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  1. - Top - End - #1
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    Have a Holly, Jolly Brewmas



    This image is from the public domain.


    "Have a holly, jolly Christmas;
    It's the best time of the year
    I don't know if there'll be snow,
    but have a cup of cheer.

    Have a holly, jolly Christmas;
    And when you walk down the street
    Say Hello to friends you know
    and ev'ryone you meet.

    Oh, ho, the mistletoe
    hung where you can see;
    Somebody waits for you;
    Kiss her once for me.

    Have a holly jolly Christmas,
    and in case you didn't hear,
    Oh by golly, have a holly, jolly Christmas
    this year. "



    ~~~~~~~~~~


    This contest begins with the posting of this thread and continues through until the 31st of December.

    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 7th 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 limited skills in Paint. In the case of any ties I will cast the tie breaking vote.

    Rules

    1. You will be creating an original Base Class or Monster or Prestige Class or Race that is themed around the secular aspects of the Christmas holiday (Santa Claus, Christmas Trees, Presents, etc) and the season of winter in general. Entries could take the form of a base class that specializes in ice magic, a prestige class that allows the maneuvering of tight spaces, a monster that hunts children and makes them into sweets or a race of sentient Douglas firs.

    2. Your entry must be entirely complete. Incomplete contest entries will be disqualified upon the closing deadline of the contest.
    2a. 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; 2012-12-05 at 11:40 AM.

  2. - Top - End - #2
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    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 Points at First 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 Points at First 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]

  3. - Top - End - #3
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    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.

  4. - Top - End - #4
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    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 Points at First 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 Points at First 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]

  5. - Top - End - #5
    Ettin in the Playground
    Join Date
    Nov 2009
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    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]

  6. - Top - End - #6
    Ogre in the Playground
     
    ShadowFireLance's Avatar

    Join Date
    Jan 2012
    Location
    Ruling Mordor
    Gender
    Male

    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    Present Suprise


    This unassumeing Box appears to be a present, For you!
    Present Construct 4
    XP We shall see
    <NE> <Diminutive> <Construct>
    Init +1; Senses ; Perception +7

    Defenses

    AC 18, Touch 18, flatfooted 10; ( +)
    hp (5d10+0); 40 (Yes, I did ignore the con pelenty
    Fort + X, Ref +X, Will +X

    Offenses

    Speed X ft.
    Melee Weapon +X (dX+X) 9, 5, 16, 12
    Space X ft.; Reach X ft.
    Special Attacks

    Statistics

    Str 2, Dex 18, Con 4, Int -, Wis -, Cha -
    Base Atk +2; CMB +10;
    Feats Improved Grapple
    Skills -
    Languages -

    Special Abilities

    Special abilities go here.

    Ecology


    Environment Anywhere, Especially under your tree
    Organization In many piles, Useally 5-10
    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.


    This is a WIP.
    Last edited by ShadowFireLance; 2012-12-23 at 08:13 PM.
    "All things must end, and you will be among the first."
    I love Ceika <3

    Quote Originally Posted by Kymme View Post
    You've got good reasoning, though the Akastarepti is never the best example.

    Extended Sig

  7. - Top - End - #7
    Dwarf in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    Winter Warrior


    Used with permission of the artist, gregmks of deviantART

    "My beard is older than you, boy!"

    If a warrior's got any good sense, they retire before they start to feel the pains of age. Those who live long enough will found taverns and farms, they'll start long-delayed families, and they'll step back and allow the young men to do the fighting.

    Of course, not all warriors have that sort of good sense. Some loyal soldiers cannot give up the campaign, no matter the cost that they must pay. True adventurers could never sit at home as others fight their way through ancient tombs, and the most pious holy warriors would never stop fighting for their gods, arthritis be damned.

    Those who hold onto their armor and weapons as their hair turns to gray can sometimes become winter warriors-- those steadfast souls who no longer seem to feel the wounds of time, becoming more fearsome and skilled with their chosen tools in the winter of their life than they ever were in their youth.

    Role: A winter warrior is usually a martial combatant, fighting their enemies either on the front lines or with a ranged weapon.

    Alignment: Any. Some winter warriors are indomitable champions of good, fighting for just causes into their twilight years. Others are bloodthirsty, angry old men seeking only to sate their hunger for violence.

    Hit Die: d8

    Requirements
    To qualify to become a winter warrior, a character must fulfill all of the following criteria.
    Base Attack Bonus: +8
    Feats: Weapon Focus (any)
    Skills: Knowledge (any), 8 ranks
    Age Category: Old or Venerable

    Class Skills
    The winter warrior's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).

    Skill Points at First Level: (4 + Int modifier)

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

    1st|
    +1
    |
    +1
    |
    +0
    |
    +1
    |Quite Spry, Second Skin, Hey Rookie

    2nd|
    +2
    |
    +1
    |
    +1
    |
    +1
    |My Old Friend 1/encounter, Seen It All

    3rd|
    +3
    |
    +2
    |
    +1
    |
    +2
    |Remarkably Spry, Veteran's Insight(attack)

    4th|
    +4
    |
    +2
    |
    +1
    |
    +2
    | My Old Friend 2/encounter, Impart Wisdom

    5th|
    +5
    |
    +3
    |
    +2
    |
    +2
    |Shockingly Spry, My Old Friend 3/Encounter, Veteran's Insight(damage), I Have Been Preparing For This My Whole Life[/table]

    Class Features
    All of the following are class features of the winter warrior.

    Weapon and Armor Proficiencies: A winter warrior is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields).

    Quite Spry(Ex): At 1st level, a winter warrior reduces the aging reduction to any two of their Strength, Dexterity, or Constitution (at their option) to what it would be if they were middle aged. They no longer suffer any future reductions to those two ability scores due to aging.

    Second Skin (Ex): A winter warrior can don their armor properly in the time it would normally take to don it hastily. Additionally, whenever they are wearing armor, they reduce the armor check penalty of their armor by 2 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by their armor by 2. At 4th level, they instead reduce the armor check penalty by 4 (to a minimum of 0) and increase the maximum Dexterity bonus by 4. This effect stacks with the fighter's Armor Training class feature and similar abilities.

    Hey Rookie (Ex): If a winter warrior uses the Aid Another action (in combat or during a skill check) or provides a flanking bonus for any allies that are at least one age category younger, they receive an additional +2 morale bonus on the attack roll or skill check (normally a total of +4).

    My Old Friend(Ex): A winter warrior knows their weapon better than they know any other thing in the world. At 2nd level, when a winter warrior is wielding any weapon named in one of their feats, racial abilities, or class abilities, they have several additional options in combat. Once per encounter, a winter warrior may do one of the following:
    • A) If their chosen weapon has a weapon feature such as trip, disarm, or sunder, a winter warrior can attempt it on every opponent within reach at their full BAB as a full-round action.
    • B) The winter warrior can perform a Sneak attack as a rogue of their character level.
    • C) The winter warrior can execute a full attack (or another type of full-round action involving their chosen weapon) as a standard action. If their weapon requires reloading, it requires only free actions during that attack.
    • D) If the winter warrior has at least three more Hit Dice than their opponent, they may use a full-round action to attempt to kill an opponent outright with their chosen weapon. If they succeed on a single attack, their opponent must make a Fortitude or Reflex saving throw (at the winter warrior's option) with a DC equal to the damage rolled for the attack (prior to any damage reduction) or be slain instantly. If they make the saving throw, they take the rolled damage for the attack as normal.
    • E) (Su) From the beginning of the winter warrior's turn to the end of the round, their chosen weapon gains a supernatural power. In addition to any existing enchantments, the winter warrior may choose up to two special abilities of a total enhancement value up to their winter warrior level. This can temporarily allow a weapon to have above a +10 total enhancement bonus. This option cannot be in effect more than once on a single weapon.

    At 4th level, the winter warrior can use one of those abilities twice per encounter. At 5th level, they can use one of those abilities three times per encounter.

    Seen It All(Ex): At 2rd level, winter warrior can never be denied their Dexterity bonus to AC by feinting. They gain an insight bonus to their CMD equal to their winter warrior level.

    Remarkably Spry(Ex): At 3rd level, a winter warrior entirely removes the aging reduction to one of the ability scores that they chose for Quite Spry.

    Veteran's Insight(Ex): Starting at 3rd level, a winter warrior adds their Intelligence or Wisdom modifier (whichever is higher) to their attack rolls as an insight bonus. At 5th level, they add that bonus to their damage rolls as well.

    Impart Wisdom(Ex): Starting at 4th level, a winter warrior can impart an accurate idea of the ravages of age to a younger opponent. As a full-round action, a winter warrior can perform a full attack that does not deal damage as normal. Instead, for each attack that would normally hit, their opponent must make a Fortitude save with a DC equal to 15+the winter warrior's character level. For each save that their opponent fails, they suffer penalties to their Strength, Dexterity, and Constitution as though they were one age category higher, up to the maximum -6 penalty for Venerable age. These penalties last until the end of the encounter.

    Impart Wisdom does not function against true dragons (or other creatures that increase in physical power as they age), creatures that are immune to precision damage, or creatures that are already of Venerable age. It does, however, function normally against creatures that do not normally age.

    Shockingly Spry(Ex): At 5th level, a winter warrior entirely removes the aging reduction to the other ability score that they chose for Quite Spry. They reduce the aging penalties to their third physical ability score as though they were one age category younger. They no longer suffer any additional ability score reductions due to aging.

    I Have Been Preparing For This My Whole Life(Ex): When a climactic battle approaches, a winter warrior is ready. At the beginning of an encounter, a winter warrior may choose to expend all of their remaining vitality on the upcoming fight. For the duration of that encounter, the winter warrior gains the Diehard feat if they do not already have it. They also gain an insight bonus to all of their ability scores equal to half their character level, and they can use the options granted by My Old Friend an unlimited number of times.

    Five times during the encounter, the winter warrior may choose to treat any attack roll, skill check, ability check, saving throw, or critical confirmation roll as a natural 20 without rolling the die.

    After the encounter, they are reduced to 0 hit points and are considered Disabled. They cannot regain hit points or lose the Disabled condition by any means except Wish or Miracle for 2d4 weeks. If they finish the encounter with negative hit points, they die 1d4 hours afterwards.
    Last edited by 4th number; 2012-12-30 at 10:08 PM.
    My Winter Warrior sweeps the awards at Pathfinder Grab Bag Competition X!
    Avatar by Mr. Saturn ** My Homebrew Signature[/SIZE]

  8. - Top - End - #8
    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    Getting close to the half-way point, so I'm giving this a bump.

  9. - Top - End - #9
    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    Getting close to the last week, so another bump for the holiday spirit!

  10. - Top - End - #10
    Ogre in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    Gather round, kiddies, it's story time!

    Long ago, there was a paladin who lived in the snowy north. He lived there for so long, that legend says he became a being of living ice. He then proceeded to help the poor by delivering presents to them in the night, ported around by a magic reindeer he met there. Now unfortunately, his name has been lost to time. The only name we have any more is that given to him by the drow– Sahn'ta Cl'aa's. But whatever his name was, this nameless paladin left a legacy– the Defenders of the North

    Defender of the North

    "I came to give presents to kids and punch heretics. I just ran out of presents."

    Every year, warriors go on pilgrimages to the snowy north in honor of Sahn'ta Cl'aa's. Here they learn to control the snow and follow in his footsteps. While not all are paladins anymore (the trip is quite popular with rangers, druids and barbarians), they all still dedicate their lives to helping others, as Sahn'ta Cl'aa's did.

    Role: Defenders of the North are primarily fighters. They are built to be on the front lines in combat. In addition, they have limited healing capabilities like the Paladin. Finally, they have a pool of gold they can spend per day to gift items to those who need them.

    Alignment: Defenders of the North are always good, because they focus on helping others.

    Hit Die: d8

    Requirements
    To qualify to become a Defender of the North, a character must fulfill all of the following criteria.
    Base Attack Bonus: +5
    Feats: Improved Unarmed Strike
    Alignment: Any good
    Special: Must have spent a week alone in the tundra

    Class Skills
    Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Survival (Wis)

    Skill Points at First Level: (2 + Int modifier)


    DEFENDER OF THE NORTH
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Strike|Gift Giving

    1st|
    +1
    |
    +1
    |
    +0
    |
    +1
    |Unarmed Strike, Paladin Abilities, Smite Evil, Icy Skin +1, Enchanted Fist +1|1d6|--

    2nd|
    +2
    |
    +1
    |
    +1
    |
    +1
    |Arctic Intuition, Snow Walk, Divine Bond, Gift Giving, cold resistance 10|1d8|2000 gp

    3rd|
    +3
    |
    +2
    |
    +1
    |
    +2
    |Enchanted Fist +2, Icy Skin +3|1d10|4000 gp

    4th|
    +4
    |
    +2
    |
    +1
    |
    +2
    |Icy Wind, Gift Giving, cold resistance 20|2d6|8000 gp

    5th|
    +5
    |
    +3
    |
    +2
    |
    +3
    |Enchanted Fist +3, Man of Ice, Snowy Construct|2d8|16000 gp[/table]

    Class Features
    All of the following are class features of the Defender of the North.

    Weapon and Armor Proficiencies: No additional proficiencies are gained

    Unarmed Strike (Ex): As the monk ability of the same name, but with a faster progression as shown in the table

    Paladin Abilities (varies): A Defender of the North uses his character level in place of his Paladin level for determining numerical effects of Paladin class abilities

    Smite Evil (Su): If a Defender of the North does not already have Smite Evil as a class feature, he gains it as a Paladin of his character level.

    Icy Skin (Ex): At level 1, a layer of ice begins to form on the Defender of the North's skin, granting a +1 boost to his natural armor bonus. This increases to +3 at level 3. The layer of ice also grants cold resistance 10 at level 2. This increases to 20 at level 4

    Enchanted Fist (Ex or Su): At level 1, a Defender of the North's fists are treated as +1 magic weapons. This can stack with the bonus granted by Divine Bond. This bonus increases to +2 to level 3, and +3 at level 5.

    His fists also gain the frost weapon property. At level 3, he can choose to treat his unarmed strikes as adamantine, silver or cold iron for overcoming damage reduction. At level 5, his fists are additionally treated as good for overcoming damage reduction.

    The weapon bonus and frost property are extraordinary abilities. The materials and alignment are supernatural abilities.

    Arctic Intuition (Ex): Beginning at level 2, a Defender of the North gains an untyped bonus to Survival equal to his Defender level when in cold climates.

    Snow Walk (Ex): Beginning at level 2, a Defender of the North no longer leaves tracks in snow

    Divine Bond (Sp): If a Defender of the North chose bonded weapon, he may choose his fists for this ability. In addition, replace flaming and flaming burst with frost and icy burst.

    If a Defender of the North chose to have a mount, the mount changes its type to magical beast. In addition, the mount gains a fly speed equal to its base land speed with good maneuverability. This flight is a supernatural ability

    If a Defender of the North does not already have the divine bond class ability, he gains it as a Paladin of his character level. Whichever bond he chooses, he still gains the bonus ability from this class. If he chooses weapon bond and is chaotically aligned, replace axiomatic with anarchic. If he chooses weapon bond and is neutral with respect to law and chaos, he may choose either axiomatic or anarchic to be on his list. He may not change this decision once made.

    Gift Giving (Su): A Defender of the North cares about others, and always seems to have the perfect gift for the occasion. Beginning at level 2, he may pull an item of his choice out of a backpack or similar item as a standard action. It must be able to conceivably fit in the backpack. He may use this any number of times per day, as long as he does not surpass his daily limit for value. A Defender's gp limit is refreshed by 8 hours of sleep. It may only be refreshed once per day, just like spells.

    Limits: Defenders of the North may create any of the following:
    • Alchemal Items
    • Musical instruments
    • Kits and tools (disguise kits, theives' tools, etc.)
    • Weapons (Masterwork or magical. Must be proficient)
    • Armor (Masterwork or magical. Must be proficient)
    • Toys (Mundane)
    • Food
    • Scrolls and potions for any spell he can cast

    All items must be of at least masterwork quality if possible. Weapons and armor crumble to snow and become useless when the Defender next refreshes his spending limit. Scrolls, potions and alchemal items must be used within an hour, or they crumble into snow and become useless.

    Beginning at level 4, a Defender may spend 1000 gp from his limit to replicate the effects of a heroes' feast spell. This may only be used once per day. Also at this level, Defenders may price magic weapons and armor for this ability as if the enchantment bonus were one lower. (For instance, +3 to a weapon is worth 8000 gp). Finally at this level, alchemal items, scrolls and potions no longer turn to snow after an hour.

    Icy Wind (Su): Beginning at level 4, Defender of the North may choose to deal cold damage when using channel energy. If he did not already have this ability, he gains channel positive energy as a cleric of level equal to his character level, except it may only be used to deal cold damage. Either way, this will not harm a Defender's allies

    Man of Ice (Ex): By level 5, enough of a Defender of the North's skin is covered in ice, that his skin is effectively made of ice. His bonus to natural armor from the class increases to +5, and he gains immunity to cold.

    Snowy Construct (Sp): For a number of rounds per day equal to his character level plus twice his Charisma modifier, a Defender of the North may summon a snowy construct under his control. Use the stats for an Ooze Golem, but change all mentions of acid damage to cold damage. If it falls in battle, a Defender of the North must meditate for an hour before being able to use this ability again. This ability is also regained when a Defender refreshes his spending pool
    Last edited by Razanir; 2012-12-30 at 01:18 PM.
    Avatar by Venetian Mask. It's of an NPC from a campaign I may yet run (possibly in PbP) who became a favorite of mine while planning.

    Quote Originally Posted by Razanir View Post
    Everyone knows frying pans are actually weapons that people repurpose for cooking
    I am a 10/14/11/15/12/14 LG Clr 2

  11. - Top - End - #11
    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    Since it's Christmas time and the clock is ticking down ever faster, I'll give this a holiday bump full of good cheer!

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    Firbolg in the Playground
     
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    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    Sainesti

    Despite sometimes being known as winter elves, the Sainesti are not a subrace nor even related to elves. The Sainesti dwell in the northern reaches of the world, using the ice to forge tools and weapons for the Kindred.

    Physical Description: The thin and lithe Sainesti have pale blue skin with pointed facial features, giving them an Elven appearance. They possess long bony fingers which end in sharp claws. Strangely, Sainesti possess black blood which is highly visable through their pale flesh. When this blood touches ice, eldritch azure sigils drift along its surface.

    Atop the heads of the Sainesti are small antlers, the Guardians are generally the only ones who don't shorten their horns.

    Society: Sainesti dwell in a caste-based hierarchy, with the most skilled craftsmen are at the top, leading the others. These artisans are known as Kal'acha. Below the Kal'acha, are the Gathers who hunt and search for food and fresh water across the glaciers. At the bottom of society are the Guardians who watch over their villages from attack and raise the children, but are effectively slaves who must do as other Sainesti order. Failure to do so results in the Guardian being publicly humiliated and tortured by the Kindred.

    Relations: Sainesti are isolated from most races, mainly because of the Kindred which annihlate and raid any nearby settlements if they aren't Sainesti. The reason the Kindred don't slaughter the Sainesti is because of their skilled craftsmenship, resulting in the Kindred forcing the "winter elves" to make their weapons.

    Alignment and Religion: The Sainesti are generally lawful, as the rebelious end up being tortured and killed at the hands of the Kindred. The Sainesti aren't very religious, as they are only allowed to worship the Kindreds gods.

    Adventurers: Every couple of generations a Sainesti would become an adventure aiming to escape his previous life, or to rescue his people from the Kindred.

    Male Names: Alvis, Freyr, Loki, Sindri, Thor, Völundr.

    Female Names: Embla, Freya, Gerd, Guðrún, Heidrun, Hel, Saga.

    ---

    RACIAL TRAITS
    • +2 Dex, +2 Int, -4 Str: Sainesti are skilled with their hands and are skilled craftsmen, but years of being servitors have weakened them.
    • Eldritch Blood: Sainesti are Fey.
    • Normal Size: Sainesti are medium sized.
    • Swimmer: Sainesti have a base land speed of 30 ft. and a Swim Speed of 10 ft.
    • Acclimated (Ex): Sainesti possess Cold Resistance 5.
    • Artisan's Hand (Ex): Sainesti gain a +2 racial bonus to all craft checks.
    • Blood of the Tundra (Su): By spilling their blood upon the ice, the Sainesti can shape it as if it was steel. As such Sainesti can use Ice while crafting objects as if it was a suitable material. The Sainesti is dealt one point of damage per day of crafting with Ice. See below for more details.
    • Claws (Ex): Sainesti receive two claw attacks. These are primary natural attacks. Each claw deals 1d4 points of piercing and slashing damage.
    • Iceborn (Ex): Sainesti receive a +2 bonus on Perception checks to notice unusual ice, such as traps and hidden doors located in ice walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    • Swift Crafting (Sp): With focus, the Sainesti can quickly shape an icicle into a weapon. This functions as the Icicle Dagger spell with a caster level equal to your HD. This ability can be used once time per day.
    • Languages: Sainesti start with knowledge of Glain Tongue. With a high intelligence score they can also learn the following languages: Aklo, Aquan, Common, Elven.


    ---

    ALTERNATE RACIAL TRAITS

    Guardian: Unlike other castes of Sainesti, Guardians do not shorten their antlers. Guardians possess Gore as their primary natural weapon. This gore deals 1d6 points piercing damage. In addition Guardians gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Guardians lose their Claws extraordinary ability.

    ---


    ICE CRAFTING
    Weapons, armour, and other objects created through a Sainesti's Blood of the Tundra ability act similiar to metal in many ways. An Ice Crafted object possesses the same melting point and hardness as steel. An Ice Crafted Object can be Masterwork or turned into a magical item as if it was a steel object of its type.

    ---

    RACIAL FEATS

    [Snow Crafting]
    Prerequisites: Sainesti
    Benefit: You can craft with snow using it as if it was a suitable material. In every other way this functions as the Blood of the Tundra supernatural ability, and follows the rules for Ice Crafting.

    ---

    RACIAL STATISTICS

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

    Aging Effects
    {table="head"]
    Middle Age
    |
    Old
    |
    Venerable
    |
    Maximum Age
    25 years
    |
    40 years
    |
    60 years
    |
    +3d12 years
    [/table]

    Random Height and Weight
    {table="head"]
    Gender
    |
    Base Height
    |
    Height Modifier
    |
    Base Weight
    |
    Weight Modifier
    Male
    |
    4'8"
    |
    +2d6
    |
    100 lb.
    |
    × (1d4) lb.
    Female
    |
    4'5"
    |
    +2d6
    |
    80 lb.
    |
    × (1d4) lb.
    [/table]
    Last edited by Milo v3; 2012-12-29 at 05:52 PM.
    Spoiler: Old Avatar by Aruius
    Show
    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

  13. - Top - End - #13
    Ettin in the Playground
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    Default Re: GiTP Pathfinder Grab Bag Competition X - Have a Holly, Jolly Brewmas!

    This competition is now closed. The voting thread for it can be found Here.

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