Hello! I'm Strawb of @strawberry-crocodile, a girl in her mid 20s with an unfortunate love of Pathfinder's first edition. I've spent about 10 years on and off homebrewing, with a particular focus on monsters and prestige classes. This is a place for me to share that content with you all!
Here's a tag guide;
Feats, Spells, and Items- These first three tags should be pretty self explanatory; this category is for "smaller" character options, the kind of thing that's not as big a commitment and has less content. With a few exceptions, I'll generally be posting these in batches.
Classes, Subclasses and Archetypes- This is my tag for the other player-side homebrew. It's for bigger stuff than the previous tag; archetypes, class options (like sorcerer bloodlines), and prestige classes. I have two homebrew classes made, but those are something for a milestone I think!
Monsters and Races- At the moment I have races lumped together with monsters, but I may shift the system later. This is, obviously, for monsters, something PCs will generally not have access to as easily.
Any setting- I have a homebrew setting with its own countries, organizations, and pantheon, and intend to also post content specific to Golarion. Most content, however, will be sorted into this tag. Expect tags for those settings as they come.
Soylent Original- This is just a tag for all my homebrew content lumped into one, without reruns, feedback, discussions, or anything I post here that isn't just new homebrew.
Soylent Talks- This is mostly for things that aren't Soylent Originals, such as answering acts, or this post!
Other, specific tags under the cut;
Cool Mounts- This is a tag for unusual Large-sized quadrupeds that were created with being ridden in mind, something I feel is underrepresented if you ask me.
Phyrexia Project- This is for Phyrexian creatures specifically, with the intention being that you can run a full campaign using a combination of these homebrew creatures as the Completed race and Phyrexian template.
Warhammer 40k- A collection of monsters and classes and lore written to adapt my current hyperfixation, Warhammer, to a previous one, Pathfinder
Monster Hunter- I have a deep and abiding love of the Monster Hunter franchise, and fully intend to tap into this well with regularity.
Blade Beasts- An old fully-original idea riffing on weapons that I've put a lot of work and love into!
Divine Obedience- I love PF1's Divine Obedience system, and have thusly written a lot on it- in particular, a series of archetypes that allow for a much broader range of characters to tap into all this content, especially martially inclined ones, as well as some homebrew obediences and prestige classes.
Kaimere- Creatures taken from the Kaimere setting
Serina- Creatures taken from the Serina setting
I love cats- I love cats. Here are some cool big cats.
[The yang to General Abdalla Aulorian’s yin, this character is definitely @strawberry-crocodile‘s darling, the main NPC in the one-on-one Pathfinder game she’s running for me. The stats and flavor-text have been written with her approval. I find it delightful how we both brought a lawful evil, deeply resentful, character to the table, but they both have very different approaches and personalities despite that. Like Abdalla, I do intend to have more stat blocks of Galatea in the future, but she has changed less so far in the game.]
Galatea Cypress
CR 12 LE Humanoid (human)
This woman is statuesque, with blond hair reaching down to her waist and piercing indigo eyes. She is beautiful and youthful, but her face is as hard as the sword on her hip.
To Galatea Cypress, to love something is to control it. Her father, who doted on her and followed her whims until a runaway wife soured his mood. Her brother, who can be guided and manipulated like a dog. Her servants, who follow her orders on threat of punishment. And most of all, her wonderful toys, glimmering porcelain automata that obey her to the word. And anyone and anything she cannot control? Well, they can be discarded or destroyed.
Although Galatea is a skilled duelist, she typically fights with her rapier only to toy with an opponent or to put something out of her misery. She’s used to getting her hands dirty; in a fit of pique when she was fourteen, she stabbed her father’s prized stallion to death. Still, she prefers to stay in the back ranks, using spells to debilitate and distract enemies until she can finish them off, or one of her allies can do it for her. Galatea’s most treasured minions are her squad of porcelain soldiers and her right hand monster, the sahkil Baetrachulltchum (but call her Betty). Galatea would not hesitate for a second to sacrifice any or all of her followers in order to save her own life.
Galatea is the eldest daughter of one of the most powerful families in the Whitemarch province of Taldor, giving her the titles of Princess and Lady Whitemarch. Because of her gender and the Taldan legal code, she has no claim to her family estate, and has always felt deeply bitter towards her younger brother. She currently schemes for ways to usurp the power of her house, or at least redirect its wealth and prestige to supporting her projects alone. She is terrified of death because she has a sickening certainty about where her soul will go when she dies. As such, she is experimenting with combining construct and living creatures, with the ultimate goal of living forever in a magnificent porcelain body. Most of her humanoid testees/victims have not survived her ministrations, but rumors of a captured Chelish officer, a tiefling woman who survived a great fall with only a shattered ankle, have given her the idea for her next experimental subject.
Porcelain Construct (Simple Template)
Galatea’s favorite medium for crafting constructs is porcelain. These creatures are beautiful and easy to control, but are somewhat more fragile than the average construct. “Porcelain construct” is a simple template that can be added to any creature with the clockwork subtype. A porcelain construct loses its vulnerability to electricity, and does not need to be wound. It gains vulnerability to sonic damage, and is treated as a crystalline creature for the purposes of shatter, shout and similar spells and effects. A porcelain construct uses the Craft (ceramics) skill instead of the Craft (clockwork) skill, but otherwise has the same cost and construction requirements.
Ever done any adaptations of the large roster from Monster Hunter? I was looking through the code master list, thought about it, and hammered in a few of the more obvious picks to no avail. But rather than entering all hundred plus different possibilities (just including the large ones, not to mention endemic life, small monsters, ect) to check, I figured I could just ask you.
I've never played a Monster Hunter, but I have done some monsters from it for sponsored posts:
Odogaron
Shagaru Magala
Xeno'jiiva
Zorah Magdaros
If you're looking for a wider variety, including those smaller monsters, animals and even PC races, might I suggest my friend @soylent-crocodile? She's got a lot of Monster Hunter content
(Channeling is in kinda an odd spot in Pathfinder; generally speaking, it's just not worth an action in combat to heal or do a weak AoE attack, especially not if you're packing around a full cleric spell list like most channeling characters are. Despite this, Paizo has given them a number of feats- something Clerics rarely have to spare- as well as Variant Channeling in Ultimate Magic. I love the flavor of channeling, so this class is an attempt to make a channeling characters viable.)
All clerics can tap into one of the two energy planes, Positive or Negative, and draw upon their power to provide healing to some and damage to others. Some clerics, however, find themselves particularly drawn to these planes, and uncover the untapped versatility of this ability. These are master channelers- those who have unlocked the secrets of channeling the raw creative and destructive energies of the inner sphere, and use this ability to great- and versatile- effect in battle.
Role: Master channelers provide regular support to their allies, able to access a wide variety of boons that affect their whole team, while also being able to damage and debuff a surrounding group of enemies.
Alignment: Master channelers may be of any alignment, although they tend away from true neutral, as channeling raw creative and destructive energy leads to strongly held ideologies.
HD:d8
Prerequisites
Skills: Knowledge (religion) 5 ranks
Feats: Extra Channel
Other: Ability to Channel Energy 2d6
Skills
A master channeler gets 2+int mod skills per level
A master channeler’s class skills are Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), and Knowledge (religion) (Int)
Weapon and Armor Proficiencies
A master channeler gains no weapon or armor proficiencies.
Channeler (Su)
Levels in master channeler stack with levels in a class or with racial hit die that grant the ability to channel energy for the purposes of determining number of dice used in channel, the DC of the channel, and similar channel-related qualities.
Versatile Channeler (Su)
A master channeler is an interdisciplinary master of channeling energy. When she channels, she can choose between positive energy or negative energy regardless of alignment or her deity’s alignment.
Channeling Touch (Su)
As a standard action, a master channeler may expend a use of her channel and make a melee touch attack. On success, the target is affected as though with her channel, including variant channels, but does not get a save to halve damage, and all healing or damage done uses d8 dice instead of d6.
Spells
When a new master channeler level is gained at the designated levels, the character gains new spells per day and spells known as though she had gained a level in one divine spellcasting class she was in before being a master channeler. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. She can only gain spells this way from one class- once this choice is made, it cannot be changed.
Powerful Channel (Su)
At level 2, a master channel’s energy becomes particularly powerful. When channeling energy, she adds her charisma modifier to the amount of damage dealt or healed.
Variant Channel (Su)
At level 2, a master channeler begins studying how to channel energy beyond simply damaging or healing. At level 2 and every two levels thereafter (4, 6, 8, and 10) she chooses one type of variant channel from the variant channel list and, when channeling, may instead choose to apply that channel’s effect. She still only heals half as much or deals half as much damage when using a variant channel. Additionally, if she already uses variant channeling instead of “normal” channel, she can choose to add “normal” channel instead of a variant.
She cannot choose a variant channel that opposes her alignment or religion (a cleric of life and healing cannot choose the undead variant channel, a cleric of a sea god cannot choose the fire variant channel, etcetera.) If she changes her religion, she may retrain opposed variant channels.
Channel Feat (Ex)
At level 3 and every two levels thereafter (5, 7, and 9), a master channeler gains a bonus feat from the channeling feat list.
Floating Variant Channel (Su)
At level 10, a master channeler gains a floating variant channel. At the beginning of the day, when preparing spells, she chooses one variant channel that she does not already have. For the rest of the day, when channeling, she can choose to channel with that variant channel. This is in addition to the 5th variant channel she gains at level 10.
Hey! I just want to let you know that my focus has shifted from this blog and its contents, as it is wont to do. I cannot tell you when it will return, but I doubt that I'll leave it forever- I love doing this, and I have plenty left undone! I hope you all stick around and enjoy the now two and a half years of history Soylent Crocodile has!
(The beast stirs! Fitting that it's a creature defined by long slumbers. This monster was first conceived during the same "what if dragon whalefalls" that created fallers, although it wasn't finished until I got around to it this morning.)
CR11 CN Huge Dragon (Earth)
Glollop are large, cumbersome dragons who are known to hibernate for up to a thousand years while waiting for enough food to accrue around them, typically feeding on the carnage from massive battles, great monsters, or natural disasters. Any saviors who arrive to attempt to protect people from such events, or participate in such battles, must also deal with the foul, earthshaking havoc wreaked by these wanton creatures. Upon the conclusion of such a feat, they will typically bury themselves in the soil, often near kaiju or similar skumbering behemoths, although they may take time to see what has changed during their skumber.
Most glollop, upon being awakened, are ravenously hungry and focus entirely on food, with no concern for the beings it’s eating and the destruction it leaves in its wake. When hungry, a glollop can eat multiple tons of meat in a single sitting, making it incredibly difficult to feed without another monster’s carcass nearby.
If it can be fed, however, a glollop is surprisingly amiable, willing to chat with anyone left and grateful for anyone who has helped fill its massive gullet. Glollop are not mere thoughtless animals, and by their lifestyle, most have lived for thousands of years and bore witness to some of the greatest battles in their region’s history- one who is willing to talk to a glollop may find them an incredible source of information.
This massive red dragon has a long overbite and a hungry look in its eyes.
Offense- Bite +20(2d8+15 plus Grab) or Hurl +9(13d6 plus Entrap) CMB:+24 Speed:30ft, Fly 30ft Special Attacks: Hurl, Entrap (DC14, 1d6 Minutes, Hardness 2, HP 15)
Special Abilities- Hurl (Ex)- As a standard action, a glollop can spit a wad of phlegm and half-digested remains at its enemies. Treat this as a ranged touch splash weapon with a range of 30ft. Creatures hit by this attack take 13d6 damage that is half acid and half bludgeoning, and must make a DC14 Fortitude save or be entrapped. Roughwalker (Ex)- A glollop ignores difficult terrain from broken or rough stone.
(The genre of animal fiction is a famed and storied one, and one that was important to me growing up. I read Warriors, and that still has a thriving fandom, but I also read a series called Guardians of Ga'Hoole, which was about owls and had a more fully fantastical setting. Short of a 2010 movie by Zach Snyder, I've seen very little attention given to it.
Hagsfiends are magical monsters that are extinct in the "modern" day of the series, but dangerous threats in the main book. They appear to be both mortal beings and also what owls turn into when they go to Owl Hell. I'm statting them up as the former, but I gave a little nod to this in the flavor text.
One last note, the book cover this image is from caught my father's eye years ago, and him buying that book for me is what got me reading Ga'Hoole. So thanks, hagsfeinds.)
CR2 NE Small Magical Beast
Hagsfiend are condor-sized black birds born of, and infused with, negative energy and witchcraft. They are chittering, raucous animals who have a penchant for cruelty and greed, and a particular fascination with creatures weaker than them. Hagsfiend feathers lack the sleek, oily sheen of natural birds, and are often in disarray, giving them the look of something dead or dying. They have a similar look when walking, often having an awkward hopping shuffle to their movement. In the air, though, they are powerful fliers, capable of hunting and killing even an eagle.
Hagsfiend are sometimes called “crowl” and conjectured to be a dark hybrid of the two; indeed, with their flat faces, black feathers, and combination of hunting and scavenging, they appear to be a sort of in-between. Either bird, when suffused with enough evil magic and negative energy, can transform into a hagsfiend, which appears to be the true origin of these creatures, which now breed true.
Hagsfiend are often found in the employ of dark witches and clerics of evil gods; there, they are typically loyal believers in the cause of some great evil, happy to take part in the violence and pain inflicted on the world. They often form such cults themselves, great rookeries nestled in the heart of dark forests and inland swamps. In such an environment they thrive, and many hagsfiend there advance in level as witches, alchemists, or oracles. Hagsfiend are even known to reside in hell, preferring its icy or citybound layers.
An evil spellcaster of level 7 or higher can take a hagsfiend as a familiar with the feat Improved Familiar.
This black bird is larger than an eagle, with tattered black feathers and piercing yellow eyes.
Misc- CR2 NE Small Magical Beast HD3 Init:+2 Senses: Perception:+8, Darkvision 60ft
Stats- Str:12(+1) Dex:14(+2) Con:9(-1) Int:14(+2) Wis:8(-1) Cha:14(+2) BAB:+3 Space:2.5ft Reach:0ft
Defense- HP:16(3d10) AC:15(+2 Dex, +2 Natural, +1 Size) Fort:+2 Ref:+5 Will:+2 CMD:15 Immunity: Cold Weakness: Weak to Saltwater Special Defenses: Negative Energy Affinity, DR2/salt
Offense- 2 Claw +5(1d3+1 plus 1 bleed) CMB:+3 Speed:20ft, Fly 40ft (Good) Special Attacks: Bleed
Feats- Toughness, Iron Will
Skills- Fly +12, Knowledge (Religion) +5, Perception +8
Spell-like Abilities- (Caster level 3, Concentration +5)
Color Spray (DC13) /at-will
Special Qualities- Change Shape (An owl, Beast Shape II)
Ecology- Environment- Forests (Cold) Languages- Common, Infernal Organization- Flock (2-8) Treasure- Standard
Special Abilities- Weak to Saltwater (Ex)- A hagsfiend that gets saltwater on its feathers is unable to fly and loses its immunity to cold until it spends a full minute preening.
(This is first and foremost a high-level planar counterpart to the mortisan, but it's interesting how blade beast ecology tends to be player-side, in contrast to the majority of monsters in the D&D oeuvre. There are a number of Interplanar Big Game Hunters, but this one specifically doesn't bother with material planers, and that makes an interesting contrast.)
CR9 TN Medium Monstrous Humanoid (Blade Beast, Shapechanger)
Ordon are the hunters of the outer spheres, paranoid survivalists who are obsessed with one specific type of outsider, such as Angels or Daemons. This obsession, however it starts, is always warped by paranoia and a blade beast's lust for violence into a need to kill such creatures. To this end, ordon find whatever means they can to travel to whatever plane their target is most common in, where they will set up a home to observe, survive, and eventually, to kill. This nest is always well-hidden, and scrolls of warding and illusion are incredibly valued by ordon, as well as anything else that lets them survive in whatever environment they are drawn towards. Many ordon also keep grisly trophies, and such a lair is often laden with skulls, clothing, and stolen weapons and magical items, the latter of which an ordon is happy to trade for in return for the aforementioned protective gear or spellcaster's aid- although an ordon's most valuable resource may be the intimate knowledge they have of their surroundings.
Ordon seek out other planar travelers and stalk them, hidden until they can find out their goals; travelers who seem to be on good terms with an ordon's favored enemy are ignored, but those who are hostile are approached as potential allies; an ordon knows it can kill far more in a team, and that its own blade can be of great use to a planar traveler. These are alliances of convenience, however, and the ordon will rarely leave its chosen hunting grounds with departing allies. When working in groups, ordon much prefer to be wielded rather than fight as a humanoid, and will only do so under dire circumstances.
Each ordon usually specializes in hunting a single type of outsider. Such a variant ordon may exchange some total of their weapon enhancement for an additional enhancement that helps target their specialized prey, such as becoming a +1 Anarchic Planar bardiche to hunt the particularly lawful axiomites, or a +2 Courageous Planar bardiche to counter the fear effects of Sahkil.
This metallic humanoid is wearing loose military regalia. Where its head should be, there is only a ball of shifting light atop metal shoulders. The tip of its wrist is attached to the handle of a bardiche.
Misc- CR9 TN Medium Monstrous Humanoid (Blade Beast, Shapechanger) HD11 Init:+5 Senses: Perception: +11, Blindsight 90ft
Stats- Str:18(+4) Dex:20(+5) Con:20(+5) Int:16(+3) Wis:14(+2) Cha:17(+3) BAB:+11/+6/+1 Space:5ft Reach:10ft
Defense- HP:112(11d10+55) AC:24(+5 Dexterity, +3 Deflection, +5 Natural Armor, +1 Dodge) Fort:+10 Ref:+12 Will:+9 CMD:30 Resist: Immunity: Weakness: Special Defenses:
Offense- +3 Planar Bardiche +18/+13/+8(1d10+10/x3) CMB:+15 Speed:30ft, Climb 30ft
Feats- Power Attack(-3/+6), Great Fortitude, Vital Strike, Dodge, Mobility, Spring Attack
Skills- Acrobatics +13, Escape Artist +13, Heal +13, Knowledge (Planes) +14, Perception +11, Stealth +19, Survival +16, Use Magic Device +9
Spell-like Abilities-
Nondetection /constant
Dimensional Anchor 3/day
Special Qualities- Blade Form, Guided Blade, No Breath, Planar Acclimation
Ecology- Environment- Planar (Outer Sphere) Languages- Celestial, Abyssal, Infernal, Abbadoni, Aklo, Sylvan Organization- Solitary Treasure- Standard
Special Abilities- Blade Form (Su)- As a standard action, a blade beast can shift between beast form and the form of an enchanted weapon. An ordon’s weapon form is a +3 Planar Bardiche with empathy, speech, telepathy 100ft, and the ability to cast Dimensional Anchor 1/day. Guided Blade (Ex)- A creature wielding an ordon’s weapon form benefits from feats and abilities that benefit it using specific weapons or weapon groups (such as the Weapon Focus feat or the fighter’s Weapon Training) as though it had selected a bardiche as its weapon, gaining the highest bonus it has. This only works for abilities that have the option of choosing a bardiche, or a weapon group the bardiche belongs to. This does not grant proficiency with bardiches. Planar Acclimation (Ex)- An ordon is never considered to be extraplanar and always considered to be a native on the plane it is on.
[wistfully reminiscing about the stack of Pathfinder 1e sourcebooks on a shelf at my parents' home] So much paper dedicated to character options that were complete ass... so many ways to make your character genuinely useless... in a way, it was beautiful, but like in a satirical way
GMing this game with beginners straight up meant having to sit players down like "look. I know this looks fun. I know. But it's ass. If you take these options, you will have a bad time. I am advising you not to do it, not because I hate fun, but because I'm your friend. Do not play a core rulebook rogue."
(The following two blade beasts are deliberately designed as short-term party members! Some weapon abilities are simply more niche than others, and I really loved the idea of an npc who can be stationed in an area and essentially lend themselves out as a weapon.)
CR4 CG Medium Monstrous Humanoid (Blade Beast, Shapechanger)
Mortisan are blade beasts irrevocably altered by exposure to the ethereal plane. They exist in places where the wall between life and afterlife, or dream and reality, is thin. By their nature as blade beasts, they rarely get along well with members of the ethereal plane, and so often find themselves in conflict with them.
Mortisan's minds are deeply affected by their connection to the material plane; at best they appear a bit spacey and absentminded, but most appear truly mad, only able to speak in vague metaphor and obtuse, outdated language, and struggling to formulate and follow plans. Extracting knowledge from a mortisan requires patience, and often knowledge of occult language, but mortisan are genuinely good natured, and most want to see the living protected and the dead put to rest; they simply struggle to make this happen. To this end, the easiest way for a mostisan to help is to be wielded, for their scythes naturally extend into the ethereal plane.
A spectral figure drifts through the air, dripping like mercury, its neck only a shattered stump. In its hand is a massive scythe made of the same material as its flesh.
Misc- CR4 TN Medium Monstrous Humanoid (Blade Beast, Shapechanger) HD5 Init:+4 Senses: Perception: +14, Blindsight 60ft
Stats- Str:17(+3) Dex:18(+4) Con:18(+4) Int:14(+2) Wis:8(-1) Cha:15(+2) BAB:+5 Space:5ft Reach:5ft
Defense- HP:48(5d10+20) AC:16(+4 Dex, +2 Natural) Fort:+4 Ref:+8 Will:+4 CMD:23 Special Defenses: Bravery (+4), Naturally Headless, Shield of Madness (+2)
Offense- +1 Ghost Touch Slash +9(2d4+6/18-20) CMB:+8 Speed:Fly 40ft (Perfect) Special Attacks:
Feats- Iron Will, Flyby Attack, Skill Focus (Survival)
Skills- Fly +20, Knowledge (Local, Planes, Religion) +7, Perception +7, Survival +10
Spell-like Abilities-
Detect Undead /constant
Gaseous Form (Self Only) /at-will
Ghostbane Dirge 1/day
Special Qualities- Blade Form, Guided Blade, No Breath
Ecology- Environment- Urban Languages- Common, Necril, Aklo Organization- Solitary Treasure- None
Special Abilities- Blade Form (Su)- As a standard action, a blade beast can shift between beast form and that of an intelligent weapon. A mortisan’s blade form is that of a +1 Ghost Touch Scythe with sight, speech, and the ability to cast Detect Undead 3/day. Bravery (Ex)- A mortisan gains a +4 racial bonus to will saves against fear effects. Guided Blade (Ex)- A creature wielding a mortisan’s weapon form benefits from feats and abilities that benefit it using specific weapons or weapon groups (such as the Weapon Focus feat or the fighter’s Weapon Training) as though it had selected a scythe as its weapon, gaining the highest bonus it has. This only works for abilities that have the option of choosing a scythe, or a weapon group the scythe belongs to. This does not grant proficiency with scythes. Shield of Madness (Su)- A mortisan gains a deflection bonus to AC against attacks of opportunity equal to its charisma modifier.
(This is my second- technically third- creature I'm porting over from Serina! The prismuffalope, notably, is not a bird, but rather a very very very derived guppy- over 275 million years of evolution later. How did a guppy get here? Read Serina to find out! Prismuffalope are of a group of animals (thorngrazers) who have all evolved to be omnivores to the point of digesting wood, but prismuffalope specialize in it. I figure a large, alien-looking, wood-eating herd animal would be an excellent pest and a fun addition to Pathfinder.
I have them, like all Serinian creatures, existing as part of an alien world. I figure it's fine, as dragons exist on Triaxis, and all Earth life exists on Earth which is in Pathfinder canon, so seed world fauna is fair game. Notably, in Serina canon, prismuffalope are separated from the earlier ambulopterans by about 30 million years and also a mass extinction event. Make of that what you will.)
CR4 TN Large Animal
Prismuffalope are alien creatures descended from fish and native to the poles of their warm, tropical moon, where they act as decomposers of wood and bones, scavenging and digesting dead wood and animal remains to add to their bulk and incredible display horns.
In their natural habitat, they are a normal part of their ecosystem and engineers thereof. When introduced to inhabited planets, however, they quickly become pests. They are tough to kill and feed on the wood many peoples use to build structures; a herd of these creatures can destroy the physical structure of a small town.
This creature is unlike any normal animal- it has a massive bright blue crest covered in horns, a pair of blunt beaklike teeth, and stands on only three legs.
Misc- CR4 TN Large Animal HD5 Init:+1 Senses: Perception:+9, Low-Light Vision
Stats- Str:26(+8) Dex:12(+1) Con:20(+5) Int:1(-5) Wis:8(-1) Cha:4(-3) BAB:+3 Space:10ft Reach:5ft
Defense- HP:48(5d8+40) AC:17 (+1 Dex, -1 Size, +7 Natural) Fort:+10 (+4 bonus vs Poison) Ref:+5 Will:+2 CMD:23
Offense- Slam +10(2d8+12) CMB:+12 Speed:40ft Special Attacks: Powerful Charge (2d8+8)
Feats- Iron Will, Power Attack (-2/+4), Improved Bull Rush
Skills- Perception +9
Special Qualities- Omniphage, Tripodal
Ecology- Environment- Forests (Temperate) Languages- None Organization- Solitary, Herd (6-20) Treasure- None
Special Abilities-Omniphage (Ex)- Prismuffalope are capable of eating and digesting nearly anything made of organic material, including wood, dirt, bones, and mud. They can consume a 5x5x5 cube of such materials in 1 minute. Tripodal (Ex)- The tripodal structure of tribbetheres has its own strengths and weaknesses. They do not get a +2 racial bonus to CMD against trip, but do get a +2 racial bonus to CMD against push and bull rush maneuvers.
(The second of my three martial prestige classes, and the one I'm most proud of, I think. Pathfinder has a feat and a few class features for drawing aggro, but how about a whole prestige class? Shout out to my one player who regularly tries to draw aggro by hurling insults at my characters to the point I get a little frustrated.)
Knights of Glory are proud warriors who demand, above all else, that attention be focused on them. Some of these knights have ultimately noble motives, using the facade of pride to draw attention from their more fragile allies, but others simply enjoy the thrill of combat and the fun of a good tale told over beer and trophies.
Role: A knight of glory knows how to manipulate people on and off the battlefield, drawing attention to themselves.
Alignment: Knights of Glory can be any alignment.
HD: d12
Prerequisites
BAB: +5
Abilities: Cha 13
Skills: Diplomacy 5
Other: Proficiency with all martial weapons and medium armor.
Skills
A Knight of Glory gains 2+her intelligence modifier skill ranks per level
A Knight of Glory’s class skills are Bluff (Cha), Diplomacy (Cha), Escape Artist (Dex), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Intimidate (Cha), Perform (Cha), Profession (Wis), and Ride (Dex)
Weapon and Armor Proficiencies
A knight of glory is proficient with heavy armor, as well as light and heavy shields.
Bombast (Ex)
Whenever a creature is dealt damage by a knight of glory, until the end of that creature’s next turn, it takes a -2 penalty to all attacks against any creature other than the knight of glory. This effect does not stack with itself.
Glorify (Ex)
A number of times per day equal to her charisma modifier, a knight may choose to glorify herself to draw attention to her. As an immediate action after damaging an opponent, she may perform some act of self-aggrandizement or braggadocio to draw attention to herself or distract her opponent. The damaged creature must make a will save or be compelled to spend its next turn in some way attacking the knight of glory, be it through an attack roll, a spell, or a combat maneuver. At later levels, the knight may add additional effects or even change the effect at will. This is a mind-affecting effect. At level 2 and every 2 levels thereafter, a knight of glory may glorify an additional time each day.
The DC of a glorification is equal to 10+½ the knight of glory’s total HD+her Cha modifier.
Silver Tongue (Ex)
A knight of glory adds her level in knight of glory to her diplomacy skill.
Interrupt (Ex)
At level 2, a knight of glory gains a bonus to initiative equal to her charisma modifier.
Gain Composure (Ex)
At level 2, she fails a diplomacy check to influence attitude, a knight of glory can immediately reroll that check. If she fails that reroll, she does not get a third chance.
Glorification
At level 3 and every two levels thereafter, a knight of glory can choose an alternate glorification she gains access to. She may only apply one glorification at a time.
Blast Me (Ex)
Rather than attack the knight of glory, the glorified creature is compelled to cast a single-target hostile spell against her. The knight of glory gets a +2 bonus to saves against this spell. If the creature is unable to do so, they instead attack the knight of glory as usual.
Have At Thee (Ex)
When attacking the knight of glory, the gloried creature must use a manufactured or improvised weapon. Creatures with intelligence 2 or less instead attack the knight of glory as usual.
You Beast (Ex)
When attacking the knight of glory, the glorified creature must use a natural weapon or unarmed strike or attempt to initiate a grapple. Creatures wieling magic weapons add that weapon's bonus to their save.
Saw It Coming (Ex)
The knight of glory gains a +2 insight bonus to AC against the glorified creature.
Shatter Worldview (Ex)
Rather than being compelled to attack the knight of glory, the glorified creature is instead confused for one round. A creature affected by this glorification can't be affected again for 24 hours
Cutting Remark (Su)
The glorified creature takes 1d6 bleed damage.
Armor Training (Ex)
At levels 4, a knight of glory becomes more comfortable in heavy armor. She reduces the maximum dexterity and armor check penalty to all armor she wears by 1. At level 8, this becomes a reduction by 2. This ability stacks with armor training granted by the Fighter class.
Great Exploits (Ex)
At level 4, a knight if glory’s reputation precedes her, and she gains a +5 bonus to bluff checks made to deceive or diplomacy checks so long as she includes an exaggeration or lie about her martial capabilities, personal connections, or similar dangerous claim.
Keep Standing (Ex)
At level 6, as a move action a number of times per day equal to her charisma modifier, a knight of glory may gather her courage and try to keep going. This grants her 1d8 temporary hit points, plus her level in knight of glory. These hit points end after 1 minute and do not stack with repeated use of this ability.
Dual Glory (Ex)
At level 10, a knight of glory may use two glorifications she has at once.
A terrifying hybrid of osteomancy and beast magic, crocutamancy is the art of hyena magic, channeling the beasts' bone crushing jaws and terrifying laugh. Despite its fearsome reputation, crocutamancy seeks to understand and reflect all aspects of its worshiped animal, and it also bears a strong sense of community and a respect for motherhood; societies structured around crocutamancy are invariably matriarchal, and midwifery is considered an essential part of crocutamancy training.
To walk the path of the crocutamancer is to take on the burden of motherhood; all crocutamancers, despite their previous life, carry a feminine aspect and are socially treated as women by their culture.
Role: Crocutamancers are melee warriors at heart, but often supplement martial might with divine magic of some variety.
Alignment: Any
Hit Dice: d10
Prerequisites
BAB: +4
Proficiencies: Proficient with a Greatclub
Skills: Knowledge (Nature) +5
Feats: Power Attack
Other: Hyena animal companion
Skills
A Crocutamancer gains 4+ her intelligence modifier skill points per level
A Crocutamancer’s class skills are Climb (Str), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str)
Weapon and Armor Proficiencies
Crocutamancers gain no weapon or armor proficiencies.
Spells
Upon taking crocutamancer, a crocutamancer chooses one of the classes she has that grants divine spells. At the designated levels, she gains spells as though she had gained a level in that class. This only affects spells per day, spells known, and effective caster level. It does not affect other class abilities such as channel energy, domain abilities, or wild shape, although it does grant additional domain spell slots.
If a crocutamancer does not have a level in a class that grants divine spells, upon taking a level in a class that grants divine spells, she gains the benefit of this ability.
Crushing Blow (Ex)
When a crocutamancer makes a successful power attack with a bludgeoning weapon, she inflicts an additional crushing wound on the target that provides a penalty. These penalties do not stack with themselves or each other. She chooses one of the following;
A -2 penalty to saves
A -2 penalty to AC
A -2 penalty to CMD
Creatures that are immune to precision damage are immune to this effect. These penalties last for 1 minute or until the victim suffers another crushing blow.
Hyena Companion
Levels in crocutamancer stack with levels that grant a hyena companion for the purpose of determining that companion’s effective druid level.
Noble Terror (Ex)
A crocutamancer may use her wisdom modifier in place of her charisma modifier to Intimidate.
Splendid Growth (Ex)
At level 2, a crocutamancer’s hyena companion becomes Large. It gains a permanent +2 bonus to strength and constitution and its bite deals 1d8+strength mod damage.
Kneecap (Ex)
At level 2, a crocutamancer may treat a greatclub as though it had the trip weapon quality.
Wretched Laughter (Ex)
At level 3, a crocutamancer may spend a swift action to cackle and howl as a hyena, making an intimidate check to demoralize.
Frightening Beast (Ex)
At level 4, a crocutamancer may, as a standard action, make an intimidate check against a shaken creature, as thought to demoralize. If that check succeeds, the creature becomes frightened.
Precise Power (Ex)
At level 4, a crocutamancer reduces the accuracy penalty when making a power attack against a creature that is shaken, frightened, or cowering by 2, to a minimum of -1.
Pack Wounds (Ex)
At level 5, a crocutamancer and her hyena companion learn how to coordinate their attacks to maximize damage. Whenever the hyena companion makes a successful bite attack, if the crocutamancer has successfully damaged that creature since the hyena’s last round or since combat started if it is the first turn, the bite deals an additional 1d8 damage.
Matriarch’s Aim (Ex)
At level 5, a crocutamancer may use her wisdom modifier in place of her strength modifier for attack rolls made with a bludgeoning weapon.
(Although I didn't use it for art, this is another dragon inspired by Safari's line of dragons. The hook of a wolf dragon is very interesting, and I used it to create a rare social dragon, as well as to provide DMs with access to a culture like that of the Alpha-Beta-Omega hierarchy we once thought wolves had. Feel free to use other Alpha-Beta-Omega tropes, by the way. I also tied them with werewolves, because they are magic Wolves and I love monster ecology.)
CR8 LN Large Dragon (Earth)
Also known as lycanodrachs, or d’rrowg among themselves, wolf dragons are a rarity among dragonkind, as they live and hunt in social groups. These groups follow a strict hierarchy, one resembling that of wolves, but involving regular battles for dominance. These fights are typically ritualized, and it is considered taboo for one wolf dragon to kill another who has surrendered, but they are still loud, violent events.
Wolf dragons are also highly territorial, and do not accept other large predators- or parties of humanoids- in their air space. Such intruders will, typically, be first approached by a flying wolf dragon who attempts to shout them down. Any who continue their flight afterwards will be attacked by the group with lethal intent. Despite this, those who obey the rules of a wolf dragon pack will find them courteous and wise hosts. Wolf dragon culture heavily values oral tradition, and they consider sharing their stories with guests to be an important aspect of hospitality.
D’rrowg frequently cohabitate with stag dragons, although stag dragons typically choose not to integrate into wolf dragon packs, finding their violent power struggles and strict code of honor distasteful. Lycanthropes, most often werewolves, will sometimes enter a wolf dragon pack. Such beings are treated as a second class within the pack, but are still welcomed on the hunt and feasts. The real benefit, however, is maintaining their old personality when surrounded by wolf dragons. Wolf dragons hate green dragons, and will gladly sacrifice their life to take one down.
This large wolflike creature has a pair of backwards-facing horns and batlike wings complimenting its lupine features.
Misc- CR8 LN Large Dragon (Earth) HD9 Init:+3 Senses: Perception:+21 Scent, Darkvision 60ft, Low-Light Vision Aura: Lycanthropy 60ft
Stats- Str:24(+7) Dex:17(+3) Con:20(+5) Int:13(+1) Wis:25(+7) Cha:19(+4) BAB:+9/+3 Space:10ft Reach:5ft
Defense- HP:104(9d12+45) AC:22(+3 Dex, -1 Size, +10 Natural) Fort:+11 Ref:+9 Will:+13 CMD:29 Resist: Immunity: Dragon Resistances, Cold Weakness: Special Defenses:
Offense- Bite +15(2d8+11 plus Trip) CMB:+17 (+2 bonus to Trip) Speed:50ft, Fly 60ft (Average) Special Attacks: Breath Weapon (9d6 Cold damage, 60ft Line, Reflex DC for half, useable once every 1d4 rounds)
Feats- Combat Casting, Power Attack (-3/+6), Tandem Trip, Flyby Attack, Alertness
Skills- Diplomacy +16, Fly +15, Knowledge (Geography) +5, Knowledge (Nature, Religion) +8, Perception +21, Sense Motive +21, Stealth +15, Survival +19 (+4 Racial bonus to Survival checks to track)
Spell-like Abilities- (CL9, Concentration +11, +15 for defensive casting and when grappled)
Calm Air, Cure Serious Wounds, Moonstruck (DC16) 1/day
Special Qualities- Wolf Empathy +13, Tactician
Ecology- Environment- Forests, Mountains (Cold) Languages- Draconic, Sylvan Organization- Hunting Party (2-4), Pack (6-8, 1d4 Dire Wolves, 0-1 Werewolf) Treasure- Half
Special Abilities- Aura of Lycanthropy (Su)- A lycanthrope within a wolf dragon’s aura of lycanthropy retains its memories and personality when transformed. Additionally, a wolf dragon may issue a psychic command to any lycanthrope within the aura, as with the spell Command or Murderous Command. The lycanthrope gets a DC15 Will save to ignore the command. Tactician (Ex)- As a swift action, a wolf dragon may grant one teamwork feat its possesses to an ally with 30ft who can see or hear it. They benefit from this ability for 10 rounds, and can only be granted one teamwork feat this way from any wolf dragon at a time. Wolf Empathy (Ex)- This ability functions as a druid’s wild empathy, using a wolf dragon's racial HD, but only for wolves.
(This was mostly inspired by my love of weird medieval bestiary creatures, as well as being, yknow. A sea cow.)
CR5 CN Large Magical Beast HD6
One of the sea’s strangest creations, the manocow is a rare creature known as a temptor to some men and a savior to others, luring some men to a watery grave and letting others ride to safety on their backs. These are not disparate groups with differing philosophies; a manocow is ruled by whims as shifting as the tides, and one who seeks the sounds of sailors meeting their deaths on the rocks might feel a compulsion to help others in a fortnight. These are motivated neither by malice of compassion, but by a simple curiosity and desire for sensation. Stranded sailors are sometimes known to use manocows for companionship, although their minds are ill suited to interpersonal relationships or conversation.
Manocows are common prey to larger, more powerful aquatic monsters. They are a favored food to sea cats and sea drakes, although drakes have been known to use the hypnotic abilities of manocow to their advantage, letting them lure sailors into the water and snapping up the distracted humanoids.
Manocows are surprisingly fast and agile swimmers. They can exist safely on land for some time, but their human hands make them poor walkers and drying out makes them at risk for infection; as such, they mostly stay to beaches and sandbars. Their inability to travel inland obviously restricts their diet, and it’s rare knowledge that a manocow has a deep hunger for cabbages, which are inland plants. A manocow will make most any deal for a fresh head of cabbage, although they aren’t good at sticking to such a deal for long.
This creature looks like a long-horned bull with a long meaty body that ends in a finned tail, but its most unnerving quality is the human hands it bears on its forelegs.
Misc- CR5 CN Large Magical Beast HD6 Init:+1 Senses: Perception:+9, Low-Light Vision
Stats- Str:19(+4) Dex:13(+1) Con:20(+5) Int:5(-3) Wis:16(+3) Cha:16(+3) BAB:+6/+1 Space:10ft Reach:10ft
Defense- HP:63(6d10+30) AC:16(+6 Natural, +1 Dex, -1 Size) Fort:+10 Ref:+6 Will:+7 CMD:22 Resist: Cold 10, Fire 10 Special Defenses: DR2/Slashing and Piercing
Offense- Gore +9(2d8+6) CMB:+11(+13 Bull Rush) Speed:10ft, 50ft Swim Special Attacks: Proficiency with Simple Weapons
Feats- Power Attack (-2/+4), Lingering Performance, Improved Bull Rush
Skills- Bluff +4, Perception +9, Survival +4, Swim +13
Special Qualities- Bardic Performance (17/day, DC16, Fascination, Inspire Courage +2, Inspire Competence +2), Tempting Song
Ecology- Environment- Beach, Oceans (Cold, Temperate) Languages- Common, Aquan Organization- Solitary Treasure- None
Special Abilities- Bardic Performance- A manocow is a skilled performer, particularly talented in the vocal arts. They gain Bardic Performance as a bard with level equal to their racial hit die, except they only gain access to Fascination, Inspire Courage, and Inspire Competence. Proficiency with Simple Weapons- A manocow is proficient with all simple weapons. Tempting Song- As an immediate action, a manocow can convince a person who has been Fascinated by its bardic abilities to leap into the water. That person must make a will save with DC equal to the manocow’s Fascinate ability or leap into the water and attempt to swim to the manocow.