Archetypes

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Archetypes

Postby Angel Tarragon » Mon Jul 06, 2015 8:17 pm

Archetypes are a way to customize your character, essentially like a prestige class but instead of gaining new features you replace existing class features with different ones; in this regard archetypes are like substitution levels from 3E.

Contents

Cleric

Fate Weaver
  • Billetbacker

Wizard

Zealot
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Angel Tarragon
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Re: Archetypes

Postby Angel Tarragon » Mon Jul 06, 2015 8:18 pm

Divine Prophet
Clerics are mostly seen as the of the proxies of the proxies of the gods. There are some however that harness divine power in a uniquely different way. Divine prophets do not venerate a single deity, but draw power from all deities. A divine oracle that chooses the Battle mystery draws power from all deities that are militaristic and grant War domain. In Sarunia there is very little domain overlap within each pantheon, but there are multiple pantheons. A cleric that is confused with which pantheon to serve (which is a rarity in its own right) would be more inclined to be a divine prophet than a straight cleric.

Mysteries & Revelations: The divine prophet chooses one Oracle mystery, she gains the class skills and bonus spells of the chosen mystery; if the skill is one that is already on her skill list she gains Skill Focus as a bonus feat for all indicated skills. The spells are automatically added to those available to her and does need to pick and choose from them. In addition at 1st and 3rd level and every four levels thereafter she chooses one revelation from her Mystery category and at 20th level she gains a Final Revelation. This ability replaces the Divine Tools, Divine Feats, Domains, Domain Spells, the extra spell energy gained when the cleric gains access to higher level spells and Mystic Communion class features.
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Re: Archetypes

Postby Angel Tarragon » Mon Jul 06, 2015 10:56 pm

Chronognosticator
The chronognosticator is gifted with the ability to manipulate, weave and reweave the effects of time to benefit herself or others or to vex her foes with the powers at her command. At the pinnacle of their ability they can sever their ties to time and reverse any affects it may have had on them.

Apperceptive (Ex): The chronognosticator gains a +4 bonus on all Wisdom and Wisdom based checks. This ability replaces the Aura class feature; the chronognosticator does not never will have an aura.

Mote of Time (Su): As per the Time Thief and Time Warden features (you gain the full features from both aforementioned classes); your progression of abilities is treated as if your cleric level is equal to your time thief level and time warden level. This ability replaces the Domains and Extra Spell Energy class features.

Temporal Talents: The chronognosticator may select any temporal talent (see the Time Thief) she qualifies for in place of a divine feat. At 10th level the character gains access to advanced temporal talents. At 1st level the chronognosticator may select two temporal talents, replacing the Divine Tools feature with them.

Aevum: At 3rd level the chronognosticator gains aevum, as per the Time Thief and Time Warden class features of the same name, she selects one when she gains this feature and can gain additional aevum in place of a divine feat or a regular feat gained from increasing in character level. The chronognosticator gains one additional free aevum at 7th, 13th and 19th level. This ability replaces abiding allegiance, divine health, slippery mind and divine resolve class features.

Time Killer (Su): As the Time Thief class feature of the same name. This ability replaces the Mystic Union class feature.
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Re: Archetypes

Postby Angel Tarragon » Mon Jul 06, 2015 11:25 pm

Theosophist
The theosophist is a student of all things. Her research into the broad scope of all things divine allows her to pick up on skills that might otherwise be harder to understand for other clerics. She shuns worshiping a single deity, but instead adopts every deity in every pantheon as her patrons. Theosophists tend to be more balanced and neutral in regards to the extremes of evil and good, as they focus their energies on broadening their insight on various fields of Knowledge and other skills that are often associated with them. Theosophists are the antithesis of theologians and have the following class features.

Wisdom Is Applied Knowledge (Ex): A number of times per day equal to her class level plus her Wisdom modifier she can apply a bonus to any one Knowledge skill check; the bonus is equal to the highest level spell she can cast doubled +2 (so for example a 1st level spell nets a +4; 1 doubled =2 (+2) = 4).

Alternately she can expend one daily use of this feature to gain a bonus on any skill (non-Knowledge skill) to gain a bonus to it equal to the highest level spell she can cast +1. This ability replaces the clerics domain choices (theosophists do not gain domains).

Knowledge Knows No Bounds (Ex): The Theosophist is trained in all Knowledge skills and gains Skill Focus with the Linguistics skill as a bonus feat. In addition the theosophist gains 4 additional skill ranks for each class level gained, which must be spent on Knowledge skills or Linguistics. This ability replaces the extra spell energy gained when the cleric gains access to higher level spells.

Know A Little About A Lot (Ex): The theosophist is not considered untrained in any skill and gains 7 skill pints to spend as she sees fit. At 13th level the Theosophist gains an additional 13 skill ranks to spend as she sees fit. This ability replaces Abiding Allegiance.

Dabbler (Ex): Choose a number of skills equal to the sum of your Intelligence and Wisdom modifier that you currently have no skill ranks invested in, with the chosen skills you gain one free skill rank. This ability replaces Slippery Mind.

Perfect Recall (Su): The theosophist chooses one Knowledge skill with which they have the maximum ranks allowable based on their class level; with the chosen skill a check is never needed to be rolled, you always take the maximum possible result. This ability replaces Divine Resolve.
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Re: Archetypes

Postby Angel Tarragon » Tue Jul 07, 2015 12:04 am

Sorcerer

Innate Aptitude: For determining the highest level spells you can cast, the DC to resist your spells and bonus daily spells slots gained you use your Charisma score instead of your Intelligence score.

Spell Mastery: At 1st level and every two levels thereafter the sorcerer gains Spell Mastery as a bonus feat, with the modification of using your Charima modifier instead of your Intelligence modifier. This ability combined with Eldritch Expertise, Eldritch Infusion and Sorcerous Blast replace the Arcane Implement class feature.

Eldritch Expertise (Sp): The sorcerer is able to cast a number of spells as spell-like abilities per day equal to the highest spell level she has access to +1. A spell cast as a spell-like ability must be mastered with the Spell Mastery feat and an amount of spell energy equal to the spell's level x2 +2 must be expended. This ability combined with Eldritch Infusion, Sorcerous Blast and Spell Mastery replace the Arcane Implement class feature.

Eldritch Infusion: The sorcerer is a veritable well of spell energy, gaining an additional amount equal to the sum of all spell levels she has access to x2; for example a 1st level sorcerer gains a +2 bonus to her spell energy, a 3rd level sorcerer gains a +6 bonus to her spell energy, a 5th level sorcerer gains a +12 bonus to her spell energy, etc. This ability combined with Eldritch Expertise, Sorcerous Blast and Spell Mastery replace the Arcane Implement class feature.

Eldritch Blast (Sp): A number of times per day equal to your Charisma modifier +3 you can release a wave of eldritch energy that deals damage to all creatures and objects within a 30-foot radius of you. Creatures affected by your sorcerous blast are entitled to a Fort save (DC 10 + your Charisma modifier + half your class level) to halve the amount of damage taken. Your sorcerous blast overcomes hardness equal to your caster level and deals XD6 damage, with X equalling the highest level spell you can cast. This ability combined with Eldritch Expertise, Eldritch Infusion and Spell Mastery replace the Arcane Implement class feature.
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Re: Archetypes

Postby Angel Tarragon » Tue Jul 07, 2015 12:12 am

Penitite
Penitites are zealots taken to the extreme of enforcing the power of their deity and those who do not understand or have respect for the divine are often given only a single warning about the offensiveness of a wrongdoing. Penitites are more martial minded than other zealots and embrace the purifying aspect of fire. Many penitites shirk the ability to sing and see song as a gateway to radical extremes that they would rather not have to deal with. In communities where penitites are plentiful and their power is a recognized source of authority they often make examples of those that do sing and repeat offenders may face death. Penitite communities are almost always frontier communities that do not rely on trade from outside sources and make do with farming and livestock to feed the populace. Many penitites have a very limited amount of worldly possessions beyond what they can carry on their person. At the pinnacle of their power they are able to raze the body and soul of their patrons enemies.

Agrarian Lifestyle: Penitites replace the Knowledge (Nobility) and Knowledge (Planes) skills with the Knowledge (Geography) and Knowledge (Nature) skills.

Divine Warrior: Penitites receive a full base attack bonus progression and have a D10 hit die and are proficient with all simple and martial weapons and all armor and shields (except tower shields). In addition the characters Reflex save is equal to her Will save and she gains Martial Aptitude and Weapon Finesse as bonus feats. This ability replaces the Unwavering Faith and Savvy Strike class features.

Trial By Fire (Sp/Su): At 4th level the penitite gains the clerics' Fire domain and its associated powers, when she gains the ability to cast spells she adds the domains spells to the list of those she can cast. The penitite treats her zealot level as her cleric level for determining the benefits gained from the domain and the effects of caster level when casting any of the spells that appear on the domains spell list.

The penitite can grant her weapon the flaming or flaming burst magical special weapon abilities by expending one or two daily uses of her Fire Bolt power domain ability, respectively. The effects of either or both lasts for a number of rounds equal to half her class level. At 7th & 13th level the penitite no longer needs to spend daily uses of her Fire Bolt domain ability to grant a weapon the flaming or flaming burst magical weapon special abilities, respectively, as they become features that are always active for her unless she wishes to suppress them; reactivating and suppressing these features are immediate actions.

This ability replaces the Divine Blessing and Immaculate Improvisation class features.

Conflagrant Chastisement (Su): When the penitite strikes a foe of her faith and falls it (bringing it down to 0 or less hit points or less), she may make an extra attack against it as an immediate action. If the attack is successful, the creatures body and soul are burned away, denying it the ability to be resurrected by any means, moving on to its final reward and the possibility of rising as an undead. This ability replaces the Penance Strike class feature.
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