Maxximilius's archetypes: resources for blasé DMs and players!


Homebrew and House Rules

Silver Crusade

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As it was pointed to me that I should create such a thread as to compile the archetypes I wrote once they are achieved, or at least made fully integrable in a game without hurting balance, there it is !

On this thread, you will find :

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"Creepy and flavorful and awesome." - Brambleman
"Very, very cool." - Trinam

=> The Cannibal, a barbarian archetype who obtains special powers by eating her victims. Don't throw her a bone !

Spoiler:

Cannibal

Despite being a deeply taboo activity in most civilized societies, some barbarians, either by superstition, wicked tastes, or daily famine, don't fear to indulge themselves in the regulary consumption of creatures, and notably of intelligent beings. Most cannibals take pride in ingesting the most dangerous foes available whenever possible, thinking this ritual provides them the strength and the courage of the fallen, through litteral ingestion of their soul under their own power. While some barbarians are surprisingly skilled gourmets, and others, bestial antropophages eating their preys alive, it is never a good idea to excite their frenzy by spilling blood – especially yours.

Blood Frenzy (Ex)

A cannibal’s rage functions as normal like a barbarian's or barbarian archetype's rage, except that once per day, whenever she is able to scent, track or taste fresh blood of a living creature with less than half it's hit points, either through a survival skill check, the Scent ability, a bite attack on a creature suffering from a bleed effect, or a critical hit with a bite attack, she gains a +2 bonus to her Strength, and an additional -2 penalty to AC during one minute or until the bleeding creature is dead.

A cannibal may not stop her frenzy voluntarily, though she may restrain herself from attacking and focus her hostility on something else if the bleeding target is an ally. This doesn't furthermore affect her mental abilities during the rage.

Some Like It Raw (Ex)

At 2nd level, a cannibal gains the Razortusk feat as a bonus feat. She does not need to be a half-orc. If the barbarian has a primary bite attack from another source, like from a rage power or racial trait, increase the damage dice of one step for each additional source, and add one to the damage of the bite whenever the damage step increases for the bite (1d4,1d6+1,1d8+2, etc).
In addition, once per day, if the barbarian engages in the consumption of a creature she helped to kill or at least put unconscious in the last 24 hours, she may gain one of the following bonuses during 24 hours, depending on the body part she devours :

- Blood: The barbarian gains a number of temporary hit points equal to the creature's number of hit dice + the creature's Constitution modifier. These temporary hit points stack with temporary hit points provided by a temporary increase of her Constitution modifier.

- Brains: The barbarian gains a +2 enhancement bonus to one mental stat of her choice, usually the highest of the creature eaten. Once during the following 24 hours, the cannibal may gain the effects of an Augury spell-like ability, using her barbarian level as her caster level.

- Eyes: The barbarian gains a +2 bonus to Perception checks. Once during the following 24 hours, the cannibal may gain the effects of a See Invisibility spell-like ability, using her barbarian level as her caster level.

- Heart: The barbarian gains a +2 sacred bonus to saves against fear and mind-affecting effects.

- Marrow: The barbarian gains DR 1/-. This stacks with any DR received from a class feature.

- Muscles: Once during the following day, the barbarian may gain a +2 bonus to Strength during one round as an immediate action.

Festing on a creature that has fewer Hit Dice than half the cannibal’s character level does not provide any bonus. On the opposite, the bonuses provided by eating a creature with at least three more class levels, or more than double the barbarian's Hit Dice last for one week, and do not count in the daily limit of body parts a cannibal may gain benefits from. This allows a cannibal to benefit from a specific organ during one week, and of another one each day.
A cannibal may eat more than one body part on the same meal, but only one of them ritualistically provides a bonus to the cannibal, and a barbarian may never gain the benefits of a specific body part twice at the same time. This choice is made when the meal is taken.
Eating the flesh has a 5% risk of transmitting Disentry, Shakes or Firegut, a 10% risk to transmit Filth Fever or Red Ache, and a 10% risk to transmit Ghoul Fever if taken from an undead. Roll the risk and sickness when the meal is taken. These numbers double every 6 hours if the meat is left unattended. These risks are reduced by 5% if the flesh is extracted or eaten from a living creature, in which case it is an evil act ; or by 50% by cooking the flesh. Cooking or preparing properly the flesh needs 30 minutes of preparation, and the food begins to rot as if extracted from a living creature after 12 hours.

This ability has no effect on constructs, oozes, incorporeal creatures, and globally on any creature without a discernable biological anatomy.

This ability replaces uncanny dodge.

Fat is Life (Su)

At 5th level, a cannibal gains the Cook People witch hex. This works like the hex of the same name, with the following differences : the cannibal does not need a cauldron (though this doesn't remove the need for cooking tools), she may not produce a homonculus, and cooking or eating the food made from an evil intelligent humanoid that is already dead, even if taboo, isn't an evil act, merely a neutral one. With proper conservation, a meal made with this hex may be conservated up to a number of days equal to 1 for every 4 levels the cannibal has attained.

In addition, a number of times per day equal to half her level, when a cannibal hits with a bite attack, she may tear off and devour a bit of the creature to heal a number of HPs equal to the base damage dice rolled, also inflicting 1 point of bleed damage to the target.
The cannibal can't gain more than the subject's current hit points + the subject's Constitution score (which is enough to kill the subject). The cannibal may not regain HP from constructs, oozes, and incorporeal creatures unless she has the eat anything rage power.

This ability replaces improved uncanny dodge.

Rage Powers: The following rage powers complement the cannibal archetype: animal fury, bleeding blow, come and get me, crippling blow, devourer, eat anything, eater of magic, mighty swing, primal scent, powerful blow, scent, strength surge, superstition.

Additional Rage Powers :

(No prerequisites)
Devourer, lesser (Ex): While raging, the barbarian gains the benefits of the ranger's Favored Enemy class feature against any creature sharing the type (and if necessary, the subtype) of a creature from which she ate a body part. She must have eaten the body part in the 24 hours following the creature's death (see the Some like it raw Cannibal class feature for the disease risk involved in eating a creature). A barbarian may only benefit of this rage power against one type -or the associated subtype- of creature at a time, and during 24 hours after the meal has been taken.

(Prerequisites : Level 6, Devourer, lesser)
Devourer (Ex): While she is raging, the barbarian gains the Some like it raw class feature from the Cannibal barbarian archetype, allowing her to gain bonuses from eating body parts of an unconscious or dead creature. If she already has this class feature, she instead may eat an organ while raging in addition to another one during the day ; allowing her to gain bonuses from two organs per day instead of one as long as one of them is consumed during a rage.

(Prerequisites : Level 12, Devourer)
Devourer, greater (Su): Eating a creature killed during the last 24 hours litteraly provides the barbarian with it's traits, powers and abilities.
If the consumed creature possessed special abilities in the following list, the barbarian may choose to gain the benefits of one ability per organ eaten (and giving her a bonus through the Some like it raw class feature) when she is raging :
Burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, tremorsense 60 feet, blood frenzy, breath weapon, cold vigor, constrict, elven immunities, ferocity, freeze, grab, halfling luck, horrific appearance, illusion resistance, jet, mimicry, natural cunning, overwhelming, poison, pounce, rake, rend, roar, sound mimicry, speak with sharks, spikes, trample, trip, and web.

(Prerequisite : Devourer)
Eat Anything (Ex): A barbarian with this power is immune to diseases catch from eating raw or rotten flesh. When she is raging, she may tear appart and consume body parts of constructs and oozes as if they were respectively marrow and blood without damaging herself. Since these are mindless creatures, doing so isn't an evil act.
Special : A barbarian with the ghost rager rage power may consume incorporeal creatures during a rage, as if they were corporeal and dead.

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Coming soon :

The Dandy rogue, for tricky players and elegant villains !
The Mime Artist bard, for expressive and mysterious characters warping reality...
And the Saboteur rogue, making life harder for any foe hit by a sneak attack, or stronghold owner.

Silver Crusade

Little errata on the Cannibal: devouring a body part on an unconscious creature is treated as a coup de grace. Devouring one organ from a dead creature is a full-round action which provokes an attack of opportunity.

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"As a big fan of dandy Rogues, I really like this succinct archetype." - EJVW
"I love the idea of a dandy archetype. The execution is promising so far. Making it stackable with all other archetypes is brilliant." - Thanael

=> The Dandy, a rogue archetype stackable with any other ! From Arsène Lupin, "Clockwork Orange" Alex to "Interview with the Vampire" Lestat de Lioncourt, good-looking ladies and gentlemen have never been so deadly.

Spoiler:

Dandy

Some rogues, whatever their specialty, are more than simple thieves. Either born in nobility or adopting the sophistication of the wealthy, dandys are magnificent rascals, whose appearance and maneers never fail to deceive. Charming ladies and gentlemen by nature, few people are more adept to shine in high society than a dandy, and their looks are an integral part of their arsenal – literally. Indeed, when times ask for blood to be spilled, dandys are able to make use of their attire at it's fullest ; and if a cane is only a last resort weapon for most people, it is a dandy's handy trick when it comes to surprise an opponent and fight with panache.

Weapon and Armor Proficiency

Dandys are proficient with all simple weapons, plus the rapier and the sword cane. They are proficient with light armor, but not with shields.

Class Skills

A dandy adds Knowledge (Nobility) and Knowledge (History) to her class skills.

Deceiving Elegance (Ex)

At 2nd level, a dandy may use any clothing glove as a sap when held, or a gauntlet when worn. She is considered proficient with this specific accessory when used as a sap, and may conceal a glove even when observed. A dandy may magically enhance her clothing glove as a weapon.
Also, a dandy may treat any kind of sword cane she holds like a finessable weapon with the Trip and Disarm weapon properties. When used this way, the cane is either treated as an appropriately sized club when sheated, or a 19-20x2 piercing weapon when unsheated, and can't be wielded two-handed. A cane sword used this way isn't considered a double weapon for the purpose of enhancing it, but any specific enhancement on the cane must meet the normal prerequisites or cease to function (for example, a keen or vorpal sword cane loses these properties when used as a club). When the blade is unsheated, the scabbard can be used as a combat scabbard but doesn't retain any magical property unless it is enhanced separately as a weapon (in which case these properties only work when the scabbard is used separately).

Finally, the dandy may add half her number of sneak attack damage dices to her Combat Maneuver Bonus (minimum 1) for the purpose of the Trip, Disarm, Steal, and Dirty Trick combat maneuvers.

Deceiving elegance can be used only if the rogue is wearing light armor or no armor.

This ability replaces evasion.

Rogue Talents: The following rogue talents complement the dandy archetype: charmer, strong impression, underhanded, surprise attack, honeyed words, black market connections, convincing lies, and finesse rogue.
Advanced Talents: The following advanced rogue talents complement the dandy archetype: confounding blades, rumormonger, unwitting ally, and redirect attack.

Suggested feat trees: Betrayer, Greater/TWFing Feint, Weapon Finesse, Crane Style, Firearm Proficiency (Pistol sword cane), Shatter Defenses, Sap Master, Catch Off Guard.
Suggested equipment: Agile weapon, Dueling weapon, Murderer's Blackcloth, Hat of Disguise, Circlet of Persuasion.

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Silver Crusade

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"I love the idea and the framework you already have!" - Cheapy

=> The Saboteur : a rogue and ninja archetype, for players who want to litteraly wreck ennemies with their sneak attacks, infiltrate and break strongholds, or simply make life harder for their foes, just by existing in the shadows !

Spoiler:

Saboteur

Some inconspicuous professionals don't rely on exceptional instinct and dodge skills to face danger. Instead, they deal with foes the quick and dirty way, putting luck on their side through every means available. These saboteurs are a destructive force to be reckoned with. Often paid by private forces to infiltrate strongholds or enemy camps to deal with guards and sabotage important machineries, saboteurs can skillfully scuttle the path to anyone lucky enough to have them on their side... even more so in an adventurers group, where their ability to make any fight easier through crippling low blows proves more valuable every day.

Sabotage (Ex)

At 2nd level, a number of times per day equal to 1 + her Intelligence modifier (if any), a saboteur may attempt a Dirty Trick, Sunder, or Steal combat maneuver against an enemy hit by her sneak attack. This attempt doesn't provoke attacks of opportunity.

For the purposes of these three combat maneuvers, she gains a +1 bonus for every two sneak attack dice she possesses and treats her saboteur level as her Base Attack Bonus, including for the purpose of qualifying for feats improving these combat maneuvers. This is whether she is using the sabotage ability or not.

Finally, the saboteur may add her Knowledge(engineering) ranks to any Disable Device check made to disable or hurt an object and to any Sunder damage roll, she may also substitute her Intelligence modifier to her Strength modifier when attempting a Strength check to break an object.

This ability replaces evasion, or can be selected as a ninja trick by a ninja.

Devastating Sneak (Ex)

At 4th level, a saboteur may apply the effects of two different rogue or ninja talents marked with an asterisk to a single sneak attack.

In addition, a ninja adds all rogue talents marked with an asterisk to her list of ninja tricks, and a rogue adds all ninja tricks marked with an asterisk to her list of rogue talents.

This ability replaces uncanny dodge.

No Witnesses (Ex)

At 8th level, a number of times per day equal to her Intelligence modifier, a saboteur may draw a weapon as an immediate action, and deal full damage on a sneak attack made during the surprise round. She does not need to roll the additional damage of her sneak attack, and the sneak attack deals maximum damage.

The saboteur may choose to deal normal damage on this sneak attack to cripple that opponent’s mouth or throat, dealing normal damage, plus 1d4 points of bleed damage. Until the bleed damage ends, the target is unable to use its mouth to attack, shout and employ verbal spell components, making it unable to yell or otherwise make loud noises. A creature that is immune to critical hits or that has no discernible mouth is immune to the effects of this class ability.

This ability replaces improved uncanny dodge.

Rogue Talents: The following rogue talents complement the saboteur archetype: befuddling strike, bleeding attack, distracting attack, offensive defense, and slow reactions.

Advanced Talents: The following advanced rogue talents complement the saboteur archetype: confounding blades, crippling strike, dispelling attack, and entanglement of blades.

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Coming up later : the Braggart, Bravo and Gloriosus, universal, charismatic fighter archetypes using the gunslinger's Grit mechanics to accomplish deeds - respectively of combat versatility, dextrous swashbuckling, and heroic wonders !

Silver Crusade

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"I really like it even though I am not a big fan of Gunslingers in PFRPG." - The Black Raven

=> The Gun-Fu master, a monk archetype using firearms and compatible with qinggong, because running on the walls and avoiding blows while doing gun-kata against dragons (or living as a free being in a virtual world overrun by machines) is all you really needed.

Spoiler:

Gun-fu Master

With the emergence of firearms, came a time of doubt. While common archers may be easy to deal with for a skilled monk, bullets, even with common magical protections, proved more lethal than arrows at closer range. Some young cast-offs, unable to demonstrate enough proficiency with unarmed strikes or martial weapons to survive in a fight, choose to adopt these firearms as a legitimate way to prove their true worth. These artists soon became known as gun-fu masters, a self-proclaimed title that they would nevertheless prove worthy of. Using their keen senses, acrobatic moves and martial mastery to perfect their skills at close combat, gun-fu masters consider the battlefield as a complex layout into which every move should be calculated to bring the most destruction, with the quickest moves, at the lower cost – often surprising the enemy with unpredictable moves. Despite being shunned by their pairs, the lethality of their strange martial art inspires a tainted respect among the wisest, even if few would admit it.

Weapon Proficiency

A gun-fu master is proficient with all one-handed firearms as monk weapons, and with muskets, double barreled muskets and blunderbusses in addition to their normal proficiencies.

Variant Ki Powers

A gun-fu master with the qinggong archetype must chose his powers from this list :

4th-Level Ki Powers
Peacebond (1 ki point)
Jury-Rig (1 ki point)
Tactical Acumen (2 ki points)

6th-Level Ki Powers
Bullet Shield (self only, 1 ki points)
Ricochet Shot (1 ki point)
Twisted Space (1 ki point)
Locate Weakness (2 ki points)
High jump (monk ability, 1 ki point)

8th-Level Ki Powers
Recoil Fire (1 ki point)
Hostile Juxtaposition (2 ki point)
Wholeness of body (monk ability, level 7, 2 ki points)

10th-Level Ki Powers
Named Bullet (2 ki points)
Improved Blind-Fight [APG], † (1 ki point)
Wind Stance (2 ki points)

12th-Level Ki Powers
Abundant step (monk ability, 2 ki points)
Battlemind link [UM] (4 ki points)
Diamond body (monk ability)

14th-Level Ki Powers
Greater Named Bullet (3 ki points)
Diamond soul (monk ability)
Disarming Strike [APG] (2 ki points)

16th-Level Ki Powers
Greater Hostile Juxtaposition (3 ki points)
Bleeding Critical (3 ki points)
Greater Blind-Fight [APG], † (2 ki points)
Improved Vital Strike (2 ki points)
Lightning Stance (3 ki points)
Quivering palm (monk ability, 2 ki points)

18th-Level Ki Powers
Timeless body (monk ability, 1 ki point)
Tongue of the sun and moon (monk ability, 1 ki point)

20th-Level Ki Powers
Walk Through Space (3 ki points)
Blinding Critical (3 ki points)
Crippling Critical [APG] (3 ki points)
Deafening Critical (3 ki points)
Empty body (monk ability, 3 ki points)
Perfect self (monk ability, level 20)
Tiring Critical (3 ki points)

Flurry of Bullets (Ex)

Starting at 1st level, a gun-fu master can make a flurry of blows as a full-attack action, but only when wielding and firing at least one firearm (even though it is a ranged weapon). Firing or gun-whipping with only one firearm during the flurry imposes a -2 penalty to attack during the round because of imbalance - the gun-fu master must attack with both weapons at least once to take no penalty to attack. He may not make a flurry of blows with his unarmed attacks. A gun-fu master’s flurry of blows otherwise functions as normal for a monk of his level.

A gun-fu master cannot use Rapid Shot when making a flurry of blows with firearms, but is considered as having this feat for the purposes of qualifying for a feat.

Gunsmith

At 1st level, a gun-fu master gains one of the following firearms of his choice: pistol, dragon pistol, or coat pistol. His starting weapon is battered, and only he knows how to use it properly. All other creatures treat his gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gun-fu master also gains Gunsmithing as a bonus feat.

Gun-Whip (Ex)

Starting at 1st level, the gun-fu master can make melee attacks with the butt, handle or barrel of his firearms. When he does, he is considered to be proficient with the firearm as a light melee weapon with the monk property, and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. Any magical quality applicable to both types of weapons, like flaming, functions when the firearm is used this way ; including specific melee weapon enhancements that would otherwise not benefit a ranged weapon, like the agile property. The damage dealt by the pistol-whip is of the bludgeoning type, and is equal to the unarmed damage dealt by half the gun-fu master's monk level, with a critical multiplier of 20x2.

Gunsmith and gun-whip replace the Improved Unarmed Strike monk bonus feat at first level.

Perfect Strike (Ex)

At 1st level, a gun-fu master gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A gun-fu master can use Perfect Strike with any firearm. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.

This ability replaces stunning fist.

Bonus Feats

A gun-fu master’s bonus feats must be taken from the following list:
Combat Reflexes, Dodge, Quick Draw, Point-Blank Shot, Precise Shot, Opening Volley, Crane Style and Rapid Reload.

At 6th level, the following feats are added to the list:
Clustered Shots, Crane Wing, Deft Shootist, False Opening, Improved Precise Shot and Snap Shot.

At 10th level, the following feats are added to the list:
Improved Critical, Shot on the Run, Improved Snap Shot and Greater Snap Shot.

These feats replace the monk’s normal bonus feats.

Snap Reload (Ex)

At 2nd level, through quick moves and acrobatic shenanigans, a gun-fu master may reload any weapon for which he possesses the Rapid Reload feat without having a free hand. This doesn't change the reloading time of the weapon.

This ability replaces the monk bonus feat gained at 2nd level.

Guided Hilts (Ex)

At level 3, the gun-fu master may use his Wisdom modifier instead of his Strength modifier on gun-whips attack rolls. If he confirms a critical hit with a gun-whip while using a loaded firearm, the gun-fu master may fire it and attack the creature as an immediate action, doing a firearm ranged attack at point blank with the same base attack bonus. Unless the gun-fu master has a feat or ability to not provoke attacks of opportunity by shooting with a firearm, this attack provokes attacks of opportunity from any creature except the creature hit.

This ability replaces maneuver training.

Gritty Ki (Ex)

At level 4, the gun-fu master gains a ki pool equal to half his level. In addition, he gains a pool of grit points equal to his Wisdom modifier ; gritty ki counts as the gunslinger's Grit class feature for the purposes of qualifying for feats and deeds. This grit pool doesn't stack with the gunslinger's Grit class feature.
A gun-fu master can spend 1 ki point to risk no misfire with his firearms during one round. He can also spend one ki point to make one additional attack at his highest attack bonus when making a flurry of blows attack. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool, including grit points, is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Grit points can be spent as ki points ; but the gun-fu master can't spend ki points as grit points.

This ability replaces ki pool.

Guided Firearms (Ex)

At level 5, the gun-fu master adds his Wisdom modifier to the damage rolls of his firearms. This doesn't stack with any ability that allows the gun-fu master to add his Dexterity, Wisdom or Charisma bonus to damage rolls with firearms.

This ability replaces high jump and purity of body.

Trick Shot (Ex)

At 11th level, a gun-fu master may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the gun-fu master can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing bullets around corners. The bullet must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.

This ability replaces diamond body.

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Silver Crusade

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"I think you should submit this archetype in the next RPG Superstar." - Azten

"Now I want to play a Symbiont Vivisectionist, having formed around some sort of animal. That seems like it would be pretty fun. [...] *Cackles madly*" - Edgar Lamoureux

=> The Host, an alchemist archetype sharing his body with an aberration providing him mutations and eidolon evolutions. I can hear and smell you drool from the other side of the room, zerg lovers.

Spoiler:

Host

Sometimes, because of a failed spell, a rift through planes, an unborn chimeric twin or through horrible manipulations, are born strange creatures defying classification. Such alien beings are most commonly known by scholars as aberrations. While most aberrations end up scattering madness on their path, at best claiming the depths of the darkest dungeons to fest on adventurers, others are parasites. These parasites quickly sneak on the first creature under their reach, invading it's brain to assume control, and become distorded, shape-changing monsters. But some parasites fail to take over the creature. Because the parasite's survival now depends on it's victim's, this creature becomes a Host, blessed – or cursed – with twisted body features, and an uncanny knowledge of the substances needed to survive and become stronger. While few hosts enjoy sharing their body with this strange ally, all acknowledge it's boundless loyalty.

Weapon and Armor Proficiencies

Hosts are proficient with simple weapons. Hosts gain no proficiency in armors and shields.

Symbiont

At 1st level, a host is invaded by a parasitic aberration. Such entity is usually stuck in the body part the host was able to apply a tourniquet to when it attempted to reach his brain, thus merging the creature with said body part as a survival reflex ; but other circumstances influence the position of the symbiont, and parasites merging in the wrong way while trying to save the life of a dying host aren't unheard of. Ultimately, a symbiont may be placed anywhere on a host body.

A symbiont is a creature with it's own mind and Intelligence, though it's way of apprehending life is usually cold and mechanical, thinking only about it's own survival. A symbiont is incorruptibly loyal to it's host, since the host's death pretty much signifies theirs : a symbiont may attempt to merge with another host, but such operation is so dangerous that few to none would attempt it. As such, all symbionts are strictly Neutral, often suggesting to their host the course to follow, keeping it's morale high, checking his blood pressure or nutritious apports, and complying to his desires, including those that could put it in danger. But the symbiont isn't a slave, and may not hesitate to deprive it's host of any « un-needed » feature (a judgement the host wouldn't probably agree with), should he prove overly agressive and determined enough to get rid of it. As such, a symbiont and a host usually have a close, weird relation and tend to work in concert.

Despite not controlling the brain, a symbiont controls the body part it is stuck in when it desires so, and can speak all of it's host languages. A symbiont may assume the normal apparence of the body part it is stuck in, or distort, extend, and bend in twisted ways up to several feet of distance to move and carry (but not wield) light items on it's own, like keys or books, up to 1 feet and 1/2 lbs. per level. It can freely create eyes or mouths of diverse sizes and on diverses places of the body part, which are required to speak, or see it's surroundings. When a host sleeps, a symbiont enters into hibernation and becomes unconscious. A symbiont may enter into hibernation at any time while the host is awake to give him back the control of the body part, and immediately exit hibernation when the host is endangered or calling for it's assistance.

But the most beneficial way a symbiont interacts with it's host is by it's offensive and defensive enhancements to the host's body. On these aspects, a symbiont is similar to a synthesist summoner's eidolon, with the exception that a symbiont doesn't have it's own physical scores or statistics, and totally depends on the « quality » of it's host body, which it enhances by the ability to shape blade-like weapons from the body part, assume a hardened coating around the body, create membranous wings, etc.

Such abilities are only usable when the host wears no armor, as it disrupts the symbiont's shape-changing powers.

A symbiont has no hit points of it's own. It shares the host's magic item slots (from which he may also fully benefit, including enhancement to it's mental stats) and physical stats, but has a score in each mental stat equal to the Intelligence of a familiar of appropriate level for the host. A symbiont uses the host's skill ranks with it's own modifiers ; and uses it's host's saving throws, which the symbiont improves with diverse abilities by gaining levels.

The symbiont and the host cannot take separate actions in combat ; even though they sometimes seem to attack on their own, this is merely for a common goal, and attacks made from the symbiont aren't different from an attack made by the host. The host uses his own BAB and feats to attack. If the host is put inconscious by an attack, the symbiont stabilizes the host and hibernates immediately until the host is slain or possesses again half his hit points, whichever comes first. The link between the host and his symbiont is odd and powerful : if the host dies, the symbiont dies ; and if the host is bring back to life, the symbiont is too.

Because of it's nature, a symbiont reacts badly to mutagens, and as such, ingesting one is treated as a poison dealing instantly the ability damage it is intended to improve, once per round during 4 rounds, requiring one save with a DC equal to 10 + the alchemist level + the Intelligence modifier of the alchemist who brew it.

The symbiont must hibernate 8 hours before providing any benefit.
Once fully reposed, by sharing a nervous connection with it's host during 1 minute, the symbiont provides the following benefits as long as the host is conscious.

This ability replaces mutagen, throw Anything and the brew potion class features.

The following abilities indicate what benefits a conscious Host gains from it's symbiont after having shared a nervous connection.

Symbiotic Mutation (Ex)

At 1st level, the symbiont provides a +1 natural armor bonus to the host. This bonuses increases by +1 at level 2, then each three levels later (5, 8, 11...) up to +8 at level 20.
The symbiont also reinforces it's host's body, giving him a +1 bonus to one of his physical stats (Strength, Dexterity or Constitution) ; this choice is made at level 1 and is definitive. This bonus increases by 1 at level 4, then every four levels later, up to +6 at level 20. At level 8, the host chooses another physical stat to which it's symbiont provides a +1 bonus ; this bonus increases at the same levels than the first physical stat. At level 16, the host gains a bonus to it's third physical stat, this bonus increases as normal (up to +6/+4/+2 at level 20).
To the contrary of evolutions, these bonuses are preserved even when the symbiont hibernates, as they improve the host to a cellulary level.

The symbiont also gains an Evolution pool, like an eidolon, with a number of Evolution Points equal to the host's level + 1/2 the host's Intelligence modifier (minimum 1) + the symbiont's Intelligence modifier (minimum 1). The symbiont also gains the Limbs(arms), Claws and Unnatural Aura[UM] evolutions for free.
It's base form for the purposes of qualifying for evolutions is the base form of it's host ; it must still meet the prerequisites of the evolutions it chooses. For example, a symbiont on a human host would be considered biped, and could not take Pounce (quadruped base form required) ; but it could take Pounce if one of it's host's shapes is quadruped (like a werewolf), in which case Pounce would only work when the host is in the appropriate shape. If the host possesses abilities allowing him to change in an appropriate shape (like a Druid's Wild Shape, or a Beast Shape alchemical extract), this allows the symbiont to qualify for these evolutions ; these evolutions only work when the host is in the appropriate shape.
The maximum number of natural attacks of a host is equal to an eidolon's of same level, and the save DC against an evolution is based on the host's HD and stat modifiers -2.
The host gains access to these evolutions, and is considered as having the Eidolon summoner class feature for the purposes of feats.

At the difference of an eidolon, any visible evolutions and their associated evolutions may be hidden, or shaped as a move action. An evolution that is hidden is considered dormant and unusable at the time. For instance, a level 1 host may spend a move action to shape his Limbs(arms) with it's Claws, or another action to hide them ; while a more powerful host could later grow or reduce his size as a move action. Most evolutions, like Scent, Grab, Trip... present no true visual features, and don't need to be hidden in order to be almost undetectable to the naked eye. Any reduction to the host's or it's symbiont's Intelligence modifier (like by wearing a +4 Headband made unusable in an antimagic field), also removes an appropriate number of evolution points and their associated evolutions ; the choice of the temporary lost evolutions is made by the host when the reduction occurs.
Depending on the host and his symbiont's accompliceship, the host may refuse to let the symbiont grow evolutions anywhere else than on the body part the symbiont is stuck in ; this is merely an aesthetic choice that doesn't influence the evolutions's efficiency.

Finally, the symbiont is considered as an eidolon for the purposes of the special abilities it possesses by gaining levels. As such, it gains Darkvision, Link and Share Spells at first level, and others in later levels. The host gains all these abilities.

Symbiont Familiar (Ex)

At 2nd level, the host gains the Tumor Familiar discovery, using his symbiont as a familiar provides him a +3 competence bonus to Intimidation checks. This also allows the symbiont to detach a part of itself from the host ; doing so doesn't affect the benefits provided to the host, including if the familiar is killed (though the familiar itself must still be replaced as normal).

Gory Shield (Ex)

At 4th level, thanks to it's symbiont assuming the shape of a ribbed shield of bones, skin, muscle and blood vessels whenever attacked, the host gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

Overwhelming Tactics (Ex)

At 6th level, once per round, the symbiont may use the Aid Another action in place of an attack to provide it's host a +2 bonus to AC against the next attack of an opponent, or a +2 bonus on his next attack against the opponent.
At 10th level, the host and the symbiont learn to act in concert on their own to distract enemies and become more of a threat. When he does a melee attack against a creature, the host may attack the creature as if he was flanking it.

These abilities may be used a number of times per day equal to the host's plus the symbiont's Intelligence modifier, shared between the two abilities.

Hardened Shield (Ex)[/i]

At 12th level, the symbiont improves it's ability to absorb hits and put it's host out of danger. It's gory shield now provides a +4 shield bonus to the host's Armor Class, and a +4 circumstance bonus on his saving throws. These bonuses replace the bonuses provided by the Gory Shield ability.

[b]Last Defense (Ex)

At 16th level, the symbiont is able to protect the body of it's host even when it is put unconscious. Once per day, when the host's hit points reach -1, he is stabilized, and gains a number of temporary hit points equal to his level during one hour. The symbiont may keep moving as if it was the host as long as the body has at least 1 temporary hit point.

Perfect Symbiosis (Ex)

At 20th level, a host and his symbiont fully merge, in body and soul. Their personalities, if it wasn't already the case, converge into one. Hidding or shaping an evolution becomes a free action. The host does not need to sleep, and the symbiont does not need to hibernate anymore, including when the host is put unconscious ; allowing the merged organism to keep living and fighting as long as it is able to regenerate it's wounds.

These abilities replace the discovery and true discovery class features.

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Silver Crusade

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"Why would I want the game to reflect my real life ?" - Bruunwald, whose life is made of smashing monsters with his loud holy guitar on top of dragons's flaming treasures, drinking blood of his ennemies. Sometimes playing violon or flute to impale people, and awaking zombies to dance in the streets.

=> The Rocker, a bard archetype putting the sound to eleven and putting ablaze the concert hall while smashing guys with his instruments !

(Also, spellsong, discordant voice and virtuoso performance, to strike bad guys with your holy, flaming, +1d6 sound damage guitar greataxe.
This picture lied to you. You can totally do it.)

Spoiler:

Rocker

Some bards wish to be more than simple artists, aiming for a dream lifestyle of fame, party and easy money ; but while there are as much kinds of rockers than there are of domains of performance, they always know how to impress and make themselves unforgettable.

Weapons and Armor Proficiencies

Rockers tend to favor heavy weapons with an impressive look, which allow them to shine and stand out in battle. They are not proficient in shortbows and crossbows, but gain proficiency with greataxes, bastard swords and greatwords.

Toasty

At 1st level, a rocker is naturally impressive, either by fame or by allways improving it's iconic, emblematic personality ; some adopt heavy make-up, a recognizable piece of clothing, inimitable moves during performance, strange piercings, an unique voice, excentric looks and attitude... which helps them getting more and more famous and influence people.
The rocker adds half his class level to Intimidate and Perform checks.

This ability replaces Bardic Knowledge.

Metal is Heavy (Ex)

At 2nd level, a rocker's taste for action and thrill allows him to meld weapons and instruments as a single, deadly entity.

This ability may be used two different ways :
- A rocker may use any instrument as a weapon or a shield he is proficient with. This ability assumes a different shape depending on the instrument used and the way it is wielded : a rocker may use his violon's bow as a slashing weapon with the violon itself as a light shield (or the opposite), a guitar as a bludgeoning weapon or slashing by crafting blades on it's side, a flute as a one-handed piercing weapon, etc.
- A rocker may use any weapon or shield he is proficient with as an instrument. This ability assumes a different shape depending on the weapon used and the instrument desired. Thus, a rocker may use a rapier as a bow to play a violin, apply cords to a greataxe to play a luth, hollow a shortspear to play a flute, etc.

If the weapon is considered light, one-handed or two-handed depends on the uncombrance of the instrument used. If the instrument is composed of several parts, like a drum with it's drumsticks or a violin with his bow, each part must be enhanced separately if the rocker wishes to use them as weapons or shields. Thus, a rocker using a violin's bow as a weapon and the violin as a shield may enhance the bow as a weapon and the violin as a shield, but these enhancements wouldn't apply if he used them the opposite way. The rocker needs not to pay several times the masterwork quality for an instrument made of several parts.

In addition, the rocker may have crowning moments of awesomeness during fights. A number of times per day equal to his Charisma modifier, a rocker may add his Charisma modifier to a damage roll, up to 1 point per two rocker levels. This choice is made as a free action.

This replaces versatile performance.

Burning Spotlights (Ex)

At 4th level, the rocker gains the Fire Music feat. He doesn't need to meet the prerequisites of the feat.
Also, whenever he inflicts or creates an effect inflicting sound damage through either a spell or bardic performance, he may add 1 point of fire damage per rocker level ; this bonus is reduced as normal if the effect allows a save, and is a supernatural effect.

Shining Star (Su)

At 9th level, the rocker gains the ability to captivate even more those fascinated by his abilities. This is identical to the shining star ability of the celebrity bard archetype.

This replaces inspire greatness.

Bardic Performance

A rocker gains the following type of bardic performance:

Feuer Frei (Su): At 3rd level, the rocker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words in a 15-feet cone. This performance deals 1d4 points of sound damage plus the rocker’s level, halved on a successful reflex save (DC 10 + 1/2 the rocker level + the rocker's Charisma modifier).

This performance replaces inspire competence.

Gather Crowd (Ex): At 5th level, the rocker gains the ability to quickly gather a crowd. This is identical to the gather crowd ability of the celebrity bard archetype.

This ability replaces lore master.

Up To Eleven (Su): At 6th level, a rocker can start a performance as a standard action. This performance increases any sounds the rocker makes and seems to perfect the accoustics, creating an aura of loud music, symphonic and rythmic effects around the rocker. This aura deals 1d8 sound damage plus the rocker's Charisma modifier to all enemy creatures within 10 feet at the beginning of the rocker's round. At levels 12 and 18, the aura's size increases by 10 feet.

This performance replaces suggestion and mass suggestion.

Emblematic Performance: At 10th level, the rocker gains one kind of bardic performance from a bard archetype of his choice accessible at 10th level or lower. He may use this bardic performance as normal.

This ability replaces jack-of-all-trades.

Immortal Fame (Ex)

A rocker of 20th level or higher becomes matter for legends. The rocker's life expectancy becomes the higher for his race. Should he die, the rocker would come back as a ghost to keep performing, usually in a place of great importance to him, or as a trace in people's hearts ; even if no one is present or the place doesn't exist anymore as it was at that time. If slain, the ghost of a rocker comes back after 1d4 days, as long as at least one person in the world remembers him.

This ability replaces deadly performance.

----

Silver Crusade

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=> The Chronomage, a wizard archetype to focus not only on warping space, but also on modifying time itself.

(Image taken from this blog, author : Jonathan V Duncan.)

Spoiler:

Chronomage

Even beyond wizards, exist exceptional individuals whose understanding of the world's secrets proves able to influence not only the nature of space, but also of time. But while any knowledgeable enough wizard is able to warp time through complex formulas, this is merely an amateur's work in the eyes of a chronomage. Excentric individuals obsessed with time and it's effects, chronomages apprehend this dimension as the mother of all other ; and while some are willing to consecrate their lives to reach the secrets of immortality or reverse a tragic event of the past, few are able to reach the state of mind needed to manipulate time wisely, sometimes litteraly erasing themselves from existence.

Time Is A Mesure (Su)

At 1st level, chronomages form a powerful bond with an object representing the course of time, usually a little hourglass, pocket watch, sundial or magical clepsydra. This bonded object is an item a chronomage can use as a magical item to obtain benefits during the day. Once a chronomage makes this choice, it is permanent and cannot be changed.

Chronomages who select a bonded object begin play with one at no cost. These objects are always masterwork quality. If the object is an amulet or ring, it must be worn to have effect, while any other item must be wielded. If a chronomage attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. The following powers are only usable when the chronomage is wielding or wearing his bonded object.

At 1st level, the time warps around the chronomage, who seems to be acting a bit quicker than his surroundings. He gains a +1 bonus to reflex saves, and adds +5 feet to his base land speed. These are treated as enhancement bonuses. These bonuses increase respectively by +1 and +5 feet for every five wizard levels, up to a maximum of +5 and +25 feet at 20th level.

At level 8, the chronomage gains the Quicken Spell metamagic feat. Once per day, he may use this metamagic feat by increasing the level of a spell by 2 instead of 4. This does not alter the level of the spell or the casting time. He can use this ability one more time per day for every four chronomage levels he possesses beyond 8th (at levels 12, 16 and 20), up to 5 times at level 20. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a chronomage with a bonded amulet must be at least 5th level to add magic abilities to it (see Craft Wondrous Item feat). The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the chronomage prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per chronomage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A chronomage can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

This ability replaces arcane bond.

Revelation

At level 1, and every five levels thereafter (5th, 10th, and 15th), a chronomage's obsessional studies of time uncovers a new secret granting him powers and abilities normally unaccessible to the common run of people. The chronomage must select a revelation in the list of revelations from the oracle's Time mystery. A chronomage's effective level for the purpose of these abilities is equal to his chronomage level. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the chronomage’s level + the chronomage’s Intelligence modifier. The chronomage is considered as having the oracle's class feature of the same name for the purposes of qualifying for feats or using magic items. If a revelation is chosen at a later level, the chronomage gains all of the abilities and bonuses granted by that revelation based on his current level. Unless otherwise noted, activating the power of a revelation is a standard action.

This ability replaces Scribe Scroll and the bonus feats gained at levels 5, 10, and 15.

Time Is Money (Su)

A chronomage is adept at lending his own time to spend it later, on a more useful occasion, never wasting a second if he has the power to do so. As a move action, the chronomage can sacrifice a spell and transform that energy into an Insight bonus equal to the level of the spell sacrificed. He may apply this bonus to his AC against the next attack, to his next initiative roll, to an attack roll, or a critical confirmation check. The chronomage can use this ability a number of times per day equal to 3 + his Intelligence modifier. This bonus lasts during 24 hours or until used, whichever comes first.

This ability replaces cantrips, but the chronomage gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

Time Is The School In Which We Learn

The care, and attention required to master the erratic variations in the flow of time is so great, that a chronomage forsakes three schools of magic. Due to it's close relation to time, a chronomage may not choose the Divination school as an opposition school. These opposition schools are chosen at 1st level and cannot be changed later. A chronomage who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the chronomage takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

This ability replaces arcane school.

Time Is The Fire In Which We Burn (Ex)

At 20th-Level, the chronomage discovers the secrets of eternal youth. He gains the immortality arcane discovery.

This ability replaces the wizard bonus feat gained at 20th level.

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You should link to this post in your profile.

Silver Crusade

I'll do better and create a new thread pointing directly to a full Google Doc pdf beforehand. I just have some archetypes to do/finish before.

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