Feral Hunter

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The Spell Marksman is an attempt at making spell attack rolls more desirable through an archetype.

My goal is to be generous with the tuning, without making the archetype strictly better than generalist casting.

All feedback is welcome.

Spell Marksman Archetype (google doc)


A recent discussion in general brought up the fantasy of using evil powers for good and using good powers for evil. I figured I'd try my hand at making that possible with an Archetype, so here it is (all feedback welcome):

Sanctified Renegade

A selfless cleric wipes out a demon invasion force by channeling the flames of the Abyss. A cruel warrior brandishing the banner of Heaven is shocked as a Paladin's divine smite strikes him true.

In rare circumstances, those who change sides in the Divine Conflict can become a sanctified renegade, fighting evil with evil or good with good.

Maybe you are a minion of evil who saw the light, or maybe you are a champion of light who is falling from grace. Whatever your origin, you now find yourself fighting your new enemies with their own powers.

You might grow into this anti-hero role, or you might resent it with every fiber of your being. Whichever the case, you refuse to let your tainted powers stop you from fighting for your new beliefs.

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Sanctified Renegade Dedication (Feat 2)
tags: Rare, Archetype, Dedication
Archetype: Sanctified Renegade
Prerequisites: You must be elligible to receive a sanctification and must have previously received the opposing sanctification.

You have decided to switch sides in the cosmic struggle of good versus evil, but it is your previous powers that have received your new blessing.

You become trained in Religion (or a skill of your choice if you are already trained). You immediately gain the sanctification you qualified for to meet the prerequisite, following all normal rules for gaining sanctification.

If you become sanctified holy as a result, apply the following changes to your sanctification:

-You activate the unholy trait of abilities rather than the holy trait.
-Your unholy effects deal extra damage to unholy targets, not against holy targets.
-you take extra damage from unholy effects as normal.

If you become sanctified unholy as a result, apply the following changes to your sanctification:

-You activate the holy trait of abilities rather than the unholy trait.
-Your holy effects deal extra damage to holy targets, not against unholy targets.
-you take extra damage from holy effects as normal.

This Archetype requires you to maintain your new sanctification to remain functional. Should you lose it or revert to your old sanctification, all archetype features cease to function until you rectify the situation.

special: This Archetype can be selected at character creation so long as you select Sanctified Renegade Dedication as your 2nd-level class feat. If you do, your character must have held the opposite sanctification as part of their backstory.

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Renegade's Grace (Reaction, Feat 4)
tags: Archetype
Archetype: Sanctified Renegade
Trigger: You must attempt a save against a spell.

Divine powers protect you, but they meticulously control what they protect you against.

If you are sanctified unholy and the caster has the holy trait, you gain a +2 circumstance bonus to the save.

If you are sanctified holy and the caster has the unholy trait, you gain a +2 circumstance bonus to the save.

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Harmony Of Life And Death (Free Action, Feat 6)
tags: Archetype
Archetype: Sanctified Renegade

Standing at the twilight of divine forces, you have learned to heal with shadow and harm with light

Once per day, if your next action uses Vitality or Void energy, treat the living as undead and the undead as living.

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Takes One To Know One (Feat 8)
tags: Archetype
Archetype: Sanctified Renegade

You've seen both sides. Infiltrators have to work quite hard to get past you.

If you are sanctified holy, you gain the Sense Evil Champion Feat. If you are sanctified unholy you gain the Sense Good Champion Feat.

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Wrath of Heaven and Hell (Free Action, Feat 10)
tags: Archetype
Archetype: Sanctified Renegade

Sometimes, for but one blessed moment, you can actually wield the powers of your own side.

Once per day, you can activate the trait matching your sanctification for 1 minute.

special: if you take this feat, you cannot take the feat Wrath of the Renegade

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Wrath of the Renegade (Free Action, Feat 10)
tags: Archetype
Archetype: Sanctified Renegade

There is no divine agent beyond your judgment.

Once per day, for 1 minute, activating a sanctification trait causes extra damage to both holy and unholy targets. During this time, you take extra damage from both holy and unholy effects.

special: if you take this feat, you cannot take the feat Wrath of Heaven and Hell

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Improved Renegade Talents (Feat 14)
tags: Archetype
Archetype: Sanctified Renegade
prerequisites: Harmony Of Life And Death OR Wrath of Heaven and Hell OR Wrath of the Renegade

Your Sanctified Renegade abilities that can be used once per day can now be used once per hour. At 16th level, they can be used once per 10 minutes

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Greater Renegade Talents (Feat 18)
tags: Archetype
Archetype: Sanctified Renegade
prerequisites: Improved Renegade Talents

Your Sanctified Renegade abilities that can be used once per 10 minutes can now be used once per minute.

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Wizard Archetype: Wrathmage
A wrathmage has dedicated themselves to the school of evocation far beyond what is safe or sane, reaching a level of single-mindedness that even runelords knew better than to pursue.

Fanatical Wrath (Ex): Like a Thassilonian Specialist of Wrath, a wrathmage must select Evocation as her school and treats the schools of abjuration and conjuration as prohibited schools (unlike the archetype, she does not gain an extra school slot). Additionally, she treats the 5 remaining schools as opposition schools. This alters Arcane School.

Martial Minded (Ex): A wrathmage is proficient with simple weapons and glaives. Her class skills are acrobatics, climb, craft, escape artist, fly, intimidate, knowledge(arcana), profession and spellcraft. This replaces her class skills and alters her weapon and armor proficiencies.

Fueled by Rage (Ex): A wrathmage gains the following Unchained Barbarian class features at the same levels as the Unchained Barbarian: Rage, Greater Rage, Indomitable Will and Mighty Rage. She does not get rage powers. Additionally, while under any rage effect, a wrathmage can still cast Evocation spells that deal damage. This replaces Scribe Scroll and her Wizard bonus feats.

Wrath Spells (Su): each time the wrathmage gains access to a new spell level, she gains a special spell slot that can only be used to cast a Wrath spell of that level. Wrath spells function like the normal version of the same spell but with additional effects detailed below. Wrath spells can only be cast while raging, only once per 10 minutes, and only by expending a Wrath Spell slot. This replaces Arcane Bond.

Wrath Spells:

1st - Wrath Shocking Grasp: can be used 1/round as a standard action for round/level. Also gains extra melee touch attacks at the same rate as Scorching Ray gains rays. Is always Intensified.

2nd - Wrath Scorching Rays: can be used 1/round as a standard action for round/level. When firing multiple bolts at one target, add all damage before applying resistance.

3rd - Wrath Fireball: also casts a 20-ft.-radius burst Sign of Wrath at the target location

4th - Wrath Dragon's Breath: functions as Mythic Dragon's Breath

5th - Wrath Cone of Cold: functions as Mythic Cone of Cold

6th - Wrath Chain Lightning: functions as Mythic Chain Lightning

7th - Wrath Furious Fire Barrage: When you use a full-round action to create a new ball of flame, you may immediately throw it as a free action. Each fireball also casts a 10-ft.-radius burst Sign of Wrath at the target location

8th - Wrath Polar Ray: can be used 1/round as a standard action for round/level

9th - Wrath Meteor Swarm: each meteor also casts a 40-ft.-radius burst Sign of Wrath where it lands

All-Consuming Rage (Su): At 11th level, as a swift action the wrathmage can accept a number of negative levels in order to cast an additional wrath spell within the 10 minute cooldown period (she must still expend the appropriate spell slot). The number of negative levels she must accept is equal to the spell level of the Wrath Spell she wishes to cast, and is applied after the spell is cast. These negative levels cannot be removed by normal means, but she recovers half of her current negative levels inflicted by this effect after each full rest (minimum 1). At level 17, the number of negative levels she must accept is reduced by half (minimum 1). This feature fails with no effect if the wrathmage does not gain all of the negative levels for any reason.