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  1. - Top - End - #1
    Ettin in the Playground
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    Default GiTP Pathfinder Grab Bag Competition XXII: Third Law

    Third Law




    "Any sufficiently advanced technology is indistinguishable from magic."

    "Any sufficiently analyzed magic is indistinguishable from SCIENCE!"



    ~~~~~~~~~~


    This contest begins with the posting of this thread and continues through until the 15th of January.

    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 23rd of January. You will be casting five votes, one for what you believe deserves first, second and third places, one for the entry you believe would most likely see play (either in a game you would DM/GM or in a game you yourself would play in) and one for the entry you believe was the most unique entry for the competition. [All three types of votes may be for the same entry.]

    All winners will receive a pixelated trophy that I create myself with my slightly less limited skill with Power Point. In the case of any ties I will cast the tie breaking vote.

    Rules

    1. You will be creating an original Archetype or Base Class or Monster or Prestige Class or Race or Template that is based around the concept of magitech (the fusion of magic and science) or technology in general. Entries could take the form of a mad scientist base class, a prestige class that uses electricity to amazing results, a monster that is a literal living tank or a race of gremlins that steal from other civilizations to advance.

    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.

    -*-*-*-
    Last edited by Tanuki Tales; 2013-12-28 at 11:08 AM.

  2. - Top - End - #2
    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    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.


    Spoiler
    Show
    [b][SIZE="3"][U]Archetype Name[/U][/SIZE][/b]


    [b]Modified Class:[/b] Please note which class this is an Archetype for here.


    A general description of what your Archetype is!


    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b] 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.

  3. - Top - End - #3
    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    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):



    Spoiler
    Show
    [CENTER][b][SIZE="3"][U]Base Class Name[/U][/SIZE][/b]

    Put an image of your class here!

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!


    [b]Role:[/b] What your class does in and for a party.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Hit Die:[/b] dx

    [b]Starting Gold:[/b] 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.).

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

    [B]Skill Ranks per Level:[/B] (x + Int modifier)


    [B]C[SIZE="1"]LASS NAME[/SIZE][/B]
    {table=head][b]Level[/b]|[b]Base Attack Bonus[/b]|[b]Fort Save[/b]|[b]Ref Save[/b]|[b]Will Save[/b]|[b]Special[/b]

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    11th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    12th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    13th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    14th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    15th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    16th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    17th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    18th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    19th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    20th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] 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.)!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]

  4. - Top - End - #4
    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    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.

    Spoiler
    Show
    [center][SIZE=5]Name[/SIZE][/center]

    [i]Short Physical Description[/i]
    [b]Name[/b] [b]Challenge Rating[/b]
    [b]XP X[/b]
    <Alignment> <Size> <Type>
    [b]Init[/b] +X; [b]Senses[/b] ; Perception +X

    [size=4][b]Defenses[/b][/size]

    [b]AC[/b] X, Touch X, flatfooted X; ( modifiers )
    [b]hp[/b] (dX+X);
    [b]Fort[/b] + X, [b]Ref[/b] +X, [b]Will[/b] +X

    [size=4][b]Offenses[/b][/size]

    [b]Speed[/b] X ft.
    [b]Melee[/b] Weapon +X (dX+X)
    [b]Space[/b] X ft.; [b]Reach[/b] X ft.
    [b]Special Attacks[/b]

    [size=4][b]Statistics[/b][/size]

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

    [size=4][b]Special Abilities[/b][/size]

    Special abilities go here.

    [size=4][b]Ecology[/b][/size]

    [b]Environment[/b]
    [b]Organization[/b]
    [b]Treasure[/b]

    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.

  5. - Top - End - #5
    Ettin in the Playground
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    Male

    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    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):


    Spoiler
    Show
    [CENTER][b][SIZE="3"][U]Prestige Class Name[/U][/SIZE][/b]

    Put an image of your class here!

    [i]Put a quote by or about a member of your class here![/i][/center]

    A general description of what your class is!


    [b]Role:[/b] What your class does in and for a party.

    [b]Alignment:[/b] What alignment or alignments your class may have and why.

    [b]Hit Die:[/b] dx

    [size=4][b]Requirements[/b][/size]
    To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
    :
    :
    :
    :

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

    [B]Skill Ranks per Level:[/B] (x + Int modifier)


    [B]C[SIZE="1"]LASS NAME[/SIZE][/B]
    {table=head][b]Level[/b]|[b]Base Attack Bonus[/b]|[b]Fort Save[/b]|[b]Ref Save[/b]|[b]Will Save[/b]|[b]Special[/b]

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

    [B]Class Features[/B]
    All of the following are class features of the CLASS NAME.

    [b]Weapon and Armor Proficiencies:[/b] 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.)!

    [b]CLASS FEATURE NAME (Ex, Su, Sp, Ps):[/b]

  6. - Top - End - #6
    Ettin in the Playground
    Join Date
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    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    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
    Show
    [spoiler][SIZE="4"]RACE NAME[/SIZE]

    A brief overview of the race.

    [b]Physical Description:[/b] Speaks for itself.

    [b]Society:[/b] Speaks for itself.

    [b]Relations:[/b] What the race thinks of other races, and what other races think of them.

    [b]Alignment and Religion:[/b] 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.

    [b]Adventurers:[/b] Reasons members of the race take up adventuring.

    [b]Male Names:[/b] A list of sample names males usually take.

    [b]Female Names:[/b] A list of sample names females usually take.

    ---

    [SIZE="3"][B]RACIAL TRAITS[/B][/SIZE]

    [list]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[/list]

    ---

    [B]Random Starting Ages[/B]
    {table="head"][CENTER]Adulthood[/CENTER]|[CENTER]Intuitive[/CENTER]|[CENTER]Self-Taught[/CENTER]|[CENTER]Trained
    X years[/CENTER]|[CENTER]+XdY[/CENTER]|[CENTER]+XdY[/CENTER]|[CENTER]+XdY[/CENTER][/table]

    [b]Aging Effects[/b]
    {table="head"][CENTER]Middle Age[/CENTER]|[CENTER]Old[/CENTER]|[CENTER]Venerable[/CENTER]|[CENTER]Maximum Age
    X years[/CENTER]|[CENTER]X years[/CENTER]|[CENTER]X years[/CENTER]|[CENTER]+XdY years[/CENTER][/table]

    [b]Random Height and Weight[/b]
    {table="head"][CENTER]Gender[/CENTER]|[CENTER]Base Height[/CENTER]|[CENTER]Height Modifier[/CENTER]|[CENTER]Base Weight[/CENTER]|[CENTER]Weight Modifier
    Male[/CENTER]|[CENTER]X'Y"[/CENTER]|[CENTER]+XdY[/CENTER]|[CENTER]X lb.[/CENTER]|[CENTER]× (X) lb.
    Female[/CENTER]|[CENTER]X'Y"[/CENTER]|[CENTER]+XdY[/CENTER]|[CENTER]X lb.[/CENTER]|[CENTER]× (X) lb.[/CENTER][/table]

  7. - Top - End - #7
    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    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.


    Spoiler
    Show
    [center][size=5]Template Name[/size][/center]


    Here is where you provide the flavor text describing the template.


    [size=5]Creating a Template Name[/size]

    "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.

    [b]CR:[/b] List the change (if any) to the base creature's challenge rating here.

    [b]AL:[/b] List the change (if any) to the base creature's alignment here.

    [b]Size and Type:[/b] List the change (if any) to the base creature's size, type and subtype(s) here.

    [b]Senses:[/b] List the change (if any) to the base creature's senses here.

    [b]Armor Class:[/b] List the change (if any) to the base creature's armor class here.

    [b]Hit Dice:[/b] 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.

    [b]Defensive Abilities:[/b] List the change (if any) to the base creature's defensive abilities here.

    [b]Weaknesses:[/b] List the change (if any) to the base creature's weaknesses here.

    [b]Speed:[/b] List the change (if any) to the base creature's speed here.

    [b]Attacks:[/b] List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

    [b]Damage:[/b] List the change (if any) to the base creature's damage here.

    [b]Space and Reach:[/b] List the change (if any) to the base creature's space and reach here.

    [b]Special Attacks:[/b] List the change (if any) to the base creature's special attacks here.

    [b]Special Qualities:[/b] List the change (if any) to the base creature's special qualities here.

    [b]Ability Scores:[/b] List the change (if any) to the base creature's special qualities here.

    [b]Skills:[/b] List the change (if any) to the base creature's skills here.

    [b]Feats:[/b] List the change (if any) to the base creature's feats here.

  8. - Top - End - #8
    Orc in the Playground
     
    Stake A Vamp's Avatar

    Join Date
    Jan 2013

    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    Role: the Priest of the Living Effigy is itself primarily a caster, though it's effigy is useful as a warrior.

    Alignment: a priest may be of any alignment compatible with their god

    Hit Die: d8

    Requirements
    To qualify to become a Priest of the Living Effigy, a character must fulfill all of the following criteria.
    :Ability to cast level 3 divine spells
    :5 ranks in Knowledge (Engineering) and Knowledge (Religion).
    : Must be a member of the Gnome race.
    : Craft Construct feat
    :must serve a gnomish god

    Class Skills
    The Priest of the Living Effigy's class skills (and the key ability for each skill) are
    Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Engineering) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)

    Skill Ranks per Level: (4 + Int modifier)


    Priest of the Living Effigy
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Clockwork Effigy|+1 level of existing divine spellcasting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |construct channeling|+1 level of existing divine spellcasting class

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Effigy of healing|+1 level of existing divine spellcasting class

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Priest of Mechanics|+1 level of existing divine spellcasting class

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Effigy of Mercy|+1 level of existing divine spellcasting class

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Priest of tinkers|+1 level of existing divine spellcasting class

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Effigy of glory|+1 level of existing divine spellcasting class

    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Sheppard of Flarnigan|+1 level of existing divine spellcasting class

    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Effigy of power|+1 level of existing divine spellcasting class

    10th|
    +7+2
    |
    +3
    |
    +3
    |
    +7
    |Effigy no Longer|+1 level of existing divine spellcasting class[/table]

    Class Features
    All of the following are class features of the Priest of the Living Effigy.

    Weapon and Armor Proficiencies: Priests of the Living Effigy gain no new proficiency


    Clockwork Guardian (Sp): at first level, the Priest of the Living Effigy gets the ability to create a Clockwork Effigy. this costs no GP but takes one week of intense study, meditation, and craftsmaship. every Priest of the Living Effigy level thereafter, the Clockwork Effigy gains a hit die, gaining ability bonuses whenever it's hit dice reach a number divisible by four. These Clockwork Effigy's resemble large, beautiful gnomes, though the exact features are at the choice of the creator (and their divine inspiration).

    Construct Channeling(Su,): at second level, a Priest of the Living Effigy's channeling ability applies to constructs as well as living beings.

    Effigy of Healing(Su,): When a Priest of the Living Effigy reaches third level, their effigy gains some of the powers of the spirit it will someday house. thrice per day, their clockwork effigy may use Cure Moderate Wounds as a spell-like ability

    Priest Of Mechanics(Ex): upon reaching fourth level, a Priest of the Living Effigy may craft magical items more efficiently, and magic item creation only costs him half the gold it normally would

    Effigy of Healing(Su,): When a Priest of the Living Effigy reaches fifth level, their effigy gains more of the powers of the spirit it will someday house. thrice per day, their clockwork effigy may use Remove Curse as a spell-like ability

    Priest Of Mechanics(Ex): upon reaching fourthsixth level, a Priest of the Living Effigy gains knowledge of the tinkerer's of old. they gains the forge ring feat as a bonus feat. if they already have that, they may choose and other magical item creation feat for which they meet the prerequisites in it's stead


    Effigy of Glory (Su,): When a Priest of the Living Effigy reaches seventh level, their effigy gains even more of the powers of the spirit it will someday house. twice per day, their clockwork effigy may use Burst of Glory as a spell-like ability

    Sheppard of Flarnigan (Su): upon reaching eighth level, a Priest of the Living Effigy gains great standing before his god. in their honor, the gods defend them. the Priest of the Living Effigy adds her charisma bonus (if positive) to all her saves.

    Effigy of Healing (Su,): When a Priest of the Living Effigy reaches ninth level, their effigy gains a great portion of the powers of the spirit it will someday house. once per day, their clockwork effigy may use Holy Word as a spell-like ability

    Effigy No more (Su,): When a Priest of th Living Effigy reaches 10th level, thier clockwork Effigy becomes a sentient being. It gains the living construct, and native outside subtypes, an intelligence score equal to it's creators, skill points and feats as appropriate for it's hit-dice, and becomes able to act of it's own initiative. it is still loyal to it's creator, and will continue to adventure with them as long as it is treated well, and thier adventure serve good.

    Clockwork Effigy

    with gleaming copper armour, holding aloft a massive sword
    Clockwork Effigy CR 5
    XP 1,600
    <neutral good> <medium> <construct (extraplanar, good)>
    Init +2; Senses darkvision 60 ft ; Perception +X

    Defenses

    AC 19, Touch 12, flatfooted 17; ( modifiers )
    hp53 (6d10+20);
    Fort + 2, Ref +4, Will +2

    Offenses

    Speed 30 ft.
    Melee longsword +10 (1d8+3+1d6 holy vrs. evil aligned creatures)
    Space 5 ft.; Reach 5 ft.
    Special Attacks
    holy weapons

    Statistics

    Str 16, Dex 14, Con -, Int -, Wis 12, Cha 10
    Base Atk +6; CMB +9; CMD 21
    Feats-
    Skills -
    Languages celestial, gnomish

    Special Abilities
    construct traits
    DR5/evil

    Ecology

    Environment any
    Organization solitary, inquisition (2-6), host (4-12)
    Treasure +i breastplate, masterwork heavy steel shield, masterwork longsword, standard

    created by gnomish priests, these effigies, give life by the power of the gnome god Flarnigan often serves as guards for gnomish temples, or companions for traveling priests. when their charges (the temples or priests they protect) are threatened, they hold their position in front of their charges often forming shield walls when they are in groups. the divine spark that powers them causes their arnaments to have holy properties.
    Last edited by Stake A Vamp; 2014-01-18 at 09:17 PM.
    my AMAZINF avatar by ceika

  9. - Top - End - #9
    Dwarf in the Playground
    Join Date
    Jul 2013

    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    iSheep

    A sheep, in an attractive yet functional white, with stylish black highlights.
    iSheep 1 CR1
    XP 400
    N medium construct
    Init +1; Senses darkvision 6o ft, low-light vision; Perception +0

    Defenses

    AC 16, Touch 11, flatfooted 15; (+1 Dex, +5 natural)
    hp 35 (2d10+20);
    Fort + 0, Ref +1, Will +0
    Immunities per construct type

    Offenses 2

    Speed 30 ft.
    Melee Graze App +4 (1d6+2)
    Space 5 ft.; Reach 5 ft.
    Special Attacks
    Bleat App(Ex)Breath weapon (1d6 sonic damage, 30 ft cone, Fort DC 11 or deafened, usable every 1d4 rounds)

    Statistics

    Str 15, Dex 13, Con --, Int --, Wis 11, Cha 4
    Base Atk +2; CMB +4; CMD 15 (+19 vs tripping)

    Special Abilities
    Bleat App(Ex)
    The iSheep has a 30ft cone breath weapon which it can use as a standard action. Anyone within the cone takes 1d6 sonic damage and must make a Fortitude save (DC 11) or be deafened for 1d6x10 minutes. This ability may be used every 1d4 rounds.

    Wool App(Su) 3
    This App activates with a standard action and remains active until shut off. While active, anyone of 4HD or less who comes into physical contact with the iSheep must make a Will save (DC11) or immediately fall asleep.

    Ecology

    Environment Any 4
    Organization solitary, 2-6 Friend Group 5
    Treasure none

    (Excerpt from the iSheep reveal presentation:) This is the electric sheep that any android has been dreaming about! It shows our sophisticated design language with it's simple white, yet incredibly soft, body exterior, yet our users can freely modify the look and color of our iSheep with a wide variety of accessories. You can finally have a sheep in wolf's clothing!

    And that variety continues with a solid selection of included apps, plus many more which you can retrieve from our store! The Graze app will maintain your yard constantly, leaving a lawn and shrubbery precisely at the length and shape that you want, while those same teeth leave you and your family protected from marauders. The Bleat app will provide a wide array of soothing noises as well as an effective alarm deterrent. And finally, your standard iSheep has it's Wool app, which can give you a good night's rest, every night. Just a small selection of the options that your iSheep will provide you.

    The iSheep will do this for you just under two thousand gp! A remarkable price for our remarkable customers. Become one of the iSheeple, and innovate!


    (1)All statistics are made based upon an activated iSheep with no upgrades installed. A valid EULA must be filled out and validated before the iSheep may be activated. (2) All offensive capabilities are to be used in a safe and lawful manner. The company shall not take any responsibility for damages or injury of improperly used iSheep or official supplemental products. (3) Not to be used as a sleep aid without prior consent of a qualified apothecary who is aware of all inherent or afflicted conditions the user may have. (4) Assuming that the iSheep is properly maintained in accordance to the EULA, User's Manual, and any issued supplemental care instructions. (5) Additional iSheep are not included and must be purchased separately.
    Last edited by SassyQuatch; 2013-12-30 at 04:23 AM.

  10. - Top - End - #10
    Bugbear in the Playground
     
    malonkey1's Avatar

    Join Date
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    Location
    In the Playground. Duh.
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    BENDING UNIT

    Bending units are robots specifically designed to bend girders, pipes and other items. While most are well-behaved, a few are prone to rebellion. This is a Monstrous race, and not recommended for new players or low-powered campaigns.

    Physical Description: They are roughly humanoid, with cylindrical bodies and round-topped heads tipped with a single metal antenna. They also have shiny metal a backsides.

    Society: They lack any coherent society of their own, being generally servile to humans. Many, however, rise to prominence within human communities.

    Relations: Most see them as equals, surprisingly, but this may be a result of their astoundingly human-like programming and endearing (if...off-kilter) mannerisms.

    Alignment and Religion: While most tend to be Neutral, some develop more...extreme personalities. It's a bug, and MomCorp says they'll patch it...

    Adventurers: Most simply accompany their masters, but a few have their own goals. "Finding" free will, jokingly called "Free Will Hunting" is a common one.

    Names: They often bear human names, although less creative masters may simply call them "Bender".

    ---

    RACIAL TRAITS
    • Construct: Bending Units are constructs, and as a result, they have low-light vision, darkvision (60 ft.), immunity to: healing spells, ability damage, ability drain, fatigue, exhaustion, energy drain, nonlethal damage, any effect requiring a Fortitude save, death due to massive damage, and resurrection. Unlike most constructs, Bending Units are surprisingly intelligent. This is a double-edged sword, granting them a full consciousness, but leaving them vulnerable to mental attack. Bending Units are not immune to mind-affecting effects.
    • Medium
    • Ability Scores:Bending Units are smart and physically strong, but tend to be oblivious or foolhardy. +2 Int, +2 Str, -4 Wis
    • Languages: Bending Units speak Common, plus their master's native language (if applicable). Their bonus languages include Binary (the language of robots and computers), Draconic, Elven, Dwarven and Aklo (standing in for Alienese)
    • 40% Dolomite: Bending Units are highly heat-resistant, receiving fire resistance 5
    • 40% Titanium: Bending Units are made of an intensely durable material thrat grants them DR 10/magic.
    • 40% Copper: Bending Unit metal is highly conductive, granting them electricity resistance 5.
    • 40% Scrap Metal: Bending Units are highly adaptable, receive a bonus skill point at each level.
    • 40% Empty: Bending Units have an internal storage space capable of holding about 3 cubic feet of items. This still counts for encumbrance, but a bending unit can always find any object contained in this internal space without needing to search. Damage dealt from within this space bypasses damage reduction automatically. Sleight of Hand checks made to take items from this internal space take a -10 penalty. Additionally, Stealth checks made to hide an item on the bending unit's person receive a +5 racial bonus, if and only if it hides the object in this internal space.
    • Radio Transmission: Bending Units can use their antennae to communicate with other creatures and object with radio transmission within 100 feet of them.
    • Power Bending Arms: Bending Units are specifically designed for bending things. As a result, their Strength is counted as double when making Strength checks or Strength-based checks, but only for bending objects.
    • Extendo-arm: Bending Units have extendable arms, granting them a reach of 10 feet.

    ---

    Random Starting Ages
    {table="head"]
    Adulthood
    |
    Intuitive
    |
    Self-Taught
    |
    Trained
    2 years
    |
    +1
    |
    +1d4
    |
    +1d6
    [/table]

    Aging Effects
    bending units are not subject to aging, and are able to theoretically run forever on clean-burning alcohol.

    Height and Weight: All Bending units are exactly 5'11", and weigh 450 pounds.
    Last edited by malonkey1; 2013-12-29 at 07:22 PM.
    White is my color for internal monologue. (without the black highlight, of course)

    Judge's choice in the Pathfinder Grab Bag XIX
    Spoiler
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    Avatar by the ever-brilliant Ceika


    Paizocarnum - A 3.p update of Incarnum, now in PDF!
    The Beastmaster: Master of Beasts! (Pathfinder homebrew class)

  11. - Top - End - #11
    Bugbear in the Playground
     
    gr8artist's Avatar

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    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    Spoiler: Scrapped in favor of the 'Scientist' below
    Show
    Tinkerer

    Put an image of your class here!

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

    The tinkerer designs short-term magical items in the heat of battle, and uses his unique inventions to wreak havoc on the technologically unaware.

    Role: Much like the alchemist, a tinkerer serves as a well-rounded skill and support based character. He controls the battlefield and provides bonuses to his allies while obstructing his opponents' plans and tactics.
    Spoiler: Ability/Design summary
    Show
    The tinkerer is designed as a utilitarian caster. Because of his high-powered concept, he has a very limited energy pool, which replenishes slowly over time. He crafts his contraptions ahead of time, though he can make them in battle if necessary by assembling parts and pieces that could serve multiple functions. Most of his devices do little or nothing while unpowered, and they retain their abilities for a short time after being "turned on," which prevents the tinkerer from setting himself and his team up with a whole stack of useful buffs. Instead, he must decide in the heat of battle how best to spend his limited resources.
    For offense, he uses his base ability Voltblast to deal moderate damage at close range, or his offensive contraptions for more sustained combat. With offensive modules to emulate spell effects like burning hands and lightning bolt, he can unleash a powerful burst if he's prepared to do so.
    For defense, he sets himself and his team up with unpowered gear, activating their defenses as each member becomes endangered, to save power. With defensive and support modules for things like protection from arrows and haste, he can start the battle off with a short-lived but sizeable advantage for his team.
    For utility, he can carry a wide variety of parts to assemble into half-a-dozen useful tools, and use clockwork minions and equipped devices to spread his help around.
    The tinkerer should be a high-prep, high-cost, high-payout utilitarian.


    Alignment: Tinkerers may be of any alignment, though they typically prefer to keep their attention focused on research and development, rather than philosophy or religion.

    Hit Die: d8

    Starting Gold: 4d6 x 10 gp (140 gp average) plus an outfit costing 10 gold or less.

    Class Skills
    The Tinkerer's class skills (and the key ability for each skill) are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).

    Skill Ranks per Level: 8 + Int modifier

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

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Technomancy, Voltblast 1d4, Contraptions

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Schematic

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Voltblast 1d6, Trapfinding

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Schematic

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Voltblast 1d8, Metallurgy

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Schematic

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Voltblast 1d10, Improved Activation Charge (60 ft.)

    8th|
    +6/+1
    |
    +2
    |
    +6
    |
    +6
    |Schematic

    9th|
    +6/+1
    |
    +3
    |
    +6
    |
    +6
    |Voltblast 2d6, Improved Utility Charge

    10th|
    +7/+2
    |
    +3
    |
    +7
    |
    +7
    |Greater Schematic

    11th|
    +8/+3
    |
    +3
    |
    +7
    |
    +7
    |Voltblast 2d8, Improved Blasting Charge

    12th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Greater Schematic

    13th|
    +9/+4
    |
    +4
    |
    +8
    |
    +8
    |Voltblast 2d10, Improved Activation Charge (90 ft.)

    14th|
    +10/+5
    |
    +4
    |
    +9
    |
    +9
    |Greater Schematic

    15th|
    +11/+6/+1
    |
    +5
    |
    +9
    |
    +9
    |Voltblast 4d6

    16th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Greater Schematic

    17th|
    +12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |Voltblast 4d8

    18th|
    +13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    |Grand Schematic

    19th|
    +14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    |Voltblast 4d10

    20th|
    +15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |Grand Schematic[/table]

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

    Weapon and Armor Proficiencies: The tinkerer is proficient with light and medium armor, with all simple weapons and with all crossbows.

    Technomancy (Su): One of the tinkerer's primary abilities is the conversion of his body's natural magical aura (the same aura an alchemist uses to create his extracts) into a tangible energy form. This conversion renders his aura into a pseudo-magical energy unit commonly called the manavolt (or volt for short). The tinkerer uses his volts to power his devices and his uncanny abilities.
    The tinkerer's maximum manavolt pool is equal to 3 + his class level + his charisma modifier. This pool is refreshed each morning after a full night's rest, and he also regains 1 manavolt every hour while awake. When regaining manavolts, the tinkerer cannot exceed the normal limit of his volt pool.
    The tinkerer may spend these manavolts to power his contraptions (as listed under the specific contraptions found under the tinkerer's schematics) or to use one of the following abilities:
    • Utility Charge: The tinkerer may expend his manavolts when using magical items, rather than drain magical energy from the items themselves. When doing so, there are two primary benefits. First, the tinkerer suffers no loss in physical resources; wands retain their charges, staves their spell slots, and scrolls remain intact. Secondly, the tinkerer may choose to have the spell or effect manifest at his class level, or the item's default caster level, whichever is higher. When using this ability, the tinkerer must spend a number of volts equal to the spell level of the effect he is activating.
      At level 9, you may recharge wands and staves by spending manavolts with utility charge. Doing so is a standard action that costs a number of volts equal to twice the spell level of the charge being refunded. (So putting another charge of magic missile in your magic missile wand costs 2 volts.)
    • Activation Charge: As a standard action, the tinkerer may choose any number of his contraptions that remain within 30 feet of him, and to which he has line of effect. He may spend any number of manavolts, up to his intelligence modifier, and divide those volts between the contraptions selected as he desires. This can be used to activate a contraption for the first time in a scene, or after the device's initial activation has ended.
      At level 7, you may use activation charge on any contraptions within 60 feet. At level 13, this increases to 90 feet.
    • Blasting Charge: The tinkerer may spend manavolts to empower his voltblast ability (see below). For each volt spent in this way, he may increase the voltblast's range by 1 step (from touch to close, medium, then long) or increase the voltblast's damage by 1 step (as though he were two levels higher). Should the tinkerer spend enough manavolts, he may exceed the 4d10 listed damage of the voltblast ability. In this case, use the dice size listed 3 steps lower, but double the number of dice listed there. So, the next step past 4d10 is 8d6, then 8d8, 8d10, and 16d6... etc.
      Beginning at level 11, you may spend 2 manavolts when making a voltblast to fire a second voltblast as a free action. You take a -2 penalty on both attack rolls, and you cannot have anything in either hand which would prevent you from making a voltblast in that hand. This secondary voltblast deals the same damage and has the same range as the initial blast, but can be made at the same or a different target. When making two voltblasts, increase their damage by 1 step for every 2 manavolts spent, but their range increases 1 for 1 like normal. Anything which modifies one voltblast is copied in the other, such as the effects of a blasting rod or other device.

    Voltblast (Sp): As a standard action, the tinkerer may make a melee touch attack against any opponent within reach. This is a magical attack that deals 1d4 points of electric damage. The tinkerer may only use this ability while he has at least 1 volt remaining in his manavolt pool. By choosing to spend manavolts when using this ability, the tinkerer may improve the damage or range of the voltblast. Voltblast's damage increases by 1 die step at every odd level, and increases by 1 die step per volt spent to increase its damage. Each volt spent to increase voltblast's range increases its range by 1 step, from touch to close to medium to long. When attacking at range, treat voltblast as a ray, a ranged touch attack requiring line of effect to the target. When calculating distance, your voltblast caster level is equal to your class level.

    Contraptions: The tinkerer begins play knowing a number of contraptions equal to 3 + his intelligence modifier, chosen from the list below. As he progresses in level, he will gain schematics which will improve his existing contraptions or grant him new contraptions entirely. The tinkerer carries around a great deal of spare parts and mechanical devices which can be arranged into a nearly infinite variety of designs.
    Each contraption has a complexity rating, indicating the time and difficulty of assembly, as well as the cost in materials should it break. Assembling a contraption takes a number of rounds equal to its complexity rating, and has a craft (contraption) DC equal to 5 x its complexity. Contraptions can be damaged with the disable device skill, and the DC of this check is 20 + its complexity + its designer's intelligence modifier.
    After assembly, contraptions remain intact indefinitely, though most only provide their benefits while activated. Activating a contraption is a standard action, and the contraption remains active for a set amount of time, usually depending on how many volts were spent in its activation.
    Broken contraptions immediately lose all benefits they may grant, cannot be activated, and must be repaired before further use. The cost of repair is 10 gold x the complexity of the contraption, and takes 1 minute. If a contraption is destroyed entirely, it costs the tinkerer resources equal to 20 gold x the contraption's complexity. Disabling a contraption with the disable device skill causes it to be broken. Most devices have the same hardness and hit points as the materials they are made of, normally steel unless otherwise indicated.
    When a contraption calls for a saving throw, the DC is 10 + the tinkerer's intelligence modifier + 1/2 the tinkerer's class level, unless otherwise stated.
    Spoiler: Contraptions
    Show
    • Clockwork Pawn. Complexity 2. Activation 1 volt / 4 rounds.
      The clockwork pawn is a diminutive construct with 5 hp and a +2 armor bonus from his metallic casing. While active, the pawn has 1 strength and 12 dexterity, though as a mindless construct its other ability scores are all nil. While active, the pawn has a 10 ft. base move speed, and can traverse difficult terrain without trouble. The pawn is powered by its master's magic, and the inventor can use that magic to direct the pawn telepathically and effortlessly. The pawn has a +2 bonus on climb checks, a +12 size bonus on stealth, and a -5 penalty to swim checks. The pawn cannot communicate, but can respond to its creator's questions in non-verbal manners. When the pawn's activated duration expires, it immediately becomes immobile until it can be activated again or disassembled. The pawn has darkvision 30 feet, and its controller can see everything the pawn sees while it is active. This constant information is distracting, and the tinkerer suffers a -2 penalty to attack rolls while he sees anything through his construct's vision.
      A clockwork pawn may have up to 2 offense or tactical modules attached to it.
    • Blasting Rod. Complexity 1. Activation 1 volt / 3 rounds.
      The blasting rod is crafted as a short stick, held in hand, through which your voltblasts pass for greater effect. While holding the active blasting rod, you may choose one of the following effects to add to any voltblast you make, at no additional manavolt cost.
      * Explosive burst: On a successful hit with the voltblast, all creatures within 5 feet of the target take damage as though they had also been hit by the attack. Increase this range by 5 ft. per manavolt spent to increase the voltblast's damage, to a maximum of 20 ft. at 3 volts. You cannot add precision damage or critical hits to this area of effect damage. A successful reflex save halves this damage.
      * Piercing Bolt: This voltblast deals damage as though it were one step weaker than it otherwise would be, to a minimum of 1d3 damage. This voltblast erupts into a wide beam upon impact, becoming a 30 ft. line from the first target hit. This line follows the same direction as the original attack, and increases in range 30 ft. for each manavolt spent to increase the original voltblast's range. All targets within the line take damage as though they had been hit by the initial voltblast. A successful reflex save halves their damage
      * Concussive Strike: Creatures damaged by this voltblast must make a successful fortitude save or become stunned for 1 round.
      * Elemental Shift: This attack deals a different type of damage from normal, chosen by you. You may choose to have this attack deal acid, cold, electric, or fire damage.
      No modules may be attached to the blasting rod.
    • Abjurant Armor. Complexity 3. Activation 1 volt / 5 rounds.
      The abjurant armor is designed as part of a suit of armor or garb, usually a bracer, pauldron, or brooch, and it occupies the magical item slot appropriate for its design. When active, the creature wearing this contraption is surrounded in a weak forcefield that gives him a +2 deflection bonus to his AC, and a +1 resistance bonus to his saves.
      Abjurant armor may have up to 2 offense or support modules attached to it.
    • Voltaic Conductor. Complexity 1. Activation 1 volt / 3 rounds.
      The voltaic conductor is designed as an attachment to an existing melee weapon. A single voltaic conductor may be re-used, and attached to different weapons over the course of its lifetime.
      You may use your voltblast ability as a swift action once per round immediately after you hit an opponent with the base weapon. When doing so, you may not use other contraptions or devices to strengthen or empower your voltblast, nor may you increase the voltblast's range. If your attack was a critical hit, increase the voltblast's damage a number of steps equal to your weapons critical multiplier.
      No modules may be attached to the voltaic conductor.
    • Astragraphical Lantern. Complexity 3. Activation 1 volt / minute.
      This lantern sheds light as a torch while you hold it, as long as you have at least 1 volt in your manavolt pool. Non-blind creatures get a +2 bonus on checks to dispel, resist, or disbelieve illusions whose visual manifestations enter the lantern's light.
      Upon activation, the lantern's light radius increases to 30 feet, and it changes color after 1 round if magical auras (other than your own) are within this radius. After 2 rounds, the lantern's flame splits apart to indicate the number of magical auras in the area, and the flame representing the most powerful aura flickers quickly, indicating its relative strength. After 3 rounds, each flame leaves the lantern (which continues to glow) and hovers near the magical aura it represents, flickering to indicate the aura's strength. At this point, you may try and identify the magical auras as if you had cast detect magic to reveal them.
      The astragraphical lantern may be equipped with up to 1 offense, support, or tactical module.
    • Skyrunner Greaves. Complexity 2. Activation 2 volts / minute.
      The skyrunner greaves are always constructed to function as armored boots. The heavy boots are great for curb-stomping, and deal 2 points of extra damage if used in an unarmed strike. This damage is doubled against prone opponents. You gain a +2 bonus to resist trip attempts while wearing the boots.
      Upon activation, the greaves give the wearer speed and agility, increasing his base land speed by 10 ft., and giving him a +5 competence bonus on acrobatics checks. This speed helps when charging as well, increasing the attack bonus from a charge to +5, rather than +2.
      The skyrunner greaves may be equipped with up to 2 support modules.
    • Girdle of Physical Amplification. Complexity 3. Activation 1 volt / 2 rounds.
      This powerful belt circles the wearer's core, channeling and magnifying his inner strength and cellular health. While active the wearer gains a +2 enhancement bonus to his strength, dexterity, and constitution.
      The girdle of physical amplification may be equipped with up to 1 offense or support module.
    • Helm of Information. Complexity 3. Activation 1 volt / 5 rounds.
      This useful head-piece always occupies magical item slots for the head and eyes. Flip-down magnifying glasses provide a +5 bonus on checks to disable, construct, or repair delicate devices. A shaded piece of glass over one eye reduces light blindness and light sensitivity by one step, and grants a +2 bonus on checks to avoid becoming dazzled or blinded by bright light.
      When active, information appears inside the shaded glass, in the form of glowing runes and diagrams. This information allows the wearer to make knowledge checks using the creator's score or his own, whichever is higher. While active, the helm slowly reveals magical auras, as if using detect magic, and it grants a +2 bonus on saves against illusions. Finally, the wearer can calculate any distance, velocity, or angle as a swift action while the helm is active, reducing ranged attack penalties by 2 for the rest of the turn.
      The helm of information may be equipped with up to 2 offense, support, or tactical modules.
    • Buckler Bracer. Complexity 2. Activation 1 volt.
      Unlike most contraptions, which have a set activation duration, the buckler bracer changes shape and purpose when activated, and remains in the new form until activated again. The bracer switches between a shield-like form, and a collapsed, gauntlet-like form.
      In the shield-like form, the bracer functions as a light spiked shield and restricts movement of the hand, giving the wearer a -2 penalty on checks he makes with that hand. The shield has a hooked lower portion that provides a +2 bonus on disarm attempts made with it.
      In the gauntlet-like form, the bracer functions as a heavy metal armguard, and deals damage as a gauntlet one size larger if used as a weapon.
      In either form, the buckler bracer occupies the wrist slot for magical items. The buckler bracer may be equipped with up to 1 offense or support module. A character may wear up to one such bracer on each arm, but treats each as a separate contraption, allowing him to have an offensive module on one bracer, and a support module on the other.

    Schematic: Beginning at second level, and again at every even level afterward, the tinkerer gains one schematic chosen from the list below. Beginning at level 10, you may choose an greater schematic rather than a common schematic. At level 18, you may choose a grand schematic rather than a common or greater one.
    One of the most common types of schematics is the module.
    Most contraptions can be outfitted with modules, standalone devices which grant additional effects to the contraptions they are attached to. Attaching a module to a contraption is a standard action that provokes attacks of opportunity. Once attached, modules are considered a part of the base contraption until removed by the tinkerer himself, or the contraption is destroyed, at which point the module is destroyed as well. Modules must be activated at the same time as the base contraption, but the contraption may also be activated by itself, rather than in unison with its modules. Activating modules costs 1 manavolt, in addition to the normal activation cost of the contraption, and that single volt serves to activate all modules attached to the target contraption. It is impossible to activate some of the modules on a contraption without activating others.
    Modules are categorized by type, and a single contraption may not have modules of different types equipped to it. The most common types are offense, support, and tactical.
    Modules use the same DC's and durations as the contraptions they are attached to. When activating a contraption for multiple intervals (such as paying 2 volts for a 1/4 round activation for a total duration of 8 rounds), calculate the modules' cost and duration last. (In this example, 3 volts would activate the contraption and its modules for 8 rounds.)
    Spoiler: Basic Schematics
    Show
    • Metamagic Transmuter: A few tinkerers go out of their way to harness arcane magic in its natural form. This device allows the tinkerer to offset his metamagic costs for arcane spells by spending manavolts instead. When applying metamagic to a spell being spontaneously cast, the tinkerer may spend any number of manavolts up to the metamagic's spell-level adjustment (1 for extend spell, 2 for empowered spell, etc.), reducing the level of the spell slot consumed by that amount. The tinker-mage does not need to fully compensate for the metamagic, but gains only partial reduction in spell cost if he does so. For example, if casting a maximized (+3) magic missile (1st level spell), the tinker-mage may spend 2 manavolts in order to cast that metamagic spell in a second-level spell slot.
      The transmuter can be designed to fill any magic item slot, but is most commonly a brooch, glove, or headpiece.
    • Early Firearms. You gain the Gunsmith ability as a first level gunslinger, including the battered early firearm and the gunsmithing bonus feat.
    • Technotheurgical Lexicon. You gain a deeper understanding of arcane energies, and are able to create technical diagrams and patterns of metal with magical purpose. You keep your diagrams in a tome, known as your lexicon, which serves a very similar purpose to a wizard's spellbook. Scribing spells into your lexicon costs the same amount as it does for a wizard to scribe it, but you may use heavy metallic ink rather than regular, at double the cost. The advantage of heavy metallic ink is that it serves as an actual conductor for the diagrams it depicts, effectively making each page of your lexicon into a scroll. Your lexicon pages can only be interpreted by you, or with a knowledge (engineering) check, DC 20 + double the spell's level. Only you may cast the scroll-like pages from the book. You cannot scribe a diagram or page in your lexicon for a spell whose level is more than half your class level.
    • Transmutive Aura Adapter. This device is a permanent magical item attuned to your specific magical aura, and has no value to anyone else. This device may be designed to fit one of the following body slots: hands, wrists, shoulders, feet, or torso.
      Choose one of the following alternative energy pools; you may treat your manavolt pool as a pool of that kind of energy, and vice versa, for as long as you wear the adapter.
      You may choose an arcane pool, a ki pool, channel energy uses, or lay on hands uses. You may take this schematic multiple times. If you do, choose a new energy pool each time, but one adapter serves for all pools you choose.
      You may take feats and abilities that require an energy pool you emulate with this adapter, but gain the benefits only while the adapter is equipped. For example, if you had a ki pool adapter, you could take the extra ki feat, increasing your ki pool/manavolt pool by 2 while the adapter was equipped.
    • Demolitions. You gain the throw anything feat, and gain bombs as an alchemist half your level. If you already have levels in a class that grants the bomb feature, you may instead add half your levels in this class to that one to determine the strength and number of bombs you may make. You may spend manavolts when making a bomb to increase its damage by 1d6 per volt.
    • Lesser Spell Module. You can create modules, small components that attach to larger contraptions, which emulate the effects of a spell up to first level. As described above, the duration of this effect (if applicable) is as long as the active duration of the base contraption. In the case of a spell which requires a target, affects an area, or creates a projectile, these effects emanate from from the module, and must be within a suitable range. Any module emulating a spell with a range of touch applies its effects to any creatures touching the contraption at the moment of activation (including those who may be wearing the contraption). Activating modules costs 1 manavolt, spent at the time of activation for the underlying contraption. When determining the potency or range of the module's effects, use a caster level equal to your class level.
      To create a module of a spell consumes resources equal to 50 gold x the level of the spell it emulates. You must either know the spell to be emulated, or you must have it available in a spellbook, lexicon, or nearby scroll.
      Modules are expended when used, but may be repaired and recharged for half this cost (25 gold per spell level). Modules are classified by type, according to the primary function of the spell they emulate. Attack spells, such as those that deal HP or ability damage, require attack rolls, or force enemies to make immediate saves, are classified as offensive modules. Beneficial spells, such as those that heal damage, remove debuffs, or grant benefits to allies are classified as support modules. Utility spells, such as those that create and manipulate objects, summon creatures, or tend to affect neither allies nor enemies, and classified as tactical modules. A single contraption may not have modules of different types equipped to it.
    • Voltaic Capacitor. Upon learning this schematic, you can incorporate it into every contraption you create. Thereafter, you may choose to activate your contraptions for either the normal amount of time, or double the amount that they would normally be active. This increase in active duration costs you no additional energy or effort.
    • Artificial Adrenal Attachment. This schematic is designed to attach to a belt or tunic, and rests against the skin near the kidneys. You activate it as a swift action, in a manner similar to a contraption, by spending a single manavolt. Upon activation, the attachment induces a rage-like fever in the wearer (as per the spell), granting them bonuses to strength, constitution, and will saves at the cost of AC. This rage lasts for 3 rounds. During this time, if the wearer is under the effects of a barbarian rage, he spends no rounds of rage to maintain those effects. If you are not wearing the attachment yourself, then you must be touching the creature that is to activate this device.
    • Clockwork Knight. You must have the clockwork pawn contraption before selecting this schematic. You learn a new contraption based on your earlier designs. The knight functions in all ways like the pawn, except it is far more mobile, and it can be disguised as a piece of armor or large jewelry.
      The clockwork knight has 2 strength and 16 dex, a 20 ft. base move speed, as well as a 10 ft. climb speed. It has a +10 bonus on acrobatics and climb checks, but only a +10 bonus to stealth due to its slightly larger size. The knight has the attach monster ability, and uses a built-in blade to cut away at flesh and soft garb while attached. This blade attack is at +8, and it deals 1 damage. Alternatively, the knight can be directed to cut away at a cord, belt, or sash, making a free steal attempt at +4 rather than an attack roll.
      While inactive, the knight can be folded to look like a large brooch or a piece of armor (such as a pauldron or ornamental bracer). It gains a +10 bonus on disguise checks to appear as the type of device intended.
    Spoiler: Greater Schematics
    Show
    • Advanced Firearms. You gain a grit pool, as a gunslinger half your level, and you can build advanced firearms, rather than just early ones. You may also learn to design an aura adapter to work with your grit pool. If you have levels in a class that grants a grit pool, you may add half your levels in this class to that one to determine the number of points in your pool.
    • Advanced Demolitions. You gain any one alchemist discovery which applies specifically to bombs. The strength and quantity of your bombs increases to that of an alchemist of your whole class level, rather than half. If you have levels in a class that grants bombs, you add your levels in this one to that one to determine the strength and number of bombs you possess. You may also learn to develop an aura adapter to work with your bomb uses per day. You must already possess the demolitions schematic in order to learn this one.
    • Greater Spell Module. This schematic functions exactly like a lesser spell module, but may emulate a spell of up to second level. You must already possess the lesser spell module schematic in order to learn this one.
    • Surgical Steel. You develop a process to plate bones with a thin layer of metal. The process takes 1 day of prep work and 1 day of surgery per limb, and costs 300 gold per day. After surgery, the subject is exhausted for 1 day, and fatigued for a number of further days equal to the number of limbs he had plated.
      The benefits of plating are primarily two-fold. Your bones become stronger and harder to break. They have hardness 10 and 15 hit points/inch of thickness. You gain a +1 metallurgical bonus on saves against spells that do not affect objects. Additionally, attacks with the modified limb are more brutal: you are considered armed when making attacks with the plated limb, and natural attacks using the plated limb deal an extra point of damage. All natural weapons on that limb are now considered manufactured weapons as well, and such natural weapons are masterwork; you gain a +1 enhancement bonus on attack rolls with natural attacks made using the plated limb.
      You gain a 2% increase in body weight per plated limb, and you take a penalty to swim and fly checks equal to half the number of plated limbs you have.
      The default statistics are for steel plated limbs. Limbs plated with more elaborate materials have better stats and benefits. Adamantine, for example, costs an additional 4000 gold, but increases the hardness to 20 and the HP to 40/inch, as well as increasing the metallurgical save bonus to +3. Mythral costs an extra 1500 gold, but weighs half as much and has hardness 15 and 30 HP/inch, and a +2 metallurgical save bonus, and imposes no penalty to swim or fly. Limbs and natural weapons plated in rarer materials bypass DR as appropriate.
      Limbs plated with metal can also be made magical, though the cost of any magical effect or benefit is increased by 50%. Although a whole limb (including its natural weapons) is plated as one unit, natural weapons are considered separate from the rest of the skeleton when making them magical. Thus, enchanting an arm to have a +1 enhancement bonus to attack and damage, as well as AC, costs 4500 gold total (2000 for +1 weapon, 1000 for +1 armor, 50% for wolverine munchkinry).
      Arms, legs, tails, torsos, and heads can be plated in this way, and each counts as an individual "limb," despite the head and torso not technically falling into that category. Wings are considered a part of the torso unless your anatomy is strange.
    Spoiler: Grand Schematics
    Show
    • Grand Spell Module. This schematic functions exactly like a greater spell module, but may emulate a spell of up to fourth level. You must already possess the greater spell module schematic in order to learn this one.

    Trapfinding (Ex): Beginning at level 3, the Tinkerer gains trapfinding as a rogue.
    Metallurgy (Ex): Beginning at level 5, the Tinkerer has learned to craft metallic items efficiently and with better design. When making an item that is mostly constructed with metal, he gains a bonus on his craft checks equal to his class level. Metallic items the Tinkerer creates have additional health equal to his level, and their hardness improves by +2.
    Last edited by gr8artist; 2014-01-11 at 03:59 AM.
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    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    People of Fractured Horizons
    TBD: Fluff... Tonnes of Fluff. Feats.
    Note: This Entry refers to the hombrew systems of Gramarie and Xenoalchemy.

    Cora

    When the Calamity occurred, humans were one of the things to be carried over to the new world because of their existence in hundreds of universes. But even with this, they were only partially transcribed with the blanks filled in with millions of similar creatures. Primitive Cora were the result.

    Similar to humans in physiology in most ways, except that everyone had memories of hundreds of lifetimes within their minds. With this knowledge, they were able to develop culture and technology faster than any other "Mortal" category race. Within just over two thousand years, they had started explore and expand their society to other planes.

    At the current time, they have rendered one "Mortal" category race extinct, enslaved the entire Nordae race, are currently at war with the Erina, and they believe they killed the Nalan race. There design aesthetics are pristine, pure, smooth, and white colouration (so the individual generally standout from the surroundings).

    Physical Description: In appearance, they are identical to humans except for the skin colour of most of the population being colours not found amoung humans. With most Cora possess amazingly red skin which is nearly dark enough to be black, it surprisingly matches the colour of blood perfectly.

    On the other hand, their physiology of their minds is quite different to humans, possessing much less storage space but the capacity to access a hivemind of memories shared by the entire species and containing memories of long gone ancestors. This hivemind generally is rather minor, allowing for telepathic communication which is as simple for them as a human raising their arm.

    At their option, a Cora can actively focus on the hivemind to attempt to access more information, this form of stimulation is too much for there minds though and results in seizures for long duration immediately afterwards. There is discussion on whether a device could be produced to refine the process of Memory Drifting and allow for proper exploration of their ancestral memory, but their are worries about a theorized "bleeding effect" which could occur.

    Society: The Cora live in immense walled metropolises, with smooth colossal skyscrapers everywhere. These cities are sectioned off into three parts; inner ring, outer ring, and the center; each separated by immense walls of alchemetry and kalediomantically enhanced stone, and connected through the use of Flux and Travelemetric stations.

    The Outer Ring is mainly farmland; maintained through the use of geoccultism and farmers. There is large stretches of plains and forest, with a web-like network of roads connecting platinum produced forts. In addition to supplying food, they also contain mines which dig into the plane for planetary metals. Most of the inhabitants of this district are Nordae slaves and Biostructure Chassi, but their is a small number of Xendrik and other "Mortal" category races (though generally no Erina at all).

    The Inner Ring is hundreds of skyscrapers, with the ground between the buildings used for basic transport. These buildings have a basic ground floor which has Travelemetric Gateways to every fifth floor of the complex, these fifth floors serve no purpose other than for connecting to 8 nearby floors, and sometimes having a bridge which connects to another building. Most of the inhabitants of this district are Cora, with only slightly less slave Nordae. There is also an abundance of other "Mortal" Category races, especially Xendrik.

    The Center district is a single smoothly sloped Spire, rising above twice the height of the final wall. This colossal complex is the home of the government, military, prison, courts, and embassies. Only Cora and Nordae inhabit this district aside from the embassies and prison.

    The Cora are the only "Mortal" category race to not possess multiple nations (excluding the Nordae for obvious reasons).

    Relations:
    Erina: The Erina have never had good relations with Cora. During their first encounter, Cora mistook them as beasts and attacked because of their avian appearance. Ever since, they have repeatedly had several wars, truces only lasting around twenty years at most. These conflicts are generally sparked through fighting over resources, but Crusades are not uncommon grounds for these species to go to war.
    Ferix: Cora are abit distant to the Ferix, lacking much contact. Most individuals of both species only know about each other from rumors and lessons. These rumors generally lead the Cora to seem eldritch to the Ferix, and the Ferix apparently have near indestructible scales and amazing hearing.
    Nordae: The Nordae are enslaved by the Cora, and as such they aren't entirely on the best terms. Most Cora view this slavery to be a gift to the Nordae, having been removed from the dangerous planes filled with monsters, and given a purpose beyond fighting for the lives. Most Nordae hate the Cora for harming their culture and taking away there free will.
    Reshar: The two have a high amount of respect for each other, both knowing they have military skill and sharing a dislike for the Erina. They have had trading agreements since there third encounter and both species are not uncommon sights living in the others culture.
    Xendrik: The general view of Cora on Xendrik falls into one of three categories; seeing them as creepy, seeing them as cool, or respecting their skill in biollurgical sciences. The Xendrik view most Cora as rather interesting, but are wasting the potential of their ancestral memory and hivemind. Xendrik are often merchants to the Cora; selling grafts, battlechassi, service chassi, and even voidships.

    Alignment and Religion: In Coraeon society, there are places to worship any of the four "True Pantheons" (Dragons, Elementals, Outsiders and Vestiges). Those dragon worship is generally frowned upon, because of the attacks and destruction they have caused to many of their settlements. Most of the coraeon worship Vestiges as each one appears familiar to them, a side-effect of the memories from destroyed existences. This means that most coraeon priests are Binders not divine casters (there has been at least one divine caster who said he gained his spells from the Vestiges, it is likely little more than a rumor).

    Adventurers: Coraeon adventurers could be explorers searching out uncharted or uncivilized planes, they could be soldiers with hatred against Erina which laid siege to his city, priests who hold memories of non-existant beings inside themselves, and they could be a warrior who fights colossal abominations inside of a giant machine armour. There are many things that a Coraeon adventurer could be.

    ---

    RACIAL TRAITS
    • Genetic Variability: Cora gain a +2 to any single ability score of your choice during character creation. The Cora are highly dynamic in their strengths, with their genetic memory allowing for traits from tonnes more variables.
    • Traces of Humanity: Cora have the Human subtype.
    • Medium Sized: Cora have no bonuses or penalties due to their size. Cora has a space of 5 feet by 5 feet and a reach of 5 feet.
    • Cora have a base land speed of 30 ft.
    • Empathic Connection: A Cora has telepathy to a range of 30 ft., but it only allows for communication with other Cora. Any morale bonuses or penalties possessed by Cora in communication with each other are shared amoungst the group.
    • Memory Drifting: A Cora can access the genetic memory hivemind of his species as a full-round action. This functions as a knowledge check with a bonus equal to his Autohypnosis modifier to see whether he can extract any relevant information about a topic. This knowledge check can be attempted on anything, but it can only possibly give knowledge that a Cora or human has known up to that point. Regardless on if it succeeds or fails, the Cora is left dazed for 10 minutes because of sensory overload and dazzled for 1d6 hours afterwards.
    • Transmitter Compatibility: Using a Psychomantic principle on a Cora takes half the preparation time, as the Psychomantic Transmitters were originally based on Cora physiology.
    • Languages: Inner Coraeon or Outer Coraeon, and Trader's Tongue.

    ---

    SUB-RACES
    Scara: The majority (about 57%) of Cora have sanguine tinted black skin.
    Ambera: A minority (about 25%) of Cora have an amber tinted pale skin.
    Faira: The smallest minority (about 18%) of Cora have pale white skin.

    ---

    Random Starting Ages
    {table="head"]
    Adulthood
    |
    Intuitive
    |
    Self-Taught
    |
    Trained
    13 years
    |
    +1d4-1
    |
    +1d6-1
    |
    +1d8
    [/table]

    Aging Effects
    {table="head"]
    Middle Age
    |
    Old
    |
    Venerable
    |
    Maximum Age
    40 years
    |
    60 years
    |
    83 years
    |
    +3d20 years
    [/table]

    Random Height and Weight
    {table="head"]
    Gender
    |
    Base Height
    |
    Height Modifier
    |
    Base Weight
    |
    Weight Modifier
    Male
    |
    4'10"
    |
    +2d10
    |
    120 lb.
    |
    × (2d4) lb.
    Female
    |
    4'5"
    |
    +2d10
    |
    85 lb.
    |
    × (2d4) lb.
    [/table]

    Erina

    Unlike the Cora, the Erina are not the result of bits of previous worlds joined together, instead being the result of evolution on a species similar to crows. Though the divergence hasn't been so extreme as to make them unrecognizably avian, instead appearing to be large ravens with two thick long tails which can be used for manipulation.

    They're scavenging nature has lead them to have a survival focused nature. When they found planes with other "Mortal" category races, they immediately perceived them as threats (especially consider the Erina had already had hundreds of wars amoungst themselves) and war broke out. Each time they defeated a race, they searched through the ruins of the planes, integrating their knowledge and some bits of their culture into the Erina.

    At the current time, they have rendered five "Mortal" category races extinct, had a short war with the Reshar, and are currently at war with the Cora. There design aesthetics are simplistic, metallic, intimidating, and generally incorporates their religion.

    Physical Description: Erina have the appearance of large black birds, specifically ravens. The differences aside from size between the two is relatively obvious, with the Erina possessing two thick long black tails with pink tendrils coming out of their ends. They use these tails to grip and manipulate objects in a manner similar to an arm and hands.

    Erina also have the strange ability to assimilate the traits of creatures it feeds on, this ability is caused by their cells having a large amount of empty information space which can be filled and swapped out for information, but it is naturally empty. It is not known how Erina can chose to Not assimilate anatomy, though the Erina believe it is a gift for them upholding the tenants of their religious practices.

    Erina have a purely carnivorous diet, and are not only generally fine eating dead "Mortal" category races but also feeding on other dead Erina. Though they dine on a creature they believe possesses sentience they generally do a short religious ceremony to thank their deity.

    Society: Speaks for itself.

    Relations:
    Cora: The Erina have never had good relations with Cora. During their first encounter, Cora mistook them as beasts and attacked because of their avian appearance. Ever since, they have repeatedly had several wars, truces only lasting around twenty years at most. These conflicts are generally sparked through fighting over resources, but Crusades are not uncommon grounds for these species to go to war.
    Ferix: ?
    Nordae: ?
    Reshar: ?
    Xendrik: ?

    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.

    ---

    RACIAL TRAITS
    • Assimilation: Whenever an Erina eats the corpse of a creature that has died within 1 hour it can spend a free action to randomly pick one ability score that creature had over 11. Until the Erina uses this ability again, that ability gets a +2 bonus.
    • Medium Sized: Erina have no bonuses or penalties due to their size. Erina has a space of 5 feet by 5 feet and a reach of 5 feet.
    • Erina have a base land speed of 10 ft., and a 20 ft. fly speed (Average).
    • Acclimate Physiology: Erina can have a number of grafts at one time up to 2 + his Constitution modifier (minimum 2 grafts). If an Anabolist they instead receive one bonus Adaption.
    • Carrion Scent: Erina have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
    • Low-Light Vision: Erina can see twice as far as a race with normal vision in conditions of dim light.
    • Scavenger: Erina have a +4 racial bonus on saves against diseases and ingested poisons.
    • Languages: Free Kerth, Imperial Kerth, or Old Kerth; and Trader's Tongue.

    ---

    SUB-RACES
    Clean: Every Erina born has a 75% chance of being Clean, they have the appearance of a normal Erina, and will be placed in the Warrior Caste or Worker Caste depending on their skills.
    Speckled: Every Erina born has a 25% chance of possessing flecks of gold on their beak. These Erina are placed in the Noble Caste once they reach proper age.

    ---

    Random Starting Ages
    {table="head"]
    Adulthood
    |
    Intuitive
    |
    Self-Taught
    |
    Trained
    8 years
    |
    +1d4
    |
    +1d6
    |
    +1d8
    [/table]

    Aging Effects
    {table="head"]
    Middle Age
    |
    Old
    |
    Venerable
    |
    Maximum Age
    20 years
    |
    40 years
    |
    53 years
    |
    +3d10 years
    [/table]

    Random Height and Weight
    {table="head"]
    Gender
    |
    Base Height
    |
    Height Modifier
    |
    Base Weight
    |
    Weight Modifier
    Male
    |
    3'10"
    |
    +2d10
    |
    75 lb.
    |
    × (2d4) lb.
    Female
    |
    3'5"
    |
    +2d10
    |
    50 lb.
    |
    × (2d4) lb.
    [/table]

    Ferix

    Similar to the origin of both Cora and Erina, the Ferix evolved from primitive "mermaids" (name obtained from Cora genetic memory), though they would be unexpected for one to be mistaken with their ancestors because of their armoured serpentine appearance.

    They are a relatively uncommon species outside of their Water-Dominant homeplane because of their blind and aquatic natures, possessing only six settlements not on their homeplane of Serkar. When they are off world they are often taught to be voidship engineers or explorers, to take advantage of the protection their pressurized scales grant.

    At the current time, they have had a war with the Reshar and two wars with the Xendrik, but all have ended with at a truce. There design aesthetics are sleek, colourful, curved, and often light producing (which they see as a sign of strength and intimidation).

    Physical Description: Ferix appear to be glistening thick silver scaled serpents with no eyes, well-built torsos, and humanoid arms. On the side of their necks are the gills though they can also breath air through their mouths.

    There scales are different to those of most species as they have two additional features which aren't normally present. They contain bioluminescent elements, causing them to produce a tiny amount of light, and secondly, they have weak photoreceptors. The light from their bioluminescence hits a nearby object, and the photoreceptor detects the light coming back. This allows them to "see" the colour anything they touch.

    Society: Speaks for itself.

    Relations:
    Cora: Cora are abit distant to the Ferix, lacking much contact. Most individuals of both species only know about each other from rumors and lessons. These rumors generally lead the Cora to seem eldritch to the Ferix, and the Ferix apparently have near indestructible scales and amazing hearing.
    Erina: ?
    Nordae: ?
    Reshar: ?
    Xendrik: ?

    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.

    ---

    RACIAL TRAITS
    • Fight the Pressure: +2 Strength, +2 Constitution, -2 Intelligence. Ferix have tough muscular bodies for surviving at different pressures, but their isolated nature and lack of gramaric expertise has left their mental traits lacking.
    • Giant of the Sea: Ferix have the Aquatic, Amphibious, and Giant Subtypes.
    • Large:Ferix take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Ferix takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
    • Ferix have a base land speed of 20 ft., and a 40 ft. swim speed.
    • Colour-sense: By using the weak photo-receptors on their skin and their bio-luminescence, Ferix can detect the colour of anything they are physically in contact with. Ferix are otherwise Blind.
    • Glimmer Skin: Despite being effectively blind, Ferix glow faintly. This causes them to suffer a -4 racial penalty to stealth checks based on sight.
    • Hold Breath: Ferix can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks suffocation. This ancestral trait is generally seen as redundant, but it is been noticed to be highly useful for operating in the Void.
    • Pressurized: Ferix do not suffer from the hazards of a high or low pressure environment because of the sealed nature of their scales. For example, they are immune to water pressure damage.
    • Serpent's Grip: The serpentine body of Ferix make them excellent wrestlers, they count as one size larger for the purpose of grappling. In addition, they are immune to being tripped.
    • Water Sense: Ferix can sense vibrations in water, granting them blindsense 100 feet against creatures that are touching the same body of water. When outside the water, this becomes tremorsense 30 ft.
    • Languages: Sunar and Trader's Tongue.


    ---

    Random Starting Ages

    Random Starting Ages
    {table="head"]
    Adulthood
    |
    Intuitive
    |
    Self-Taught
    |
    Trained
    25 years
    |
    +1d8
    |
    +2d6
    |
    +4d4
    [/table]

    Aging Effects
    {table="head"]
    Middle Age
    |
    Old
    |
    Venerable
    |
    Maximum Age
    60 years
    |
    100 years
    |
    140 years
    |
    +3d20 years
    [/table]

    Random Height and Weight
    {table="head"]
    Gender
    |
    Base Height
    |
    Height Modifier
    |
    Base Weight
    |
    Weight Modifier
    Male
    |
    9'3"
    |
    +2d6
    |
    675 lb.
    |
    × (2d6) lb.
    Female
    |
    9'3"
    |
    +2d8
    |
    700 lb.
    |
    × (2d6) lb.
    [/table]

    Nordae

    Every creature is formed of different elemental quantities and qualities, but the Nordae are slightly different to most in that they are mainly formed from the highly rare element of Time. This is a result of their bodies having bits of The Calamity sealed inside themselves. This warps time around them, and stitches their flesh back together to hide the secrets within.

    Originally found by the (now-extinct) Salzar race on a positive and wood dominant plane of Jungles. These Salzar ascended the Nordae, giving them tools of science such as portals and organic weapons, in return assisting them in combat. When the Salzar were annihilated by the Cora, they gave the Nordae two options become slaves or be destroyed. They split into two groups, the ones who submitted to slavery, and the ones who resisted... the ones who resisted were extinct within a month.

    At the current time they are slave to the Cora and have been used in wars against the Cora, Erina, and two other mortal category which are now extinct. There design aesthetics are ancient, gritty, and "medieval" (they don't exactly get the best resources as a slave race so they use old tech).

    Physical Description: Nordae have the appearance of a human that shorter than average, but in the proportions of a well-built individual. Effectively looking just like scaled down humans.

    On the inside though, they have elemental time intertwined throughout their bodies. This causes them to experience time at a different rate to others, giving what appears to others see as faster reflexes, amazing speed, and superior healing.

    Despite not having any genetic predisposition towards being physically strong, Nordae are often rather strong individuals because of the commonality of being placed in the roles of physical labour and military.

    Society: Speaks for itself.

    Relations:
    Cora: The Nordae are enslaved by the Cora, and as such they aren't entirely on the best terms. Most Cora view this slavery to be a gift to the Nordae, having been removed from the dangerous planes filled with monsters, and given a purpose beyond fighting for the lives. Most Nordae hate the Cora for harming their culture and taking away there free will.
    Erina: ?
    Ferix: ?
    Reshar: ?
    Xendrik: ?

    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.

    ---

    RACIAL TRAITS
    • Altered Perception: +2 Dexterity, +2 Wisdom, -2 Charisma. Nordae experience time differently to nearly all other creatures, giving them more time to react and examine a situation, but it does make communicating and empathizing difficult.
    • Calamity Borne: Nordae have the Time subtype.
    • Small: Nordae gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Nordae have a space of 5 feet by 5 feet and a reach of 5 feet.
    • Nordae have a base land speed of 50 ft.
    • Different Stream: Nordae need to eat, sleep, and drink three times the amount a normal living creature his size would, the time between saves for poison and disease is halved, and they have fast healing 1. This ability doesn't function in a non-time effect created by a Stone Rod.
    • Flashback: As a free action, once per day, a Nordae can reroll any check or save with an additional insight bonus equal to his HD. This ability doesn't function in a non-time effect created by a Stone Rod.
    • Languages: Inner Coraeon or Outer Coraeon, and Trader's Tongue.


    ---

    Random Starting Ages
    {table="head"]
    Adulthood
    |
    Intuitive
    |
    Self-Taught
    |
    Trained
    3 years
    |
    +1d4-3 (Minimum 3)
    |
    +1d4-2 (Minimum 3)
    |
    +1d4-1
    [/table]

    Aging Effects
    {table="head"]
    Middle Age
    |
    Old
    |
    Venerable
    |
    Maximum Age
    10 years
    |
    15 years
    |
    21 years
    |
    +1d8 years
    [/table]

    Random Height and Weight
    {table="head"]
    Gender
    |
    Base Height
    |
    Height Modifier
    |
    Base Weight
    |
    Weight Modifier
    Male
    |
    3'4"
    |
    +2d4
    |
    35 lb.
    |
    × (1) lb.
    Female
    |
    3'2"
    |
    +2d4
    |
    30 lb.
    |
    × (1) lb.
    [/table]

    Reshar

    The origin of the Reshar is not truly known, they are obviously biollurgical in origin but they don't appear to conform with the rules of standard chassis creation. It is theorized that they were created by a species with more advanced technology, possibly Dragonkind but they do not appear to have the trademark features of dragon spawn.

    The techno-organic nature of the Reshar, makes them able to be modified by though with the right knowledge. These modifications can make them better defended, move faster, or even grow weaponry. Being able to do these changes allow Reshar military to be heavily varied in skills and capabilities, but the benefits out of combat are relatively limited. This lends further support to the idea that they were designed as war-machines... or maybe they just haven't figured out how to unlock more mundane modes yet.

    At the current time, they have rendered one "Mortal" category race extinct, and have had wars with the Erina and Ferix. There design aesthetics are militaristic, practical, hexagons, and simplistic on the surface with complexity on the inside.

    Physical Description: A Reshar has a metallic robotic appearance, with a humanoid body-shape. The specific appearance of a Reshar's exterior is chosen when they are created and is highly varied, one could have a feature-less head, possess cora-like features, or even have insectoid heads. This metal exterior is naturally has the colour of silver, but the majority get it painted to distinguish themselves easier.

    The inside of a Reshar is a rather large constrast, being entirely organic with beating organs, flesh everywhere, and red tendrils connecting it all to their frame. Because of the easily alterable nature of their organs, the insides of a reshar are said to be even more nauseating than all other "Mortal" category races.

    Reshar lack reproductive organs and cannot create more of themselves through normal methods. This means they must use biollurgical science to create more from biostructure. Because of this requirement to sustain the species, gramarists are highly valued in there society.

    Society: Speaks for itself.

    Relations:
    Cora: The two have a high amount of respect for each other, both knowing they have military skill and sharing a dislike for the Erina. They have had trading agreements since there third encounter and both species are not uncommon sights living in the others culture.
    Erina: ?
    Ferix: ?
    Nordae: ?
    Xendrik: ?

    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.

    ---

    RACIAL TRAITS
    • War Machines: +2 Constitution, +2 Intelligence, -2 Dexterity. The Reshar's design allows for the body to have an abundance of redundant organs, and have quick thinking tactical minds. On the other-hand, the nature of their exoskeleton makes it slightly more difficult to maneuver.
    • Ascended Chassis: Reshar are aberrations with the Gramarie Subtype.
    • Medium Sized: Reshar have no bonuses or penalties due to their size. Reshar has a space of 5 feet by 5 feet and a reach of 5 feet.
    • Reshar have a base land speed of 30 ft.
    • Exoskeleton: The exoskeleton of a Reshar provides a +2 armor bonus. This skeleton is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This exoskeleton occupies the same space on the body as a suit of armor or a robe, and
      thus a Reshar cannot benefit from the effects of magic armor or magic robes. Exoskeletons can gain a magic enhancement bonus and magic armor properties as armor can, using the Craft Magic Arms and Armor feat. The character must be present for the entire time it takes to add this enhancement. In addition, spells that normally target armour, such as magic vestment can be cast with the exoskeleton of a Reshar character as the target.
    • Reformatting: Any individual aside from the Reshar to be modified can spend two hours and make a Heal check (DC 20), to rearrange their organs and bone structure, and change the Reshar's sub-race.
    • Languages: Resh or Kesh or Wux; and Trader's Tongue.

    ---

    SUB-RACES
    Assassin Mode: In this mode, the Reshar's legs shape to be more efficient, and they gain an extendable blade inside within their right hand. They gain a +10 racial bonus to base land speed, and a gore primary attack which deals 1d6 piercing damage.
    Blade Mode: In this mode, the Reshar can extend dagger-length blades from the back of their hands. This functions as two primary claw attacks, which deal 1d4 slashing damage each.
    Chain Mode: In this mode Reshar can make melee attacks with telescoping chains from it's arms. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the Reshar and takes a –2 penalty to AC as long as the chain is attached (this penalty does not stack if multiple chains are attached). The chain can be removed by the target or an adjacent ally by making an opposed Strength check against the Reshar as a standard action or by dealing 2 points of damage to the chain (AC 11, damage does not reduce the chained creature's hit points). The Reshar cannot move more than 10 feet away from a creature chained up, but it can release its chain from the target as a free action. Reshars can only have one creature attached to its chain at a time.
    Charge Mode: In this mode, the Reshar's left arm becomes larger and heavier, and their shoulder's are modified to endure the shift. They possess a Primary Slam attack which deals 1d4 bludgeon damage, and gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the Reshar and its opponent are standing on the ground.
    Scorpion Mode: In this mode Reshar can convert their left hand and forearm into a pincer-claw. This functions as a possessing a Primary Bite Attack, dealing 1d4 bludgeon, piercing and slashing damage.
    Spike Mode: In this mode small spikes grow from the Reshar's body, these spikes can extend to a longer length for use in combat. This functions as possessing armour spikes, except on your exoskeleton rather than on armour.
    Tactical Mode: In this mode, the Reshar becomes slimmer and sync with nearby Reshar. Up to two Reshar in Tactical Mode can share the same square at the same time. If two Reshar that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

    ---

    Random Starting Ages
    {table="head"]
    Adulthood
    |
    Intuitive
    |
    Self-Taught
    |
    Trained
    15 years
    |
    +1d4
    |
    +1d6
    |
    +2d6
    [/table]

    Aging Effects
    {table="head"]
    Middle Age
    |
    Old
    |
    Venerable
    |
    Maximum Age
    -
    |
    -
    |
    -
    |
    -
    [/table]

    Random Height and Weight
    {table="head"]
    Base Height
    |
    Height Modifier
    |
    Base Weight
    |
    Weight Modifier
    5'0"
    |
    -
    |
    100 lb.
    |
    × (1) lb.
    [/table]

    Xendrik

    The arachnid nature of the Xendrik is a result of them evolving on the inside of a hollow earth and positive dominant plane with subjective gravity. Their leg design allowing them to move along the rocky surface, and then travel with gravity manipulation without having to worry about landing "right-side" up.

    They're plane possessed an immense amount insects, with their exoskeleton sealing them from the parasites and letting them eat as many as they want. This did make them highly dependent on their exoskeletons, rendering their immune systems feeble when something Does enter there system. Being feeble in body lead them to focus a larger amount of resources towards biollurgical and anatomy sciences than any other "Mortal" category race.

    At the current time, they are considered to be the masters of biollurgy and grafting, have converted two "Mortal" category races into biostructure, and had two wars with Ferix. There design aesthetics are complicated, cluttered (such as how they often use every wall as a floor), organic, and ... sorta creepy....

    Physical Description: Xendrik have a physical appearance closest described as Spider-like, raising questions on whether it is right to use the term "Humaniod" for their physiology. They look like giant spiders, specifically wolf spiders, with only four differences; head, exoskeleton colour, their "empathy lines", and the weird legs.

    The head of a xendrik appears as normal, except it has the ability to spin/rotate 360 degrees allow it to even go upside down and also has two small humanoid arms stretching out from the edges of the underside of their heads (this rotates with them).

    Their exoskeleton is completely black (of varying shades), with the exception of patterns across their surface, known as empathy lines. These patterns can be a variety different bright colours, and the exact colour can be changed with a thought. The colour a xendrik displays at anyone time is meant to represent their current mood, as they lack any form of facial expression. Finally, the xendrik have only six legs pointing towards the ground... and another six pointing away from the ground. All of these legs are functional and allow for them to walk even if they land "upside" down.

    Society: Speaks for itself.

    Relations:
    Cora: The general view of Cora on Xendrik falls into one of three categories; seeing them as creepy, seeing them as cool, or respecting their skill in biollurgical sciences. The Xendrik view most Cora as rather interesting, but are wasting the potential of their ancestral memory and hivemind. Xendrik are often merchants to the Cora; selling grafts, battlechassi, service chassi, and even voidships.
    Erina: ?
    Ferix: ?
    Nordae: ?
    Reshar: ?

    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.

    ---

    RACIAL TRAITS [Female]
    • Sheltered Nervous System: +2 Dexterity, +2 Intelligence, -2 Constitution. The Xendrik have a highly advanced nervous system, allowing them to control their many limbs with finer control and think faster. But Their reliance on their exoskeleton for protection has made them less hardy than other "Mortal" category races.
    • Psionic: Xendrik have the Psionic Subtype.
    • Medium Sized: Xendrik have no bonuses or penalties due to their size. Xendrik has a space of 5 feet by 5 feet and a reach of 5 feet.
    • Xendrik have a base land speed of 20 ft., and a 20 ft. climb speed.
    • Caltrop Limbs: As Xendrik have multiple legs above and below her torso, they "technically" always land on their feet. Landing and remaining upside down imposes no penalties; as their head, and arms can all rotate to a good enough degree for it to not be an issue. They effectively have no, default up-side or down-side to their bodies. Oh yeah and they have immunity to falling prone.
    • Exoskeleton: Xendrik have a +1 bonus to natural armour.
    • Leaper: Xendrik's legs are designed to absorb the force of landing in a highly efficient manner. Whenever she would take fall damage, reduce the effective fall length by 30 ft.
    • Psionic Mind: Xendrik gain 1 bonus power point at 1st level.
    • Spawn: Xendrik can spawn a "male" of the species by expending one power point, these are automatically under the psionic control of the mother. She can control a number of spawn equal to her HD at once, and if at her limit she can't spawn any more until there is space. Males are only controlled as long as they remain within 120 ft. of their mother, if they leave they must reenter the radius within 10 minutes or die.
    • Vulnerable: The weak immune systems of Xendrik bestow a -4 penalty to her on all saving throws against disease and poison.
    • Languages: Xern; and Trader's Tongue.


    ---

    Random Starting Ages
    {table="head"]
    Adulthood
    |
    Intuitive
    |
    Self-Taught
    |
    Trained
    10 years
    |
    +1d4
    |
    +1d6
    |
    +1d8
    [/table]

    Aging Effects
    {table="head"]
    Middle Age
    |
    Old
    |
    Venerable
    |
    Maximum Age
    35 years
    |
    50 years
    |
    80 years
    |
    +2d20 years
    [/table]

    Random Height and Weight
    {table="head"]
    Base Height
    |
    Height Modifier
    |
    Base Weight
    |
    Weight Modifier
    6'8"
    |
    +2d8
    |
    300 lb.
    |
    × (2d4) lb.
    [/table]


    Male Xendrik 0
    XP 0
    Always Neutral Fine Vermin
    Init +4; Senses ; Perception +0

    Defenses
    AC 22, Touch 22, flatfooted 18; (+8 size, +4 Dex)
    hp (1/2d8-1); 1
    Fort + 0, Ref +4, Will +0

    Offenses
    Speed 5 ft., climb 5 ft.
    Space 1/2 ft. Reach 0 ft.

    Statistics
    Str 1, Dex 18, Con 6, Int -, Wis 10, Cha 3
    Base Atk +0; CMB -4; CMD 1
    Skills *See below

    Special Abilities
    Spawned Skill: When spawned, the mother of a Male Xendrik can choose one skill. The Male Xendrik immediately gains one skill point which must be placed in the chosen skill, and the chosen skill counts as a class skill.
    Last edited by Milo v3; 2013-12-28 at 10:57 PM.
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  13. - Top - End - #13
    Firbolg in the Playground
     
    Milo v3's Avatar

    Join Date
    Aug 2010
    Location
    Australia
    Gender
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    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    Racial Feats
    Name [Racial]
    Text.
    Prerequisites: ?
    Benefit: ?

    Ascent Mode [Mode, Racial, Reshar]
    .g Ironman
    Prerequisites: Fly 5 ranks, Reshar
    Benefit: You gain a new Subrace you can change into called Ascent. In this mode; your body gets small eldrikinetic engines in your palms and feet allowing you to fly. You gain a 30 ft. fly speed (Average maneuverability).

    Comprehend the Memory [Racial, Cora]
    By using your own knowledge, you can piece together hidden memories inside your mind with more finesse.
    Prerequisites: Cora
    Benefit: You may use your ranks from a Knowledge skill instead of Autohypnosis when you use your Memory Drifting Feature if they would be higher. The ranks are taken from whichever Knowledge skill is closest to the subject matter.

    Coraeon Sociopath [Racial, Cora]
    A rare condition, where a cora lacks the ability to form empathic connections. Instead focusing inward.
    Prerequisites: Cora, 1st Level Only
    Benefit: You gain a +4 racial bonus to all will saves, and all morale bonuses and penalties you gain are doubled.
    Special: You cannot communicate telepathically with Cora with Empathic Connection, and do not gain any morale bonuses or penalties from the feature.

    Defender Mode [Mode, Racial, Reshar]
    .g Cannonbolt
    Prerequisites: Reshar
    Benefit: You gain a new Subrace you can change into called Defender Mode. In this mode; each of your arms turn into large shield-like shapes and your back hunches, and at your will you can near-completely cover yourself in the shields giving you the appearance of an armored sphere which rolls to move. You gain a +4 shield bonus, and if you take a Total Defense this bonus doubles until your next turn.

    Expanded Empathy [Racial, Cora]
    Some people are more empathetic than others.
    Prerequisites: Cora
    Benefit: The radius of Empathic Connection is doubled.
    Special: This feat can be gained multiple times, each time doubling the radius again.

    Expand the Hive [Racial, Xendrik]
    Your babies don't need to be so clingy.
    Prerequisites: Xendrik, Intelligence 13
    Benefit: The radius for controlling your spawned Males is doubled.
    Special: This feat can be gained multiple times, each time doubling the radius again.

    Focused Memory [Racial, Cora]
    By focusing your memories on the specific subject at hand, the amount of information that fills your mind is smaller and there is less backlash.
    Prerequisites: Cora, Int 13
    Benefit: When you use the Memory Drifting racial feature, you are only dazed for one round.

    Grip Mode [Mode, Racial, Reshar]
    .g Spiderman
    Prerequisites: Reshar, Mode Compatibility
    Benefit: You gain a new Subrace you can change into called Grip Mode. In this mode; you can use your spikes to allow you to climb without difficulty. You gain the benefits of Spider Climb except you can also use your feet (if bare) in place of your hands and it is extraordinary. In addition, while in this mode you can't be disarmed.
    Special: Grip Mode must be used in combination with Spike Mode.

    Incorporate Mode [Racial, Reshar]
    You like a mode so much your physiology decides to never leave it.
    Prerequisites: Character level 4th, Reshar
    Benefit: Choose one Mode you possess that you didn't gain from feats, prestige classes, or similar. Add the benefits of that mode to your racial traits.
    Special: You can take this feat once for every 4 HD you possess.

    One Mind [Racial, Cora]
    With practice, a Cora can delve deeper into the mind of those around him.
    Prerequisites: Cora, 3 Autohypnosis ranks
    Benefit: You and another individual with this feat may spend a full-round action to merge minds. This lasts until either member spends a swift action to end it, or they move out of the range of Empathic Connection. While their minds are merged; they automatically are aware of the others thoughts, is aware of everything the other is sensing, and gains a +2 bonus to initiative.
    Special: This can be gained multiple times, each time adding one to the number of Cora which can be merge-minded together at once.

    Mode Compatibility [Racial, Reshar]
    You can be in two modes at once.
    Prerequisites: Reshar
    Benefit: You can be have the benefits from two Modes/Subraces at the same time, rather than only one.

    Mother of a Thousand Young [Racial, Xendrik]
    If spawning males wasn't asexual, you would have quite the reputation.
    Prerequisites: Xendrik
    Benefit: The number of spawned Males you can control at a time is doubled.
    Special: This feat can be gained multiple times, each time doubling the control number again.

    Pattern Flash [Racial, Ferix]
    Some snakes have patterns on them for intimidation, by using your bioluminescence you can create patterns from nowhere.
    Prerequisites: Ferix
    Benefit: As a move-action you can cause intimidating patterns to appear across your scales, granting a +4 racial bonus to intimidate checks per size category over medium you are. These patterns can be stopped with a free action.

    Predator Mode [Mode, Racial, Reshar]
    .g Bladewolf
    Prerequisites: Reshar
    Benefit: You gain a new Subrace you can change into called Predator. In this mode; your body turns sleeker, your arms turn into legs, and a tail grows from your back, this tail has a small number of tendrils which can grasp objects as good as your arm. You gain a a +4 racial bonus to CMD against trip attempts, and +20 ft. racial bonus to base land speed. While in this mode, you cannot use two handed weapons.

    Regenerating Exoskeleton [Racial, Reshar]
    Your exoskeleton immediately regenerates abit when hit by mundane attacks.
    Prerequisites: Reshar
    Benefit: You gain damage reduction 1/adamantine or improve your existing damage reduction by 1.
    Special: This feat can be taken a number of times equal to your armour bonus.

    Stealth Mode [Mode, Racial, Reshar]
    .g Maximum Stealth
    Prerequisites: Reshar
    Benefit: You gain a new Subrace you can change into called Stealth Mode. In this mode; your biostructure changes it's colours to try and mimic the surroundings. You gain a +4 racial bonus to stealth checks, and can take full-round action to be invisible till your next turn.

    Storage Mode [Mode, Racial, Reshar]
    .g Inspector Gadget
    Prerequisites: Reshar
    Benefit: You gain a new Subrace you can change into called Storage Mode. In this mode; your biostructure moves your organs and internal bones to allow for objects to be assimilated and concealed within your torso. The torso can store objects of up to two size categories smaller than the Reshar, and can store up to 20 lb.

    Superior Carrion Scent [Racial, Erina]
    Your beak can smell many things... Not all of them good.
    Prerequisites: Erina, 13 Wisdom
    Benefit: You gain the normal Scent ability. Though you can detect corpses and deadly wounded creatures at a range of 60 ft., if the corpse or creature is upwind it increases to 120 ft., or if the corpse or creature is downwind it decreases to 30 ft.

    Superior Exoskeleton Heavy [Racial, Reshar]
    Your exoskeleton is ridiculously stronger.
    Prerequisites: Reshar
    Benefit: Your armour bonus increases to +8, but you have a +2 maximum dexterity bonus, -5 armour check penalty, and have 40% spell failure.
    Special: If you have this feat, you cannot have Superior Exoskeleton Heavy or Superior Exoskeleton Light.

    Superior Exoskeleton Light [Racial, Reshar]
    Your exoskeleton is stronger.
    Prerequisites: Reshar
    Benefit: Your armour bonus increases to +4 and 10% spell failure.
    Special: If you have this feat, you cannot have Superior Exoskeleton Medium or Superior Exoskeleton Heavy.

    Superior Exoskeleton Medium [Racial, Reshar]
    Your exoskeleton is much stronger.
    Prerequisites: Reshar
    Benefit: Your armour bonus increases to +6, but you have a +4 maximum dexterity bonus, -3 armour check penalty, and have 20% spell failure.
    Special: If you have this feat, you cannot have Superior Exoskeleton Heavy or Superior Exoskeleton Light.

    Shared Drift [Racial, Race, Cora]
    By sharing the mental load of drifting amoungst multiple Cora, the hazards are severely minimized
    Prerequisites: One Mind Feat, 6 Autohypnosis ranks
    Benefit: If you and one or more Cora Memory Drift about the same subject while Mind Merged, the duration of the dazzling each experiences is divided by the number of participants.

    Spirit Guide [Racial, Erina]
    Erina believe that devouring the flesh of their own leaves bits of the fallen's soul upon theres.
    Prerequisites: Erina, must have eaten the corpse of another Erina
    Benefit: A Spirit Raven appears adjacent to you whenever you awake from sleep, this Spirit Raven follows you and acts as an ally. The Spirit Raven ceases to exist if you are unconscious or dead.

    Spoiler: Spirit Raven
    Show

    Spirit Raven's possess the same statistics as Ravens, except for the following:
    • Has HD equal to half the character level of the individual who created it.
    • They are invisible except for those with the Spirit Guide Racial Feat
    • They are incorporeal, unless they are the only ones in the room with an individual with the Spirit Guide feat, then they temporarily become corporeal.
    • They cease to exist if they enter a Null Psionics Field, or similar "Anti-Psionic" effect.
    • It's Intelligence, Wisdom, and Charisma scores are equal to half of the individual who created it.



    Wise Assimilation [Racial, Erina]
    Some Erina are said be gifted by the gods to be able to choose which traits they assimilate from the fallen.
    Prerequisites: Erina
    Benefit: When you use the Assimilation racial feature, you may select which ability score you want to gain the bonus rather than being random. If the creature being eaten doesn't have the selected score higher than 11, then no bonus is gained.
    Last edited by Milo v3; 2014-01-11 at 07:27 PM.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  14. - Top - End - #14
    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    I'm giving this a bump since those outside the normal contestants are most likely not aware that the contest has been changed from a one month format to a 45 day format.

  15. - Top - End - #15
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    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    Scientist

    "Order, entropy; a never-ending cycle"
    - Heimerdinger, a Mad Scientist

    The scientist is a well rounded support character, able to diversify or specialize as needed to compliment his group. Unafraid to multiclass, the scientist is equally comfortable inventing new devices, designing new spells, or altering his own physiology with powerful elixers.


    Role: While easily specialized for any number of roles, the scientist fits well in the same niche as the bard and the alchemist: providing a wide variety of support options for his team.

    Alignment: Any, though most scientists lean toward neutral in the good/evil axis.

    Hit Die: d8

    Starting Gold: 3d6 x 10 gold (average 105)

    Class Skills
    The Scientist's class skills (and the key ability for each skill) are Appraise (Wis), Craft (Int), Disable Device (Dex), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

    Skill Ranks per Level: (6 + Int modifier)

    Scientist
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Scientific Study, Inspiration, Experiments
    2nd
    +1
    +0
    +0
    +3
    Sciblast (1d6)
    3rd
    +2
    +1
    +1
    +3
    Experiment
    4th
    +3
    +1
    +1
    +4
    Sciblast (1d8), Improved Understanding
    5th
    +3
    +1
    +1
    +4
    Experiment
    6th
    +4
    +2
    +2
    +5
    Sciblast (1d10)
    7th
    +5
    +2
    +2
    +5
    Experiment
    8th
    +6/+1
    +2
    +2
    +6
    Sciblast (2d6)
    9th
    +6/+1
    +3
    +3
    +6
    Experiment
    10th
    +7/+2
    +3
    +3
    +7
    Sciblast (2d8), Unexpected Talent
    11th
    +8/+3
    +3
    +3
    +7
    Experiment
    12th
    +9/+4
    +4
    +4
    +8
    Sciblast (2d10)
    13th
    +9/+4
    +4
    +4
    +8
    Experiment
    14th
    +10/+5
    +4
    +4
    +9
    Sciblast (4d6)
    15th
    +11/+6/+1
    +5
    +5
    +9
    Experiment
    16th
    +12/+7/+2*
    +5*
    +5*
    +10*
    Sciblast (4d8), Gestalt Growth
    17th
    +12/+7/+2
    +5
    +5
    +10
    Experiment
    18th
    +13/+8/+3
    +6
    +6
    +11
    Sciblast (4d10)
    19th
    +14/+9/+4
    +6
    +6
    +11
    Experiment
    20th
    +15/+10/+5
    +6
    +6
    +12
    Sciblast (8d6)

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

    Weapon and Armor Proficiencies: The scientist is proficient with all simple weapons, with light armor, and with shields (but not tower shields).


    Scientific Study: The scientist advances unlike any other class, measuring his worth by his knowledge and skills, rather than his strength or experience. A scientist knows a variety of different scientific colleges, and measures his knowledge in each college separately. As he advances in knowledge or skill, he gains ranks in colleges associated to that study.
    The scientific colleges are theurgy, alchemy, physiology, biology, psiology, and technology.
    Spoiler: Theurgy
    Show
    Theurgy is the study of magic and its interactions with non-magical subjects. You gain a bonus on spellcraft and caster level checks equal to the number of ranks you possess in theurgy.
    You gain a rank in theurgy for each of the following conditions:
    • You can cast first level or higher arcane spells.
    • You can cast first level or higher divine spells.
    • You can cast third level or higher spells of any type.
    • You have 8 or more ranks in both spellcraft and knowledge (arcana).

    Spoiler: Alchemy
    Show
    Alchemy is the study of chemical interactions and the refinement of temporary magical effects into an ingested form. Increase the duration of any potion, poison, or alchemical substance you create by 50% per rank you possess in alchemy.
    You gain a rank in alchemy for each of the following conditions:
    • You can create extracts or potions of at least first level.
    • You can create extracts of at least second level.
    • You can create potions of up to third level.
    • You have 10 or more ranks in craft (alchemy).

    Spoiler: Physiology
    Show
    Physiology is the study of health and athleticism, and the ability to bolster one's physique. While under the effect of any bonus to your physical ability scores, you gain an additional enhancement bonus to the increased scores equal to the number of ranks you possess in physiology. You also heal one extra point of damage per die or per heal check when healing yourself.
    You gain a rank in physiology for each of the following conditions:
    • You possess a total of 20 ranks between acrobatics, climb, fly, heal, ride, and swim.
    • You have the mutagen class feature.
    • You have the rage class feature.
    • You have the wildshape class feature.
    • You have the armor training or weapon training class feature.
    • You have the lay on hands class feature.
    • You have the ki pool class feature.
    • You have the grit class feature.

    Spoiler: Biology
    Show
    Biology is the study of organisms, evolution, and anatomy. Your critical hits and sneak attacks deal an extra point of damage per rank you possess in biology. You gain a bonus to any knowledge check made to identify a creature equal to double the number of ranks you possess in biology.
    You gain a rank in biology for each of the following conditions:
    • You possess a total of 20 ranks between handle animal, heal, knowledge (geography), knowledge (history), knowledge (nature), and survival.
    • You have the sneak attack class feature.
    • You have the favored enemy or favored terrain class feature.
    • You have the wildshape class feature.
    • You have the bane class feature.

    Spoiler: Psiology
    Show
    Psiology is the study of the mind, psychic abilities, and mental health. You gain a competence bonus on saves against mind-affecting effects equal to the number of ranks you possess in psiology. You also increase the save DC's of your mind-affecting spells and effects by this amount as well.
    You gain a rank in psiology for each of the following conditions:
    • You possess a total of 20 ranks between autohypnosis, diplomacy, knowledge (psionics), sense motive, spellcraft, and use magic device.
    • You have power points.
    • You can cast enchantment or illusion spells of at least second level.
    • You have the bardic performance class feature.
    • You have the cognatogen class feature or discovery.
    • You have the still mind class feature.
    • You have the tactician class feature.
    • You have the judgement class feature.

    Spoiler: Technology
    Show
    Technology is the study of mechanics, metallurgy, traps and contraptions. You gain a bonus on craft and disable device checks dealing with devices and traps equal to the number of ranks you possess in technology. Such items that you create gain additional hardness equal to this amount as well.
    You gain a rank of technology for each of the following conditions:
    • You possess a total of 20 ranks between appraise, craft (any dealing with metals), disable device, knowledge (engineering), and use magic device.
    • You have the trapfinding class feature.
    • You have the gunsmith class feature.
    • You have at least one magical item creation feat.



    Inspiration (Ex): A scientist's success is based as much on his learning and knowledge as on his ability to quickly figure out new solutions to the problems he faces. Every day, he gains a pool of mental energy he can spend to power his abilities and inventions, or to gain a new perspective on a problem he faces. This inspiration pool is equal to 3 + his class level + his charisma modifier.
    He may spend a point of inspiration for any of the following effects:
    Spoiler: Inspiration Point Effects
    Show

    • The scientist may spend a point of inspiration as a swift action after missing an opponent with an attack to give himself an insight bonus on attack rolls for one round. This bonus is equal to the scientist's highest mental ability modifier, and applies only against the opponent he missed and other creatures identical to it.
    • The scientist may spend an inspiration point as an immediate action after getting hit by an attack to give himself an insight bonus to AC for one round. This bonus is equal to the scientist's highest mental ability modifier, and applies only against the opponent that hit him and other creatures identical to it. He loses this bonus while flatfooted or unaware of his attacker.
    • The scientist may spend an inspiration point as a swift action after failing a skill check to gain an insight bonus to that skill until the end of the encounter. This bonus is equal to the scientist's highest mental ability modifier not associated with that skill.
    • The scientist may spend a point of inspiration when performing any experiment to reduce the failure chance for that experiment by an amount equal to his highest mental ability modifier.



    Experiments: The scientist specializes his portfolio of abilities and options with unique and powerful experiments. He begins play with a number of experiments equal to his intelligence modifier + 1, and he gains additional experiments at every odd level thereafter. Most experiments give the scientist ranks in one or more of his scientific colleges, and many of the experiments he chooses from have minimum rank requirements that must be met. Increases to his college ranks are marked with a diamond (♦) icon.
    Should an experiment call for a save DC, calculate the DC as 10 + 1/2 the scientist's level + the scientist's intelligence modifier, unless otherwise specified. If the scientist uses an experiment with a failure chance, he may choose to automatically fail that experiment, if he desires.
    The scientist adds a new type of ability to the roster: Technological (Te) abilities are dependent on specific devices and tools, and have little or no use without them. Technological abilities continue to function in an antimagic field. Should the scientist take an experiment that improves a feature he has from another class, that experiment is the same type of ability as the feature he already possesses.
    Many experiments have a failure chance. This is calculated as soon as the results of the experiment would become known.
    The following list is of generic experiments only: those that are universal and give no ranks in a specific college. Specialized experiments can be found below.
    Spoiler: Generic
    Show
    Apprenticed Scholar: You have taken some simple training, but have no hands on experience as of yet.
    You may only take this experiment at first level, but you may take it multiple times.
    ♦ You gain a rank in one college of your choice. Each time you take this experiment, you must select a different college of study.

    Advanced Scholar: You have expanded your previous studies with more information, but little hands-on training.
    You must be at least 5th level before selecting this experiment, and you must have selected the apprentice scholar experiment at least once. You may select this experiment up to four times, but must select a different college each time.
    ♦ You gain a rank in one college you'd previously selected with apprentice scholar.
    Reduce the failure chance for experiments from that college by 2%.

    Expert Scholar: What you've failed to accomplish with hands-on learning, you've more than made up for with academic knowledge.
    You must be at least 11th level before selecting this experiment, and you must have selected the advanced scholar experiment at least once. You may select this experiment up to two times, but must select a different college each time.
    ♦♦ You gain two ranks in one college you'd previously selected with advanced scholar.
    Reduce the failure chance for experiments from that college by 3% (5% total with advanced scholar).

    Master Scholar: Your studies and "book learning" have paid off with far better results than most could hope for with merely hands-on training.
    You must be at least 17th level before selecting this experiment, and you must have selected the expert scholar experiment at least once. You may select this experiment only once.
    ♦♦♦ You gain three ranks in one college you'd previously selected with expert scholar.
    Reduce the failure chance for experiments from that college by 5% (10% total with advanced and expert scholar).

    Advanced Sciblast (Su): You gain one of the following perks, dependent on the category of sciblast you possess. Making an advanced sciblast costs 1 point of inspiration. Roll damage for your sciblast once and use that result for all opponents affected by it.
    Spoiler: Effects of Advanced Sciblast by Type
    Show
    Emission sciblasts can now be made as lines rather than rays, dealing damage to multiple creatures simultaneously. The line must emanate from you, and it has the same range as the sciblast would in ray form. A successful reflex save halves the damage from a line-type sciblast.
    Conduit sciblasts can now deal area damage, exploding with energy upon impact. Such sciblasts deal full damage to all creatures within 5 feet of the target, and half damage to all other creatures within 10 feet. Any creature taking damage from such a sciblast may attempt a reflex save for half damage. The creature you hit with your sciblast takes full damage, and may only attempt a reflex save if your attack missed. If you are using a melee weapon, you take full damage, or half damage if your weapon has reach (reflex half in either case).
    Contact sciblasts can now explode outward, affecting all creatures in a 20 foot cone. Creatures caught in the blast can attempt a reflex save for half damage. No attack roll is required for a cone-shaped sciblast. The cone emanates from you, or outward from a point within your reach.
    When using an advanced sciblast, there is a 15% chance that the effect will fail. Should this occur, the sciblast backfires and deals no damage to any creature other than you. You take half damage from a failed sciblast, with no save. A failed sciblast still consumes one use of the conduit or emission sciblast types.
    You must be level 3 or above before learning this experiment.

    Elemental Sciblast (Su): When making a sciblast, you may choose one of the following energy types; all damage from that sciblast is changed to the selected type. An elemental sciblast may deal fire, acid, cold, or electric damage. Once you have at least 5 ranks in any one college, you may have your elemental sciblast deal two types of damage: half the damage from the blast is one type, and half is the other.
    You must be level 3 or above before learning this experiment.

    Forceful Sciblast (Su): When making a sciblast, you may choose to use massive amounts of kinetic energy, which hit your opponent with the force of a charging animal. Making a forceful sciblast costs 2 points of inspiration.
    All creatures taking damage from your sciblast are subject to a bull-rush combat maneuver from you, using your class level + highest mental ability modifier in place of your normal CMB. You get an additional bonus on this check equal to the number of dice of damage dealt by the sciblast.
    If successful, the targets are pushed back 5 feet, plus 5 feet per 5 by which you beat their CMD. This movement provokes no attack of opportunity, and you do not add the bonuses from improved or greater bull rush. All movement is directly away from the point of impact, and you cannot move with the targets. Any creature pushed more than 10 feet by this effect is also knocked prone.
    Additionally, the forceful sciblast deals 1 point of force damage per die of damage it deals.
    You must be level 5 or above before learning this experiment.

    Afflicting Sciblast (Su): When making a sciblast, you may inflict one of the following penalties on any creatures taking damage from it. The decision is made universally, rather than for each creature individually. Each penalty has its own base duration, but all durations are increased by 1 round per die of damage dealt by your sciblast beyond the first.
    Using this ability costs 1 point of inspiration when the sciblast is made.
    Spoiler: Physical Afflictions
    Show
    • The victim bleeds for 2 damage per round for 3 rounds. This damage does not stack if used in later rounds.
    • The victim is blinded for 1 round unless they succeed a fortitude save.
    • The victim is dazzled for 4 rounds.
    • The victim is deafened for 2 rounds unless they succeed on a fortitude save.
    • The victim is entangled for 1 round unless they succeed on a fortitude save.
    • The victim is fatigued for 2 rounds unless they succeed on a fortitude save. Successive uses will cause the victim to become exhausted instead.
    • The victim is sickened for 1 round unless they succeed on a fortitude save. Successive uses will cause the victim to become nauseated instead.
    • The victim is staggered for 1 round unless they succeed on a fortitude save.
    If you possess 2 or more ranks in psiology, you add the following options to this list:
    Spoiler: Mental Afflictions
    Show
    • The victim is shaken for 1 round unless they succeed on a will save. Successive uses will cause the victim to become frightened instead.
    • The victim is confused for 2 rounds unless it succeeds on a will save.
    • The victim is dazed for 1 round unless it succeeds on a fortitude or will save of its choice.
    You must be level 7 or above before learning this experiment.

    Reanimation: Through an elaborate ritual, you are able to restore a creature to an animated state, long after it had died. This takes 2 days per hit dice the creature possessed, and costs 100 gold per day. At the end of this time, you attempt the experiment, which has a 40% failure chance. If you fail, there is no additional loss of time or materials, and you may attempt again over the next few days. If you possess a laboratory, this process takes half as much time if performed there.
    The animated creature returns to life with its original creature type, though if it was a living creature is also has the undead creature type now. The body of the creature must be mostly intact, though any superficial wounds or severed limbs are re-attached (but not regrown) during the process. In the event of a missing or unsuitable component or organ, you may replace the missing portion with a new or better portion, though this takes one extra day to perform. You get some leeway when attaching limbs in this manner; for example, you could put a large scorpion's tail on the shoulder of a 1-armed humanoid of the appropriate size. These replacement parts are not arbitrary, and must be gathered or bought separately from the rest of the procedure. Any creature using a limb or attack it did not possess in its original state is unfamiliar with it, and uses it as though it were a secondary natural attack or off-hand (-5 attack roll, half strength bonus).
    The re-animated creature is as good as new, except that living creatures take a -2 dex penalty if they had been dead for more than a week before the process began. The creature needs a weekly maintenance from the scientist to function at full capacity. If it goes more than 7 days without maintenance, then it suffers 1 point of damage to all ability scores each day after the seventh. Maintenance removes this penalty.
    If you do not have at least 3 ranks in technology, then you cannot use this ability on constructs.
    You must have 3 ranks in any one college to learn this experiment.
    ♦ You gain a rank in any one college of your choice.

    Experiential Studies: You treat all classes you possess as favored classes, and may retroactively gain favored class bonuses for levels in classes that were not previously favored by you. You gain +1 hit point and +1 skill rank per racial hit die you possess.
    You also gain any one of the following feats that you meet the prerequisites for: Extra Arcane Pool, Extra Bane, Extra Bombs, Extra Channel, Extra Ki, Extra Lay on Hands, Extra Performance, Extra Rage, Extra Ranger Trap, Extra Summons, or Toughness.
    You must be level 7 or above before learning this experiment.

    Laboratory: You can begin construction of your laboratory, which must be a constant location you own or control. Your laboratory will be filled with a wealth of supplies taking up a lot of space and consuming a lot of resources.
    You must invest in your laboratory before it can be used. Each investment consumes a 10 ft cube of space (occupying it with a table, shelf, invention, or magical area) and costs between 1,000 and 20,000 gold (maximum 1000 gold x your class level). The amount of money you spend on the investment determines the strength of the bonuses it grants. Outside of the laboratory, the scientist does not have access to his investments and cannot use their benefits unless otherwise stated, though his actions within the laboratory may modify things outside of it (such as enhanced crafting). Each investment is permanent unless sold or destroyed; they may not be "upgraded" by expending additional funds.
    For each investment, choose one of the following effects:
    Spoiler: Investments
    Show
    • Reduce the failure chance for experiments performed here by 1% per 2000 gold invested.
    • Select one college at the time of investment. When performing an experiment which requires or grants ranks in that college, reduce the failure chance for that experiment by 1% per 1000 gold invested.
    • You gain a +2 competence bonus on one skill for every 2000 gold invested.
    • You gain one magical item creation feat (chosen at the time of investment) per 5000 gold invested.
    • Select one spell you know or have available with a duration longer than one day (or which can be made permanent in an area), with a maximum spell level equal to 1/1000 gold invested. That spell permanently affects your entire laboratory or the perimeter of your laboratory for as long as this investment remains.
    • Objects you create in the laboratory gain 1 point of extra hardness and 10% extra health for every 2000 gold invested.
    • The time and cost needed to research, scribe, or invent spells is reduced by 10% per 2000 gold invested.
    • The natural healing rate of creatures in the laboratory is increased by 50% per 1000 gold invested.
    • Select one specific location within 1 mile per 1000 gold invested. You may use this investment to teleport to or from that location once per day.
    • The material cost to create items in the laboratory (other than investments and experiments) is reduced by 5% per 3000 gold invested.
    • Supernatural, extraordinary, and magical healing performed in the laboratory is increased by 100% per 2000 gold invested.
    • You gain a rank in one college of your choice per 2000 gold invested.
    You may select this experiment more than once, gaining a separate laboratory each time. When attempting to make multiple laboratories with similar investments, reduce the cost of duplicate investments by 30% (but treat the investments as if you'd paid the full amount).
    You must be at least 9th level before selecting this experiment.

    Gestalt Career: At the level you choose this experiment, you gain the best hit die, skill ranks, BAB increase, and saves from among the classes you possess. This replaces the weaker hit die, skill ranks, BAB, and save bonuses for the scientist at this level. You also gain all class features from the next level in every class you possess other than the scientist. Secondary statistics, such as caster level or trapfinding bonuses, increase as though you'd gained a level in their class.
    You must be at least 17th level to select this experiment. You may select this experiment more than once.


    Sciblast (Su): One of the few abilities almost all scientists have in common, the sciblast illustrates the scientist's power to inflict harm with the forces he understands. Sciblasts come in dozens of forms, styles, and flavors, but mechanically fall into only a few categories. Upon reaching second level, the scientist chooses what category his sciblast manifests as. This decision is permanent, and will forever decide which of the basic categories of sciblasts he will use for the rest of his career.
    Spoiler: Sciblast Categories
    Show

    • Sciblasts from the emission category usually involve bolts of energy, ray-guns, chemical bombs, ki beams, and other such ranged attacks. Emission sciblasts are usable at up to close range (25 ft + 5 ft/ 2 levels), but drain energy or resources when used. A scientist with this category of sciblast may use the attack a number of times per day equal to 3 + his charisma modifier. Emissions function as rays, requiring a ranged touch attack to hit, and require a standard action to attempt.
    • Sciblasts from the conduit category rely on modifications to an existing weapon to function. Whether it's heating up the blade of a sword, or imbuing the next bullet in your rifle with arcane power, conduit sciblasts are made using some kind of physical weapon. Conduit sciblasts are performed by charging the weapon immediately before making the attack roll; this is a swift action for ranged or projectile weapons, or a free action for melee weapons. Regardless of whether the attacks are being made with a melee weapon or a ranged one, the scientist gets a number of sciblasts per day equal to 1/2 his level + his charisma modifier. Conduit attacks succeed only if the weapon attack hits, but the sciblast ignores damage reduction.
    • Sciblasts from the contact category require close-range point blank contact to function. They may appear as weapon-like energy held in the scientist's hand, or as powerful cattle-prods or acid-lined gloves. Contact sciblasts require a melee touch attack to hit, but are usable any number of times per day. Using a contact sciblast is a standard action.

    Sciblasts deal 1d6 damage initially at level 2, but increase by 1 step at every even level thereafter, as shown in the table above. When making a sciblast, the scientist may spend points of inspiration to increase the damage of the attack. For each inspiration point spent in this way, increase the damage dice used in the sciblast by 2 steps. If the scientist makes a critical hit with a sciblast, increase the damage die used in the blast by 1 step per critical multiplier of that attack. For emission and contact sciblasts, this usually means a two step increase in damage, but conduit attacks may be increased even more.


    Improved Understanding (Ex): Beginning at 4th level, the scientist gains a bonus equal to half his class level on all knowledge checks made for his class skills. When making a knowledge check related to a process, object, or creature with some relation to one of the scientific colleges, the scientist adds his ranks in all applicable colleges to that knowledge check. So, he would likely receive no bonus on checks to remember information about a local king and his court, but would add in his biology and alchemy ranks when making a check about a dungeon's sentient ooze.


    Unexpected Talent: At 10th level, the scientist develops a new ability to augment his studies or help him pursue a desired path of learning. He may gain any one class feature from any base class, as though he had gained a level in that class. In most cases, this means that he must gain a first-level feature, but he may instead gain a feature from what would be his next level in a class he had multiclassed into. For example, a rogue 1 / scientist 10 could take a rogue's evasion, because he would have gained it if he had gained another level in rogue.
    He may not select any feature that includes options or multiple varieties (like all of bardic performance), though he may choose to gain a single option or variety from them (gaining only the inspire courage effect of bardic performance). Any ability he gains in this way he gains as though he'd gained only one level in that ability's original class, so taking a monk's unarmed strike damage will not give him 2d10 at level twenty.
    Most scientists choose abilities that help them qualify for prestige classes, or abilities that grant them additional ranks in a scientific college. He may not select any of the following class qualities: hit dice, save bonuses, base attack bonus, or skill ranks. He may gain class skills, weapon and armor proficiencies, spellcasting or psionic powers.
    If he chooses an increase in spellcasting, he gains a bonus to his caster level as appropriate, as well as the spells per day (and spells known) as if he were taking a level in spellcasting base class or a prestige class that improves spellcasting.
    If he chooses psionic powers, he gains (additional) power points and powers known as though he had gained a level in the psionic class of his choice.
    The scientist must follow any changes to class abilities caused by his selection of archetypes. For example, a scientist with 2 levels as a vivisectionist alchemist would gain sneak attack, not bombs, for learning a 3rd level alchemist feature. If the scientist gains a feature from a class he has not taken a level in, he may choose to follow an archetype for that class when making this decision.


    Gestalt Growth: At 16th level, the Scientist gains a deeper insight into his previous training and the strategies he is able to employ. He gains a vast wealth of information from this realization, as well as a surge in combat prowess and utility.
    When he gains the ability, treat the Scientist as if he had gained a gestalt level in every class he has at least one level in. Primarily, this entitles him to all class features he would gain from his next level in each cross-class class he possesses. He then uses the best qualities from all his classes to determine his stat improvements, rather than the Scientist's table alone. He does not gain additional hit dice, but he uses the best hit die from among his classes for this level's health increase. Likewise, he gains the highest number of skill ranks from among his classes, and the greatest BAB and save increases. Since the Scientist normally gains +1 to his BAB and +1 to his Will save at this level, these qualities will likely remain as depicted in the above class table unless you are using fractional BAB and saves. In this case, the Scientist's normal BAB increase at this level is +.75 and his saves increase by +.33/+.33/+.5 at this class level.
    Caster level, manifester level, and other abilities that progress in this manner increase as well as if they'd gained a level in their respectful classes.
    Last edited by gr8artist; 2014-04-28 at 06:47 PM.
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    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    Specialized Experiments
    Spoiler: Theurgy
    Show

    Experiment Logs: You have taken the practice of keeping a lexicon, a multipurpose journal, formula book, and reference guide. Possession of the lexicon reduces the failure chance of your other experiments by 5%.
    Additionally, the lexicon may hold spells as though it were a wizard's spellbook or an alchemist's tome of formulae. With a successful check, you can scribe spell information into the lexicon from a scroll or other spellbook, as a wizard does. The spells in your lexicon are used by other experiments and abilities. Your notations in the lexicon are in a shorthand specific to you, and require a linguistics check for others to decode it into a common language.
    If you prepare spells or extracts with such a book, you gain few additional benefits, except that the lexicon is treated to withstand disaster, and has double the health, hardness, and save bonuses it otherwise might have. You may have multiple lexicons, but the experiment failure reduction is capped at 10%.
    ♦ You gain a rank in theurgy.

    Arcana Charge (Su): The scientist can re-charge wands and staves with his knowledge arcane power.
    Recharging a wand is a full-round action, and takes a number of inspiration points equal to the level of the spell the wand contains.
    Recharging a staff in this way takes 1 minute, and uses a number of inspiration points equal to the highest level spell the staff can cast. This may be performed once per day, in addition to the normal charging of the staff.
    Either method restores one charge to the item in question, and requires that the scientist be holding the item. The item must also have at least one charge remaining to it for the scientist to use this experiment.
    There is a 15% chance of failure when using this ability. Should this occur, the item in question is drained of all remaining charges.
    ♦ You gain a rank in theurgy.

    Arcane Infusion (Su): You gain a small arcane pool with points equal to your highest mental ability modifier. If you already have an arcane pool, you may instead add this amount to your existing pool, even if it means adding the same modifier in twice.
    You may spend a point from your arcane pool as a swift action to give one weapon you are holding a +1 enhancement bonus for a number of rounds equal to 1 + your theurgy rank. At your 4th theurgy rank, this enhancement bonus increases to +2. This bonus stacks with any enhancement bonuses currently on the weapon you are using.
    The scientist may only have one weapon at a time benefiting from his arcane pool, and multiple uses do not stack with themselves.
    This pool refreshes each morning after a full-night's rest.
    You may spend points of inspiration as if they were points from your arcane pool.
    ♦ You gain a rank in theurgy.

    Attempted Arcana: You gain the ability to cast a few spells each day, chosen from a subset of the wizard/sorceror spell list.
    Your base daily allotment is the same as a wizard with a level equal to your theurgy rank. You gain no domain or specialty spells or slots.
    Your spells are arcane, and you prepare and cast them as a wizard, from a book or lexicon. There is a 20% chance that any spell you prepare will fizzle when cast, having no effect. Reduce this failure chance by 1% per theurgy rank you possess, and check the failure for each spell individually, at the time of casting.
    You may only cast spells from the wizard spell list, and they must come from the abjuration, necromancy, or transmutation schools. If you have at least 3 ranks in psiology, you may also select spells from the illusion and enchantment schools. Your caster level is equal to your theurgy rank, and you do not get any bonus spells from a high ability modifier. Use your highest mental ability score when calculating the DC's of your spells.
    You may take prestige classes and abilities which progress this spellcasting, treating each increase in spells/day and caster level as an additional rank in theurgy when determining your caster level and spells per day. You do not gain any spells to your book or lexicon for free, but must acquire them from your travels and experiences.
    You may select this experiment more than once, though you gain only a theurgy rank (and thus spells/day and caster level) from doing so.
    You must have at least one rank in theurgy before taking this experiment.
    ♦ You gain a rank in theurgy.

    Inspired Spellcraft (Ex): You gain the ability to modify your magic with new and more powerful effects born from your imagination. You gain a metamagic feat of your choice.
    In addition to the normal methods for using a metamagic feat, you may choose to apply a metamagic feat's effects to a spell spontaneously, as a swift action immediately prior to casting. To do so, you must spend a number of inspiration points equal to twice the metamagic spell level adjustment (treat a +0 adjustment as 1/2). You may not duplicate a metamagic effect on a spell in this way (spontaneously making an empowered fireball empowered again). Modifying a spell in this way does not consume a higher-level spell slot.
    You must be able to cast at least one spell before taking this experiment, and you must have at least 2 ranks in theurgy. You may select this experiment more than once, gaining a new metamagic feat and theurgy rank each time.
    ♦ You gain a rank in theurgy.

    Spoiler: Alchemy
    Show

    Proficient Poisoner (Ex): You gain the poison use class feature, and do not risk poisoning yourself when applying or using a poison. Furthermore, any poison you create has its DC increased by 2, and you get a bonus on heal checks against poisons equal to your ranks in biology.
    ♦ You gain a rank in alchemy.

    Demolitions (Ex): You gain the throw anything feat and the bomb class feature as a first level alchemist. You get a number of bombs each day equal to your highest mental ability modifier. If you already have the bomb feature from another class, you may add this number to your existing bombs per day to determine your daily total, even if it means adding in a single ability modifier more than once.
    Your bombs deal 1d6 damage, or 1d6 more than you get from your other class(es). Calculate their splash damage accordingly.
    ♦ You gain a rank in alchemy.

    Improved Demolitions (Ex): Your bombs deal an extra 1d6 damage. You may spend 2 points of inspiration when making a bomb to add your sciblast's damage to the bomb's damage. This sciblast damage is of the same type as the bomb. You may not use other abilities to modify this sciblast, though you may still spend points of inspiration to increase the sciblast damage added to the bomb.
    You must have the demolitions experiment before learning this one.
    ♦ You gain a rank in alchemy.

    Mastery of Demolitions (Ex): Your bombs deal an extra 1d6 damage. Choose one alchemist discovery which modifies bombs; you may apply that discovery's effects to a bomb you create by spending 1 point of inspiration at the time of creation. Your bombs deal 1 additional damage per die per rank you possess in alchemy, to the target and surrounding creatures.
    You may select this experiment more than once, gaining a new alchemist discovery and alchemy rank each time.
    You must have the improved demolitions experiment before learning this one.
    ♦ You gain a rank in alchemy.

    Chemical Refinement (Ex): By spending one hour with two doses of a potion or poison, you may attempt to concentrate them together into a single, stronger dose. There is a 15% chance of failure when attempting this experiment, in which case the materials (both doses) are destroyed. Reduce this by 1% per rank you possess in alchemy.
    The results of a successful attempt differ for poisons and potions.
    Poisons' DCs increase by an amount equal to your alchemy rank. Poisons also require an additional save to cure. Concentrated poisons also deal hit-point damage upon exposure equal to your alchemy rank, regardless of the victim's saves. A concentrated poison is worth twice its original value.
    Potions' caster levels increase by an amount equal to your alchemy rank. Potions which provide a bonus to AC, attack rolls, damage rolls, saves, or skill checks increase their bonus by 2 for a number of rounds equal to your alchemy rank. Concentrated cure potions restore extra health equal to your alchemy rank. Concentrated potions are worth twice their original value.
    You must have at least one rank in alchemy to select this experiment.
    ♦ You gain a rank in alchemy.

    Spoiler: Physiology
    Show


    Augmented Exercise (Ex): You use an experimental new medicine to help improve your physique. By taking the medicine and spending one hour in exercise, you give yourself a temporary +2 inherent bonus to one physical ability score of your choice. This bonus lasts for one day, or until you use this experiment again. The medicine's side effects make you angry and ill-tempered, giving you a -2 penalty on all charisma based skills (except intimidate) for its duration.
    ♦ You gain a rank in physiology.

    Warrior's Insight (Ex): You gain a small ki pool equal to your highest ability score modifier. If you already have a ki pool, you may add this amount to that pool, even if it means adding in the same ability modifier twice.
    You may spend 1 ki point as a swift action for any of the following effects, in addition to any effects you already had available to you:
    • Your next attack ignores an amount of dodge bonus equal to your physiology rank.
    • Double an amount of dodge bonus to your AC for one round equal to your physiology rank.
    • Ignore fatigue penalties, or reduce exhaustion to fatigue, for a number of rounds equal to your physiology rank.
    You may spend points of inspiration as if they were ki points.
    Your ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
    ♦ Gaining the ki pool feature gives you a rank in physiology.

    Adrenal Augmentation (Ex): With intense training and a slight improvement to his hormonal systems, the scientist can insight a blinding rage within himself. You gain a weaker version of the rage class feature of a first level barbarian, but you may only rage for a number of rounds per day equal to your highest ability modifier. If you already had the rage feature from another class, add this amount to the number of rounds of rage you get each day. Temporary increases to your ability scores do not grant additional rounds of rage.
    You gain the benefits and penalties of the rage spell while under these effects, including a +2 enhancement to strength and constitution, temporary hit points, a +1 bonus on will saves, and a -2 penalty to AC. Entering this milder rage is a move action, and you are not fatigued at the end of it. Your rage rounds are replenished after a full 8 hours' rest.
    You may spend points of inspiration as if they were rounds of rage.
    ♦ Gaining the rage class feature gives you a rank in physiology.

    Adrenal Advancement (Ex): Your ability to rage improves. While under the effects of the rage spell or rage class feature, your enhancement bonus to strength and constitution is increased by +1, and your bonus to will saves increases by +1 as well.
    You gain one rage power when you learn this experiment. You must meet all qualifications for that power normally.
    You are exhausted for 2 rounds after raging.
    You must have the rage class feature or the ability to cast the rage spell before selecting this experiment.
    ♦ You gain a rank in physiology.

    Improved Vitality (Ex): By carefully maintaining a healthy diet and regular exercise regime, you increase your overall health and wellness. You spend twice as much on food and rations as another creature of your size, and you must spend one hour a day in meditation and exercise for no other purpose. After your 3rd day's exercise, you notice the first benefit. Every two days after, you gain an additional benefit as shown in the table below:
    Day Benefit
    3 +1 vitality bonus to fort saves
    5 +1 vitality bonus to all saves
    7 Additional max health equal to physiology rank
    9 +2 competence bonus to all strength based skills
    11 +1 competence bonus on attack rolls
    13 Endurance bonus feat
    15 Fast healer bonus feat
    These perks remain constant so long as you maintain the healthly lifestyle, but are immediately lost if you are unable to exercise or eat properly, if you drink in excess or consume drugs or poisons which lower your constitution. Additionally, your decision to refrain from indulgence makes you more susceptible to the temptations of others. You suffer a penalty against temptations and mind-affecting effects of the charm or compulsion subschools equal to 1 per 3 days spent training in this method, maximum -5.
    You must have at least 2 ranks in physiology to take this experiment.
    ♦ You gain a rank in physiology.

    Spoiler: Biology
    Show

    Dastardly Dissector (Ex): You gain the sneak attack class feature as a first level rogue. Your sneak attack deals 1d6 damage, or 1d6 more than you would normally get if you have the sneak attack feature from another class. If you have at least 8 ranks in the heal skill, your sneak attack deals an additional 1d6 damage.
    ♦ Gaining the sneak attack feature gives you a rank in biology.

    Vicious Vivisectionist (Ex): Your sneak attack deals an extra 1d6 damage. If you possess 12 or more ranks in sleight of hand, then your sneak attack deals an additional 1d6 damage.
    You must have the dastardly dissector experiment before selecting this one.
    ♦ You gain a rank in biology.

    Evolutionary Studies (Ex): You gain the favored enemy feature as a first level ranger. You may take this experiment more than once, selecting a new type of favored enemy each time, though you may not use this experiment to increase an existing favored enemy bonus. If you already had the favored enemy feature from another class, you simply add another creature type to your list of valid enemies.
    This experiment grants only a +2 bonus against your favored enemies, and does not increase in strength as you progress in levels.
    ♦ Gaining the favored enemy feature gives you a rank in biology. You gain a rank in biology each time you take this experiment after the first.

    Species Specialization (Ex): Select one creature type other than undead or constructs. Your spells and effects may affect creatures of that type regardless of the effect's original target type. Effects specific to undead or constructs do not gain this benefit.
    You may select this experiment more than once, choosing a different creature type each time.
    ♦ You gain a rank in biology each time you take this experiment.

    Spoiler: Psiology
    Show

    Psychoacoustics (Su): You gain the bardic performance class feature as a first level bard, but you possess only the distraction and countersong bardic performances. You use a perform (acoustics) checks for either performance, as you use strange instruments to bounce sound vibrations around your subjects.
    Each day, you may maintain a number of rounds of bardic performance equal to your highest mental ability modifier. If you already have the bardic performance feature from another class, you may add this amount to the number of rounds of bardic performance you get each day, even if it means adding the same ability modifier twice.
    You may spend points of inspiration as if they were rounds of bardic performance.
    ♦ Gaining the bardic performance feature gives you a rank in psiology.

    Improved Psychoacoustics (Su): You add the inspire courage +1, inspire competence +2, and fascinate bardic performances to your possible list. In addition, you may spend a round of bardic performance when making a sciblast to have the sciblast deal sonic damage. Opponents taking damage from a sonic sciblast must make a fortitude save or become dazzled and deafened for 1 round.
    You must have the psychoacoustics experiment before learning this one.
    ♦ You gain a rank in psiology.

    Cerebral Augmentation (Ps): Upon learning this experiment, you gain a pool of daily power points equal to your highest mental ability modifier. If you already have power points, you add this amount to your existing power point pool, even if it means adding the same ability modifier in twice.
    You also gain a psionic power, with a maximum power level equal to your psiology ranks after taking this ability.
    You may spend points of inspiration as if they were power points.
    You may take this experiment more than once, selecting a new power each time. Each additional time you take this experiment, you use your next highest mental ability modifier (minimum +1), so that after choosing this experiment 3 times, you will have added in all three mental ability modifiers.
    ♦ Gaining power points gives you a rank in psiology. You also gain a rank in psiology each additional time you take this experiment.

    Spoiler: Technology
    Show


    Basic Firearms (Te): You gain the gunsmith class feature as a first level gunslinger, including the battered firearm and the gunsmithing bonus feat. You reduce the penalty for non-proficiency with firearms by 2, but only when using your starting firearm or another that you create. The misfire chance on your firearms is increased by 1.
    ♦ Gaining the gunsmith feature gives you a rank in technology.

    Trap Expert (Ex): You gain the trapfinding feature as a rogue of half your level. If you already have the trapfinding feature from another class, you instead add your levels in this class to that one to determine the bonus from your trapfinding. Furthermore, when you successfully disarm a trap, you gain gold or components equal in value to one-quarter the trap's cost (half the cost to make the trap).
    ♦ Gaining the trapfinding feature gives you a rank in technology.

    Clockwork Companion (Te): This ability functions much like the clockwork familiar ability, but grants you a battle-worthy construct companion, rather than a utility-based one. This companion has the same stats as one belonging to a druid three levels lower than you, except as noted here.
    • The clockwork companion is a construct, rather than an animal or magical beast. Recalculate its health, BAB, saves and skill ranks as needed for this creature type.
    • It gains construct traits.
    Spoiler: Construct Traits
    Show
    • No constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
    • Low-light vision, darkvision 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
    • Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
    • Cannot heal damage on its own, but often can be repaired by its master (see below)
    • Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    • A construct cannot be raised or resurrected.
    • Does not breathe, eat, or sleep.
    • It can be repaired with a craft or disable device check, as though it were a heal check.
    • It gets 10 bonus health for every size above tiny.
    • A clockwork companion does not gain the link or devotion abilities of an animal companion.
    • You must pay 100 gold per class level when increasing the size of your clockwork companion, in addition to the 200 gold per class level should you need to build a new one.
    • Having a much hardier and well-armored frame, the clockwork companion gains a natural armor bonus 2 points higher than normal, and has the hardness of the material it is crafted from (usually steel, hardness 10).
    • The clockwork companion gains a small charge of energy from his master every morning. The scientist spends any amount of inspiration points in this process, granting the companion that same amount for the rest of the day. The companion may only use these points to activate spellrunes applied to itself.
    • A clockwork companion can be designed to hold one spellrune as part of its composition, plus one additional spellrune per size category above tiny.
    • A clockwork companion is crudely intelligent, capable of understanding verbal commands from its master and carrying out common tasks.
    You must be at least level 4 and have 3 ranks in technology before selecting this experiment. You may take this experiment more than once, gaining an additional clockwork companion each time, but each level you may choose only one companion whose stats to increase.
    ♦ You gain a rank in technology.

    Spoiler: Cross-Collegiate
    Show


    Genetic Alteration (Su): You have found a long forgotten aspect of your history, and alterations to it have allowed you to become more than you were.
    • If you are a construct, this has no effect on you.
    • If you are a humanoid, you gain an additional humanoid subtype, or you may gain the monstrous humanoid, dragon, or fey creature type.
    • If you are an outsider, you gain an additional outsider subtype and you may shift your alignment in one step toward that subtype's typical alignment.
    • If you are an undead, you gain your original (living) creature type.
    • If you are any other creature type, you gain an additional creature type (except construct).
    You are treated at all times as a member of all applicable creature types and subtypes. If an ability or spell would have different effects for each of your types, follow the result for your original type. If an effect would fail for one type but succeed for another, then it succeeds for you.
    ♦♦/♦ You gain a rank in biology, and you gain a rank in physiology the first time you take this experiment. You may take this experiment more than once.

    Spellforging (Te): You gain the ability to create spellrunes, complex metallic glyphs which mimic spell effects. Creating a spellrune costs the same as making a potion, and has the same DC. There is a 15% failure chance that any spellrune you make is inert, and has no effects when activated.
    Activating a spellrune is a swift action if you are holding or wearing it, or a standard action if it is on another person. Activating a spellrune costs one point of inspiration per spell level of the effect it will create. Alternatively, as a full-round action, the scientist can activate any number of spellrunes on his person by spending 1 point of inspiration for each one.
    Spellrunes often have additional effort required before their effects are released. In the case of an offensive spell (one requiring an attack roll, or which opponents must make will or fort saves against) the spellrune must be thrown or pressed against the defending creature as part of an attack. Spellrunes designed for this purpose have a thrown range increment of 20 ft, and look like little metallic discs. Spellrunes which provide protection or benefits to the target are created to take up a magical item spot, such as the wrists or hands. Spellrunes cannot be designed for the eye or ring slots. Spellrunes which provide area effects or create things are designed as larger pentagonal discs roughly a foot wide. These spellrunes release their effect when thrown, but do so centered on the spellrunes' location.
    Spellrunes which create cones or lines are hand-held, and emanate from the caster. Some spells, such as fireball, can be created as attack-type or area type spellrunes.
    Spellrunes become inert and inactive after 1 week. Spellrunes use your caster level, or your theurgy ranks, for their caster level, whichever is higher.
    The highest level spellrune you can create is equal to your ranks in theurgy. You must be able to cast the spell to be made into a spellrune, or you must have it in your lexicon or available from a nearby scroll.
    You must have at least two ranks in theurgy and one rank in technology before taking this experiment.
    ♦♦ You gain a rank in theurgy and technology.

    Regenerative Serum: You create a powerful medicine which destroys damaged cells and rebuilds them anew. You may make up to 3 doses per day, and each dose is only good for one day, after which the medicine becomes inert. Consuming the medicine gives a creature fast healing for 1 minute, after an initial onset period of 2 rounds. This medicine costs 100 gold per dose per point of fast healing granted, and the maximum fast healing value is equal to your intelligence modifier at the time of creation.
    There is a 30% failure chance when consuming the medicine that there was an error in its creation which makes it harmful to consume. Reduce the failure chance by 1% per rank you possess in alchemy or physiology. Should the medicine fail, treat the medicine as a poison with the following traits:
    Onset Frequency Initial Effect 2nd Effect Cure
    2 rounds 1/round for 10 rounds fatigued 1 minute 1 Con penalty 2 consecutive saves
    The cure DC is equal to the normal DC for your experiments. The Con penalty expires 1 minute after the onset period.
    You must have at least one rank in physiology and alchemy to learn this experiment.
    ♦♦ You gain a rank in physiology and alchemy.

    Biograft (Su): You have learned to alter yourself to create natural weapons. This process takes 1 day, has a 20% chance of failure. Reduce this failure chance by 2% per rank you possess in physiology. If you fail, you have crippled yourself and take 2 points of dex damage, as well as a -1 permanent dex penalty.
    If you succeed, you gain one natural weapon, permanently, as a creature of your size. This includes the gaining of additional organs as needed (in the example of a tail or wing attack), but these additional organs serve no purpose other than your attacks. In the case of a slam, your arms and shoulders get slightly larger.
    The maximum number of natural weapons a creature may have from this ability is equal to their constitution modifier (minimum 1). If you possess at least 5 ranks in biology, you may use this ability on other willing or helpless creatures.
    You must have a rank in physiology and biology before selecting this experiment.
    ♦♦ You gain a rank in physiology and biology.

    Erratic Evolution (Su): You have learned to alter your body into that of another species, and can change form on a regular basis. Select one animal species of your choice. You may change into that type of animal once per day as a standard action, and may remain in that form for up to 1 minute per rank you possess in physiology or biology, before changing back as another standard action. This counts as the wildshape class feature gained by a 4th level druid; if you already possess the wildshape feature from another class, add your ranks in biology to that class' levels to determine the maximum duration of your wildshape.
    You must have 3 ranks in biology before selecting this experiment.
    ♦♦ Gaining the wildshape class feature gives you a rank in physiology and biology.

    Body and Mind as One (Ex): You may spend any items from the following list as if they were other items from the list: rounds of rage, rounds of bardic performance, grit points, arcane pool points, ki points, and inspiration points. You may spend 4 points from any of these sources for one of the following effects, if you have it: channel energy, lay on hands, summon monster, hex, bomb, or any ability usable a number of times per day equal to 3 + (ability modifier). Likewise, you may spend one effect from the second list to add 4 points of inspiration to your pool.
    You must have at least one rank in physiology and two ranks in psiology to learn this experiment.
    ♦ You gain a rank in physiology and psiology.

    Metallurgy: Learning this experiment allows you to create metallic alloys which combine the properties of different metals.
    Attempting this experiment uses metal which must be purchased separately, and there is a 15% chance that the materials will be destroyed in the process. If your experiment succeeds, figure the stats for the new substance by averaging the stats of its base substances. For example, Adamantine has 40 HP/inch and hardness 20; Mythril has 30 HP/inch and hardness 15, and reduces weight by 50%. An alloy of Adamantine and Mithral would have 35 HP/inch and 17 hardness, and would weigh 75% of the normal weight.
    Alloys possess all additional special qualities of both base materials, such as an adamantine weapon's ability to bypass hardness or an adamantine armor's bonus DR/--.
    Alloys are always created at a 2:1 ratio, as the lesser parts of each base substance are destroyed or consumed in the process; 1 ingot of adamantine and 1 ingot of mithral will yield 1 ingot of their alloy. Steel, bronze, or other cheap materials may be used to reduce the cost of creation, but essentially produce weaker alloys because of this. When attempting to calculate the stats on an alloy-based item as opposed to a normal one, assume the normal version of the item was made with steel.
    Working an alloy is complicated, and increases the craft DC for items made from them by +2. Only the scientist may craft items from his alloys.
    You must have at least one rank in alchemy before learning this experiment.
    ♦♦ You gain a rank in technology and alchemy.

    Clockwork Familiar (Te): You design and build a clockwork familiar, small enough to perch on your shoulder or hide in a large pocket. This familiar has the same stats as one belonging to a wizard, except as noted here.
    • The clockwork familiar is a construct, rather than an animal or magical beast. Recalculate its health, BAB, saves and skill ranks as needed for this creature type.
    • It gains construct traits.
    Spoiler: Construct Traits
    Show
    • No constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
    • Low-light vision, darkvision 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
    • Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
    • Cannot heal damage on its own, but often can be repaired by its master (see below)
    • Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
    • A construct cannot be raised or resurrected.
    • Does not breathe, eat, or sleep.
    • It can be repaired with a craft or disable device check, as though it were a heal check.
    • If it gets to be small size or larger, it gets 10 bonus health for every size above tiny.
    • The master does not get a creature specific benefit from his clockwork familiar (a raven's appraise bonus, for example).
    • The clockwork familiar does not gain the empathic link, alertness, speak with others of its kind, spell resistance, or scry on familiar features of a normal familiar.
    • If the scientist has at least 2 ranks in psiology, he may attach fittings to the familiar which grant him the alertness and scry on familiar features he would otherwise be deprived of, gaining them at the appropriate levels. He gains scry on familiar as a (Te) ability when he does so.
    • The clockwork familiar gains a small charge of energy from his master every morning. The scientist spends any amount of inspiration points in this process, granting the familiar that same amount for the rest of the day. The familiar may only use these points to activate spellrunes and other technological (Te) abilities and items.
    • A clockwork familiar can be designed to hold one spellrune as part of its composition, plus one additional spellrune per size category above tiny.
    • A clockwork familiar is crudely intelligent, capable of understanding verbal commands from its master and carrying out common tasks.
    The Scientist may take the improved familiar feat if he has at least 2 ranks in biology to increase the complexity and strength of his clockwork familiar. A familiar may only use spell-like abilities from a spell level up to the scientist's theurgy rank.
    You must have at least 1 rank in technology and theurgy to select this experiment.
    ♦ You gain a rank in technology.

    Advanced Firearms (Te): You gain exotic weapon proficiency (firearms) as a bonus feat, and your firearms have the normal misfire chance. You may also build and design advanced firearms regardless of their rarity and relative era.
    You gain a small grit pool equal to your highest ability score modifier (other than strength or constitution). If you already have a grit pool, you may add this amount to that pool, even if it means adding in the same ability modifier twice.
    You may spend 1 grit point as a swift action for any of the following effects, in addition to any effects you already had available to you:
    • Your next attack with a firearm is against touch AC for twice the normal distance and deals extra damage equal to your technology rank.
    • Ignore an amount of attack roll penalty from your weapon (such as the broken condition) equal to your technology rank, and an amount of attack roll penalty on you (such as the dazzled or shaken condition) equal to your physiology rank.
    • Your next attack with a firearm ignores half of the miss chance from partial concealment and half the range increment penalties.
    You may spend points of inspiration as if they were grit points.
    Your grit pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
    You must have the basic firearms experiment before selecting this one.
    ♦♦ Gaining the grit feature gives you a rank in physiology. You gain a rank in technology.

    Skeletal Transformation: With intense chemical alteration and a bit of arcane power, you are able to convert the bones of a creature into another material. This process takes 4 days of prep and 1 day per limb to be modified (counting the head, wings, tail, and torso as limbs) and costs 500 gold per limb. This experiment has a 25% chance of failure, and causes a permanent -2 dex penalty should this occur. Reduce this failure chance by 1% per rank you possess in biology or physiology.
    If you succeed, then the exterior layer of bone in the target limb is converted to a new material. The default change is "common metal", but other changes are possible at an additional cost, as shown below. Because you are changing the composition of your bones rather than adding material to them, you cannot use metallurgical alloys in this process.
    The weight of the creature undergoing the procedure is increased by a certain percentage for every limb modified in this way. The HP/bone is assuming a medium sized creature; double this value for each increase in size, and halve it for each reduction. Natural weapons in the modified limb deal +1 damage and get a +1 enhancement bonus to their attack roll. Natural weapons on the treated limbs are also considered manufactured weapons, and masterwork quality. They can be made magical as well, as if they were a weapon. Treat every natural attack as a separate weapon for these purposes.
    Limbs treated in this way cannot normally be regrown or regenerated naturally, and must be treated again (changed to bone) to repair permanent damage. Certain spells that repair broken items can be used on broken limbs to allow natural healing to begin.
    Treat the increase in body weight as part of the creature's load carried for the purposes of encumbrance and carrying capacity. This penalty is removed after 1 month per modified limb.
    Material Cost Hardness HP/bone Weight Other effects
    Bone -- 5 15 -- -- (this is the default composition)
    Stone -200 gp 8 20 +2% no damage bonus
    Common Metal -- 10 30 +3% -- (use for steel, iron, bronze, etc.)
    Alchemical Silver +100 gp 8 20 +3% no damage bonus, alchemical silver weapon properties
    Cold Iron +500 gp 10 30 +3% cold iron weapon properties
    Living Steel +500 gp 10 30 +3% allows normal regeneration and healing
    Crystal +1000 gp 20 5 +2% common crystalline weapon properties.
    Mithral +1500 gp 15 30 +1% weapons bypass Silver DR
    Diamond +4000 gp 20 10 +2% true crystalline weapon properties
    Adamantine +5000 gp 20 40 +3% weapons bypass hardness < 20, creature gains +2 DR/-- if all limbs are adamantine.
    You must have 2 ranks in physiology and 1 rank in any other college before learning this experiment.
    ♦♦ You gain 1 rank in physiology and alchemy.
    Last edited by gr8artist; 2014-04-01 at 11:55 AM.
    My Homebrew and Extended Signature
    Current avatar: Charza Sahlaren, by gr8artist

  17. - Top - End - #17
    Dwarf in the Playground
     
    Zombie

    Join Date
    Aug 2012

    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    Starship Soldier

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

    A starship soldier hails from another part of the galaxy in which the planar properties coincide to be a dead magic zone. They do not think magic is real and have no connection to the gods in a way a normal practitioner might have. A starship soldier soldier travels the galaxy on spaceships that can move faster than light. However, in this particular case, the spaceship was knocked off course while in hyper space by a super nova which damaged the ship and caused it to be stranded thousands of years off course. The only option available was to crash land the ship on a planet where finding fuel to escape was impossible. Very few survived...


    Role: A starship soldier is a ranged specialist and provides an adventuring party with a base of operations and utility.

    Alignment: Any.

    Hit Die: d10

    Starting Gold: As wizard

    Restrictions: This class cannot be multiclassed into or out from, meaning it must start from level one and cannot deviate.

    Class Skills
    The Starship Soldier's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex) Heal (Wis), Intimidate (Cha), Knowledge (Engineering)(Int), Perception (Wis), Profession (Wis), Survival (Wis), and Swim (Str)

    Skill Ranks per Level: (4 + Int modifier)


    STARSHIP SOLDIER
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Ship, Powered Armour, Weapon

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Armour Ability, Weaponry

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Ship Room, Armour Ability

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Ship Room, Weaponry

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Armour Ability, Weaponry

    6th|
    +6
    |
    +5
    |
    +5
    |
    +2
    |Ship Room, Armour Ability

    7th|
    +7
    |
    +5
    |
    +5
    |
    +2
    | Ship Room, Weaponry

    8th|
    +8
    |
    +6
    |
    +6
    |
    +2
    |Armour Ability, Weaponry

    9th|
    +9
    |
    +6
    |
    +6
    |
    +3
    |Ship Room, Armour Ability

    10th|
    +10
    |
    +7
    |
    +7
    |
    +3
    | Ship Room, Weaponry

    11th|
    +11
    |
    +7
    |
    +7
    |
    +3
    |Armour Ability, Weaponry

    12th|
    +12
    |
    +8
    |
    +8
    |
    +4
    |Ship Room, Armour Ability

    13th|
    +13
    |
    +8
    |
    +8
    |
    +4
    |Ship Room, Weaponry

    14th|
    +14
    |
    +9
    |
    +9
    |
    +4
    |Armour Ability, Weaponry

    15th|
    +15
    |
    +9
    |
    +9
    |
    +5
    |Ship Room, Armour Ability

    16th|
    +16
    |
    +10
    |
    +10
    |
    +5
    |Ship Room, Weaponry

    17th|
    +17
    |
    +10
    |
    +10
    |
    +5
    |Armour Ability, Weaponry

    18th|
    +18
    |
    +11
    |
    +11
    |
    +6
    |Ship Room, Armour Ability

    19th|
    +19
    |
    +11
    |
    +11
    |
    +6
    |Ship Room, Weaponry

    20th|
    +20
    |
    +12
    |
    +12
    |
    +6
    |Ion Canon Uplink[/table]

    Class Features
    All of the following are class features of the CLASS NAME.

    Weapon and Armour Proficiencies: All simple and martial weapons, plus his/her class weapon, and all armour.

    Powered Armour (Ex): At 1st level, a Starship Soldier starts with a powered suit of armour. Due to the ship crash and the resultant damage to the ship and its personnel, the armour is not at its full potential but will improve over time. Choose one, light armour or heavy armour.
    Choosing heavy armour gives you a +8 armour bonus and damage reduction 2/adamantine. However, your base land speed is reduced to 20 ft. and you have a maximum dexterity bonus of +1. You also have a -5 penalty on all skill checks to which armour check penalties apply. This armour weighs 50 lb.

    Choosing light armour gives you a +5, and you are considered to be wearing light armour. You now have a +5 maximum Dexterity bonus to AC, a -2 penalty on all skill checks that armour check penalties apply to. This armour weighs 20 lb.

    Your armour cannot be enchanted by magic.

    Armour Abilities (Ex):

    Vision
    Pre-requisites: Satellite Control room, Computer Uplink armour ability.
    - You gain the ability to switch between different modes of vision as a swift action.

    Third level onwards:

    Normal Vision

    Night Vision – This functions as darkvision.

    Fifth level onwards:

    Thermal Vision - This allows allows the you to detect sources of heat with your eyes. These sources may range from ambient temperature to the heat of a powerful fire. Any such source of heat possesses an aura with a myriad of colours ranging from red to white, called a heat signature.

    Accordingly, you gain a competence bonus to Spot checks involving such sources corresponding to the severity of the heat signature's colour. The most 'severe' colour is always closest to the source of the heat signature, and may be surrounded with less severe colours as the heat diminishes the further it gets from the source.

    {table=head]Signature Colour|Source Temperature|Example|Skill Spot Bonus
    Red|
    less than 70°F
    |
    interior of a house during winter
    |
    +2

    Orange|
    70°F to 120°F
    |
    living human body
    |
    +3

    Yellow|
    120°F to 210°F
    |
    a geyser
    |
    +4

    White|
    210°F or over
    |
    a fire
    |
    +6
    [/table]

    While using thermal vision, it is very easy to track fresh tracks made by creatures that emit heat, and as such, when trying to follow such tracks, you gain a +10 bonus on survival checks to do so. The heat signatures left by these tracks disappears after 10 minutes (unless the creature was very hot, like a fire elemental, in which case it lasts for 40 minutes) and the bonus is lost.
    Use of this vision mode essentially renders invisibility obsolete, as well as hiding in darkened areas. An invisible, heat producing creature will always show itself to thermal vision, as will anyone lurking in shadows. This vision mode allows you to either see completely through gases, such as fog, or at minimum see heat sources within the gas. Exceptions to this are extremely hot gases such the incendiary cloud spell.
    However, creatures which emit no heat, such as an ice elemental or an entirely illusionary creature, are essentially invisible while using this mode of vision. You may also not see through glass with this vision.

    Seventh level onwards:

    Ultraviolet Vision – Aside from lighting up flowers from far away, UV vision allows you to see dried and even cleaned blood from far away, as well as urine and semen. Magical objects or effects also emit UV light, as do ethereal creatures. As an example, a wizard that had cast mage armour would be surrounded in a UV glow.

    Ninth level onwards:

    X-ray Vision - You gain the ability to see through solid matter. You can see up to 20 feet as though looking at objects in normal light even when there is no light source. You can see through up to 1 foot of stone, 1 inch of common metal or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. Xray vision does not confer true seeing or other visual powers.

    Movement speed
    Pre-requisites: None
    – If you are in heavy armour, you ignore your movement penalty. If you are in light armour, you gain a movement speed increase of 10 ft. You may take this ability more than once. If you do, you gain an extra 10 ft. of movement speed increase.

    Reactive Armour
    Pre-requisites: None
    - You gain +1 armour and reduce your armour check penalty by 1, down to a minimum of 0. You may take this ability more than once. If you do, apply the same benefits again.

    Jet propulsion
    Pre-requisites: 7th level.
    - Using small engines on the back of your armour, you may fly for up to 1 minute per level per day unless you go back to your ship to refuel.

    Computer Uplink
    Pre-requisites: None
    - The ship computer can see and hear through your helmet and can speak to you. The computer will scan everything within visual range and store the information it gathers in its memory banks. This includes creatures, the environment/habitats, buildings and internal structures and more. This allows the computer to generate maps of areas you have seen before, tell you what creatures are based on their heat signatures. If you have the satellite control room, the computer can also inform you about things it has seen from the satellite imagery, and even show you images from them.

    Recording
    Pre-requisites: None
    - Using your headgear, you may record what you see and hear. You may display what you have recorded on a special stretch screen that can be stretched as large as a human or stay as small as

    Shield
    Pre-requisites: Brig
    - You gain your own personal force field. Not only does it provide a +1 shield bonus to armour class every 5 levels, but it also provides 2 temporary hit points per level. These temporary hit points regenerate at a rate of 1 hit point per minute. However, when the shield is depleted (when all temporary hit points provided by it are used up) the bonus to armour class disappears until at least 1 hit point has been regenerated.

    Sealed Suit
    Pre-requisites: None
    - Your suit is air tight and has its own oxygen supply. This makes you immune to poison and to any gaseous effects.

    Nanotechnology
    Pre-requisites: Infirmary
    - You can use your suit to inject yourself and others with nanotechnology as a standard action for beneficial effects. Using it on others requires a touch. You may use this ability once every three levels (minimum 1) and may choose from the following effects:

    Heal the target for 3 hit points per level.
    Give the target fast healing 3 for 1 round/level.
    Give the target a +2 tech bonus on Constitution, Dexterity, and Strength for 1 round/level.
    Give the target the benefit of haste for 1 round/level.
    Give the target a +2 bonus to its natural armour for 1 round/level.
    Make the target immune to one particular element of your choice for 1 round/level.
    Give the target damage reduction of 3/- that stacks with other forms of damage reduction for 1 round/level.

    The nanotechnology dissipates harmlessly after use.
    Invisibility
    Pre-requisites: 5th level.
    - You can use your suit to make yourself invisible as a swift action up to 3 times per day. This is akin to the invisibility spell. At 10th level, it is akin to the greater invisibility spell.

    Extra Load
    Pre-requisites: None
    - Your carrying capacity triples.

    Ship: Your spaceship has crashed, and was thus damaged. The exact shape and design of the ship is up to you, but look through the rooms and confer with your GM to draw up a plan for your spaceship. Over time, your spaceship will make self-repairs, and as you level, you may prioritise which rooms get repaired first. The computer core is still operational, but that’s about it.

    Ship Rooms (Ex):

    Mess Hall – This room is a 30 ft. by 50 ft. by 15 ft. room with sturdy metallic tables and chairs interspersed throughout the area. Along the walls are protein resequencers which can instantly generate any food the user desires by asking it. The food is resequenced proteins made to taste and smell like the real thing, and as a result the food is always healthy. Anyone who spends an hour eating the food from this room gains a +1 food bonus on Fortitude saves for 24 hours and heals 1 hit point per level.

    Brig – This is a series of rooms designed to hold or imprison creatures, generally located in close proximity to one another connected by hallways. They contain a bed and that’s it. The entry to the brig rooms is protected via a force field (which functions as a wall of force) rather than a door, and the walls, floor and ceiling also have a force field protecting them. Attacking the force fields with a natural or non-reach melee weapon causes a painful shock, dealing 1d6 electricity damage. Activating or deactivating the force fields can be as simple as pressing a button or via remote control. They are 15 ft. by 15 ft. by 15 ft. and big enough for a large or smaller creature (s). The ship contains 20 brigs, which you unlock per level.

    Holodeck – This is a 20 ft. by 20 ft. by 20 ft. plain room, that when activated by voice command can produce a holographic environment of your choosing that can expand well beyond the rooms dimensions, including generating creatures and objects. You can duplicate specific places (such as a specific persons house, or the entrance to a vault), but they must either be described, such as through written material, or have been visually seen, such as through the computer seeing via an uplink. All damage dealt within the holodeck is treated as nonlethal and holographic objects or creatures cannot leave the holodeck. Deactivating the holodeck is also a voice command.

    Infirmary – This 40 ft. by 40 ft. by 15 ft. room contains all the necessary equipment for treating injury and sickness. This includes a medical scanner, medical beds, a medical synthesizer, and all kinds of medical equipment including syringes, scalpels and etc.
    An injured or sick person can be treated by another person in this room by the use of the heal skill (CL equals class level, but non magical):

    DC 5: After 1 hour the recipient is treated as if by cure light wounds.
    DC 10: After 2 hours the recipient is treated as if by cure moderate wounds.
    DC 15: After 3 hours the recipient is treated as if by cure serious wounds.
    DC 20: After 4 hours the recipient is treated as if by cure critical wounds.
    DC 30: After 8 hours the recipient is treated as if by the heal spell.
    DC Varies: If subject to a disease, the healer may make a heal check equal to 10+ the save DC for the disease. If successful, the recipient is cured of the disease after an amount of hours equal to the save DC of the disease.
    Failing a check by 4 or less simply wastes the time trying to heal. Failure by 5 or more instead harms the patient, dealing 1 damage per point under the target number.

    If bought a sample of a disease or poison, such as a living infected or poisoned creature, or some blood in a syringe from said creatures, the medical synthesizer can start synthesizing a cure for it, taking an amount of days equal to its save DC. Once complete, the cure can be distributed among others, making them immune to that specific type of disease or poison (poison from a colossal monstrous spider would make recipient’s immune to all poison from colossal monstrous spiders, but not from a medium monstrous spider).

    Engineering – This 40 ft. by 20 ft. by 15 ft. room is where you can upgrade your weapon. It is similar to making magical weapons, except it only takes 1 day and is nonmagical in nature. The cost is the same as regular weapon abilities except it’s paid in metals worth the same amount. The following can be applied:

    Armour piercing 1,2,3,4 and 5 – These are the equivalent of +1,+2,+3,+4, and +5.

    Incendiary – This gives all bullets fired from the weapon an extra 1d6 fire damage and cannot be combined with cryo. Counts as +1.

    Cryo – This gives all bullets fired from the weapon an extra 1d6 cold damage and cannot be combined with incendiary. Counts as +1.

    Charged – This gives all bullets fired from the weapon an extra 1d6 electricity damage. Counts as +1.

    Ear Splitting – This gives all bullets fired from the weapon an extra 1d4 sonic damage. Counts as +1.

    Combine – This allows you to combine two different weapon abilities at once that can be switched to as a swift action (see weaponry). Counts as +1.

    Capacity – This gives the weapon double capacity and doubles the usage of all weaponry abilities that use the weapon. Counts as +1

    Teleport Room – This is a 20 ft. by 20 ft. by 15 ft. room. Upon unlocking it, a satellite is released from the satellite control room if you have it. Before 7th level, you may have your computer teleport you anywhere within range of your satellites twice per day. Between 7th and 11th level, you may teleport 1 willing creature per 3 levels within 30 feet of each other 3 times per day. After that, you may transport creatures 5 times per day.

    Satellite Control – This is a 20 ft. by 20 ft. by 20 ft. room which builds, launches and monitors satellites into orbit. These satellites look down onto the planet and provide the computer with constant real time data about the surface which it can share with you if you have computer uplink. The satellites have a visual range of 10 miles per level and can be directed by the computer to cover any area of the planet. In addition, whenever a new satellite is built, it will bring a new ability that will update and apply to all satellites. If you gain the satellite control room later than third level, the satellites that would have been gained at earlier levels are released into orbit automatically.

    Third level: Normal satellite.

    Fourth level: Darkvision satellite.

    Fifth level: Thermal Vision satellite.

    Seventh level: Ultraviolet Vision satellite.

    Ninth level: X-Ray Vision satellite.

    Security – This is a 20 ft. by 20 ft. by 15 ft. room that has multiple view screens and activates security cameras located everywhere inside the ship. This allows all rooms and corridors within the ship, as well as the general outside area, to be monitored. The cameras can use any vision mode that has been unlocked by either satellites or by the vision armour ability. The room also contains a machine that allows you to make mobile cameras that you can place anywhere allowing you to monitor places your satellites can’t for 1,000 gp worth of metals each.

    Gymnasium – This 20 ft. by 20 ft. by 20 ft. room contains all the essentials needed for working out. Training in this room for 1 hour gives a +3 training bonus to skill checks based on strength for 24 hours.

    Crew Quarters – There are enough crew quarters for 50 people, and each room is 30 ft. by 15 ft. by 10 ft. They contain comfortable beds and their own bathrooms. Sleeping in one recovers twice the amount of hit points normally gained by resting.

    Command Deck - The command deck is a 40 ft. by 40 ft. by 15 ft. room and is responsible for monitoring the ships sensors and controlling the ships weapons. It has a wide array of terminals and a massive viewscreen. Using the command deck, you can use seismology to scan beneath the surface of the planet. At first you can scan a 10 mile radius per level radiating out from the centre of the ship. At 10th level, this changes to 100 miles per level, and at 20th level, it covers the entire planet. This allows you to tell the subterranean topography of the scanned areas and will reveal things like cave systems and underground buildings, but not the location of creatures. The command deck can also be used to turn satellites around so that they can scan space and find other planets in the solar system and look at the stars.
    As for the ships weapons, the ship can fire a laser once per round in a 500 ft. line in any direction from any edge of the ship that deals 1d6 fire damage per level, with a reflex save to halve the damage (Dexterity based).

    Shooting Range - This 1,000 ft. by 20 ft. by 15 ft. room is extremely long, and is designed for practice with ranged weaponry. It has targets that can be moved or stood still throughout the entire range, and is suitable for crossbow and bow users, or even natural ranged weapon users, as well as firearm users. Ranged weapon users who spend an hour practicing here gain a +1 practice bonus to both hit and damage for ranged weapons ever 4 levels you have (minimum +1) for 24 hours.

    Weapon (Ex): You start out with a two handed ranged weapon that fires bullets. This counts as an advanced firearm that has a capacity of 10, a range of 100 ft., no misfire, the scatter property, a critical chance of x2 and deals B and P damage. It deals 2d6 damage. You have essentially unlimited ammunition. Your weapon cannot be enchanted by magic.

    Weaponry (Ex):

    Grenade – This is an alternate ammunition type for your weapon and can be switched to as a swift action. Three times per day you may fire a grenade from you weapon with a range of 40 ft. that deals 1d6 damage per level in a 10 ft. radius, half of which is fire damage and the other half piercing damage. A successful reflex save (Dexterity based) halves the damage. Cannot be combined with flamethrower or freeze ray.

    Flamethrower - This is an alternate ammunition type for your weapon and can be switched to as a swift action. Three times per day you may fire a jet of flame in a 20 ft. cone that deals 1d6 fire damage per level to each creature within the radius and sets them on fire dealing 1d6 damage per round. A successful reflex save (Dexterity based) halves the damage and prevents catching on fire. Cannot be combined with grenade or freeze ray.

    Static Shock - This is an alternate ammunition type for your weapon and can be switched to as a swift action. Three times per day you may fire a special nonlethal bullet from your weapon that sends an electric shock rippling through the target. The creature, if hit, must make a Fort save (Dexterity based) or fall unconscious for 1 hour.

    Snipe – A sniper scope attaches to your weapon. This allows you to resolve attacks against the touch AC of your target regardless of the range increment, and reduces the cumulative penalty of firing past extra range increments by 1.

    Smoke - This is an alternate ammunition type for your weapon and can be switched to as a swift action. Three times per day you may fire a special bullet from your gun that releases smoke into the air rather than dealing damage. The smoke covers a 20 ft. radius and reaches 60 ft. high and lasts for 1 round per level.

    Wall piercer - This is an alternate ammunition type for your weapon and can be switched to as a swift action. Three times per day, you may fire a bullet through up to 1 foot of stone, 1 inch of common metal or up to 3 feet of wood or dirt or a thin sheet of lead.
    Silencer – This puts a silencer on your weapon, stopping it from making noise when firing.

    Tracer - This is an alternate ammunition type for your weapon and can be switched to as a swift action. Three times per day, you may fire a nonlethal bullet that puts a tracer mark on the target. The tracer mark allows you to track the target through your satellites. Your computer will always tell you if have found the target you are tracking. The tracer round lasts for 1 day per level.

    Poison tip - This is an alternate ammunition type for your weapon and can be switched to as a swift action. Three times per day, you may fire special type of bullet that adds a poison to the regular damage. The DC of the poison is Dexterity based and has no onset period. The initial effect is 1d2 con, and the secondary effect is 1d4 con. The poison lasts 6 rounds and takes 2 consecutive rounds to cure.

    Timed Explosive - This is an alternate ammunition type for your weapon and can be switched to as a swift action. Three times per day, you may fire a special piece of ammunition that sticks to the surface which it was fired from. If fired upon a creature and it hits, it explodes and deals 1d6 damage per level, half of which is fire, the other half of which is acid, up to a maximum of 10d6 damage at 10th level. Creatures within a 10 ft. radius also take this damage unless they succeed on a Reflex save (Dexterity based). If, however, the ammunition is fired at a surface, you can choose between a timed delay or remote detonation. If you choose a timed delay, you may time the explosion to go off at no later than 2 hours per level. If you choose remote detonation, you may detonate it yourself any time you choose, but no later than 2 hours per level (after which it becomes harmless). The ammunition is diminutive in size and requires a DC 30 perception check to notice, and any attempt to handle it will set it off.

    Dry Load - This allows you to fire you weapon in any environment without air, including under water and in a vacuum.

    Freeze Ray - This is an alternate ammunition type for your weapon and can be switched to as a swift action. Three times a day, you can fire a ray of ice at a single target. If it hits, the target takes 1d6 points of cold damage per level and must make a fortitude save (Dexterity based) or become slowed, as per the spell, for 1 round/level. Cannot be combined with flamethrower or grenade.

    Focus Attack - If unseen by your target, you may spend a full round action studying your target. If you do, you may make a single attack at your full base attack bonus and add your dexterity modifier to the damage. Double your critical threat range for this attack.



    Ion Canon Uplink - At 20th level, your satellite room creates and releases a new, special satellite that allows your satellites to call down an ion cannon strike. Once per day, within range of one of your satellites, you may strike an area 100 ft. in radius for 40d6 damage. Half of this damage is pure energy, the other half is fire. The damage ignores hardness and will readily destroy buildings.
    Last edited by DawnbringerSO; 2014-01-17 at 05:01 PM.

  18. - Top - End - #18
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition XXII: Third Law

    This contest is hereby closed. Please stay tuned for the voting thread, which will be posted when ready.

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