appendages that allow him to breathe water and air interchangeably and grant him a 30 foot swim speed, along with a +8 racial bonus on Swim checks.
      • Might: The Wierdling rearranges his muscle mass for increased power and speed, granting him a +10 foot bonus to his move speed when making a run or charge and a +2 racial bonus on CMB when attempting to bull-rush or overrun an opponent. He also gains a slam attack as a primary natural weapon that deals 1d6 damage (1d4 small or 1d8 large).
      • Senses: The Wierdling's eyes, ears, and nose enlarge and reshape to grant him low-light vision, scent, a 30 foot increase to the range of his darkvision, and a +8 racial bonus on Perception checks. During this time he has the light blindness weakness and suffers a –2 penalty on saves against the deafened and blinded conditions.
      • Toughness: The Wierdling converts his skin into thick leathery scales and cartilage, granting him a +2 racial bonus to his natural armor and a number of temporary hit points equal to his hit dice + Constitution modifier.
      • Wings: The Wierdling grows gliding wings from his shoulders that allow him to glide 5 feet horizontally for every foot that he falls and grant him a +4 racial bonus on Fly checks. These wings also grant him immunity to fall damage, as though under the effects of a feather fall spell, though the wings do not allow him to gain altitude in any way. If he attacks with the wings in combat, they are considered a single secondary natural weapon that deals 1d4 damage (1d3 small or 1d6 large).
    He may use this ability a number of times per day equal to 1/4 his hit dice + his Constitution modifier.
    • Darkvision 60': Wierdlings are Aberrations and naturally able to see in mundane darkness out to a distance of 60 feet.
    • Languages: Wierdlings speak common and aklo. Wierdlings with above average Intelligence may choose bonus languages from the following list: abyssal, infernal, fey, draconic, underdark, giant, or celestial.


    Wierdling Ages
    As Wierdlings are usually malformed and misshapen offspring of other races, they age at a rate similar to their predecessors. Therefore, their starting ages and aging effects are based on a percentage of the age of their original race.

    Starting Age
    Wierdlings go through an accelerated puberty that causes them to reach adulthood at 80% of the normal age for their origin race. They tend to learn more slowly, as they have difficulty finding teachers or receiving fair treatment, or interacting with the world in general.
    as origin race
    as origin race +1 die
    as origin race +2 dice

    Aging Effects
    Wierdlings remain in their prime for longer than their ancestors, though once their bodies begin to wear down they do so quickly.
    Middle Age
    Maximum Age
    as origin race +10%
    as origin race –10%
    as origin race –25%
    as origin race –50%

    Spoiler: Aging comparisons
    We have a Weirdling spawned from humans, and a Wierdling spawned from elves.
    Human Starting Ages and Aging Effects
    Middle Age Old Age Venerable Maximum Age
    15 years
    35 53 70 +2d20

    Weirdling (Human) Starting Ages and Aging Effects

    Middle Age Old Age Venerable Maximum Age
    12 years
    38 48 52 +1d20

    Elven Starting Ages and Aging Effects
    Middle Age Old Age Venerable Maximum Age
    110 years
    175 263 350 +4d%

    Wierdling (Elf) Starting Ages and Aging Effects
    Middle Age Old Age Venerable Maximum Age
    88 years
    192 237 262 +2d%

    Random Height and Weight
    Weirdlings are taller and thinner than their origin race.
    Base Height
    Height Modifier
    Base Weight
    Weight Modifier
    as origin race
    as origin race +1 die
    as origin race
    as origin race with –2 multiplier
    as origin race
    as origin race +1 die
    as origin race
    as origin race with –2 multiplier

    Favored Class Options
    The following favored class options are available to all Weirdlings who have the listed favored class, and unless otherwise stated, the bonus applies each time they select the favored class reward.
    Taking a page from dragonjek's entry, homebrew classes are marked in italics.

    • Alchemist add +10 minutes to the duration of the alchemist's mutagens.
    • Barbarian add +1/2 to the damage of the barbarian's natural weapons while raging.
    • Divine Blade add +1/2 point to their blessing pool.
    • Fighter add +1/4 to the fighter's CMD.
    • Monk add +1/3 to the damage dealt by the monk's unarmed strikes.
    • Oracle add +1/2 to the oracle's effective level when determining the effects of his curse.
    • Paladin add +1/2 to any magical healing the paladin does to himself.
    • Relicbound add +1/2 damage to the value listed for their divine strike.
    • Rogue add +1/2 to the rogue's CMB for the steal and disarm combat maneuvers.
    • Scientist add +1/5 rank in biology or physiology.
    • Sorcerer add +1/3 to the sorcerer's effective level when using bloodline powers, or +1/2 if he has the aberrant bloodline.
    • Summoner add +1/3 to the eidolon's evolution pool.
    • Titan Toppler add +1 foot to the range of his threatened area when using a weapon sized for a creature larger than himself, to a maximum of +10 feet. In combat, this has no effect until taken 5 times, at which point he extends his reach by 1 additional square.
    • Witch add +1/3 natural armor bonus to the AC of the witch's familiar.
    • Wizard add +1/3 to the number of uses per day of an arcane school power, or +1/2 if he is a transmutation specialist. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier.

    Spoiler: Ominous curse

    You have been tormented your whole life with visions of pain and suffering yet to come, and ghostly whispers of evil intent. While you have learned to cope with these nightmarish revelations, others find them quite dreadful and unsettling.

    Once per day, usually while you are sleeping, you suffer a terrible vision, as if you were the victim of a nightmare spell, though all damage the vision deals is nonlethal. The DC to resist the vision's effect is 10 + your hit dice + 5 per age category you have attained beyond adulthood (+5 at middle age, +10 at old age, and +15 at venerable age). Whenever a creature succeeds a Will save against a fear effect, you may speak an ill omen to that creature as an immediate action to force him to reroll that Will save and use the new result instead.

    At 5th level, when you speak an ill omen to a creature, that creature suffers a penalty on the reroll equal to your Wisdom modifier.

    At 10th level, when a creature fails its save as a result of your ill omen, the severity of the fear effect is increased by 1 step (from shaken to frightened, frightened to panicked, and panicked to cowering) if possible.

    At 15th level, you may speak an ill omen as a free action a number of times per round equal to your Charisma modifier. You may not target a single creature with your ill omen more than once per round.

    Spoiler: Weary Soul archetype
    Weary Soul

    Modified Class: The weary soul is an archetype of the antipaladin class, available to samsarans and other creatures that have lived a whole life of goodness and altruism.

    Weary souls were once do-gooders and champions of the common folk, driven to the brink of madness by the constant horrors they faced. They once fought the world's evils head on, face to face and toe to toe. But the world can be impossibly cruel, and heroes are often villainized in later years. After years of service and years of persecution and misunderstanding, a peoples' champion begins to feel a weariness that no other can comprehend.
    And for a reincarnated hero, death offers little in the way of respite. They are often reborn again with images and memories forever etched into their soul, eating away at their resolve. When they see the wickedness of the world rise up, they break and throw aside the last vestiges of their humanity, descending upon the world in a cleansing, violent purge. They spare no one, and punish the wicked and the devout alike, for their past has shown them that all men eventually succumb to evil's lure. They care nothing for how they are remembered, they do not fear death, and they are devoid of compassion and compromise.

    Class Skills: The weary soul adds Knowledge (history) to his list of class skills.

    Detect Evil (Su): This functions as the paladin ability of the same name, though the weary soul's criteria are often more strict and reveal any hint of evil in a creature's history.
    This replaces detect good.

    Judgement (Su): The weary soul can use a judgement once per day, as an inquisitor of the same level. However, he may not choose the healing, protection, or purity judgements. At 4th level, and every 3 levels thereafter, he gains one additional judgement per day, to a maximum of 7 uses per day at 19th level.
    This replaces smite good.

    Aura of Despair (Su): This ability functions as the antipaladin ability of the same name, except that the weary soul receives this aura at 3rd level, rather than 8th, and the penalty improves with his level. The penalty increases to –3 at 8th level, and increases by an additional –1 at every 5 levels thereafter, to a maximum of –5 at 18th level.
    This replaces plague bringer.

    Spells: The weary soul adds the following spells to his class spell list for the listed spell levels.
    1st - wrath
    2nd - castigate, rage
    3rd - overwhelming grief
    4th - shared wrath
    These are in addition to all other spells the weary soul can cast.

    Fiendish Boon (Sp): This functions as the antipaladin ability of the same name, except that the second type of boon forms pacts with undead creatures and vengeful spirits. This functions as animate dead, rather than summon monster. At 10th level, this instead functions as create undead, and improves to create greater undead at 15th level. He is still restricted to one companion, and the duration remains permanent.
    This replaces the second option for a weary soul's fiendish boon.

    Aura of Hopelessness (Su): At 8th level, the weary soul can force his pessimism and sense of hopelessness onto those around him. The use of this ability is a free action that functions as the crushing despair spell on all creatures within 10 feet of the weary soul. The save DC for this effect is 10 + 1/2 the weary soul's level + his charisma modifier. Creatures that fail their saves take the penalties for as long as they remain within his aura, and for a number of rounds afterward equal to his caster level. Creatures that succeed on their save are immune to this aura for 24 hours.
    This replaces aura of despair.

    Aura of Condemnation (Su): At 11th level, the weary soul can expend two uses of his judgement ability to grant the ability to make a judgement to all allies within 10 feet, using his bonuses and with the same restrictions he follows. Allies must use this judgement ability by the start of the weary soul's next turn and the bonuses last for 1 minute. Using this ability is a free action.
    This replaces aura of vengeance.

    Scourge of the Complacent (Su): At 20th level, the weary soul has become a perfect tool with which to cleanse the world of corruption and pain. His DR increases to 10/good. Whenever he strikes a creature while his judgement is active, he may spend a swift action to deal additional bonus damage to that creature equal to the damage inflicted by his touch of corruption. This does not expend a use of touch of corruption, nor does it apply any of his cruelties. He may not deal this bonus damage to a single creature more than twice in one day. In addition, whenever he uses touch of corruption or channel negative energy to damage a creature, the damage he deals is increased by 50% as though empowered.
    This replaces unholy champion.

    Code of Conduct
    A weary soul is a curious warrior, seeking to abolish all evil with little concern for his own piety or righteousness, or the innocence of others. Faithless and fueled by anguish and rage, the weary soul suppresses his contempt for those around him only so that he may purge more or greater evil from the world in the near future.
    As such, a weary soul has a very liberal code of conduct to which he must adhere. He may perform good acts and behave altruistically, though he does not gain any sense of purpose or reward by doing so. He must attempt to rid the world of great evils, and any time he enters a new region or culture he must set into motion a plan or course of action by which he will slay the most evil character in that region. If he abandons such a quest or goes more than a week without slaying a creature of great evil, his resolve begins to fade and he loses all class features until he resumes such a quest.
    This replaces the antipaladin's normal code of conduct and restrictions on alignment.

    Table: Class features changed or replaced by this archetype
    Smite good Cruelty
    Class skills Weapon and armor Aura of evil Code of conduct Detect good 1 4 7 10 13 16 19 Unholy resilience Touch of corruption Aura of cowardice Plague bringer 3 6 9 12 15 18 Channel negative energy Spells Fiendish boon Aura of despair Aura of vengeance Aura of sin Aura of depravity Unholy Champion
    C C X X X X X X X X X C C X* X X

    Spoiler: Crusader's Blade
    Crusader's Blade (Combat)
    You can pour divine energy into your weapon for extra damage.

    Prerequisites: Lay on hands class feature or touch of corruption class feature; Weapon Focus; Ability Focus (lay on hands or touch of corruption); base attack bonus +6.

    Benefit: When you attack with the weapon for which you have weapon focus and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use a swift action to expend a daily use of that feature to deal its normal damage as if you had hit with the feature’s normal touch attack. This extra damage is not multiplied if you scored a critical hit, and is in addition to the damage dealt by your weapon.

    Spoiler: Word of Harming
    Word of Harming
    By uttering a single, ominous word, your profane energy passes through the air to wrack pain upon a subject at a distance.

    Prerequisites: Touch of corruption class feature

    Benefit: You may use your touch of corruption to harm another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target takes half the damage they would have taken if you had touched them, but suffers the effects of your cruelties as normal.

    Spoiler: Reward of Suffering
    Reward of Suffering
    The suffering of others fills you with vitality and vigor, and this is most prominent with your unholy touch.

    Prerequisites: Touch of corruption class feature

    Benefit: Each time you use your touch of corruption ability to harm a creature, you heal a number of hit points equal to your Charisma bonus. This ability has no effect if you use touch of corruption to heal undead.

    Spoiler: Hellfire Grasp
    Hellfire Grasp
    Your supernatural touch burns and engulfs your opponent in hellfire.

    Prerequisites: Tiefling or other outsider with connections to Hell or the Abyss; touch of corruption class feature

    Benefit: When you use your touch of corruption ability to harm a creature, you may choose to make half the damage fire, rather than negative energy. If you do, and the defending creature fails its save against the damage, it is set on fire for a number of rounds equal to your Charisma modifier. A creature set on fire takes 1d6 fire damage immediately, as well as an additional 1d6 damage each round at the end of its turn until the fire is extinguished. The creature may attempt to put our these flames as a full round action, though he must succeed a reflex save to do so, at the same DC as the initial save of your touch of corruption.
    Last edited by gr8artist; 2014-08-18 at 11:01 PM.
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