Posts Tagged ‘ archetypes ’

Peanuts Not Included

Today I bring you another archetype, this one for barbarians.

Jotunkin

The jotunkin are barbarians whose bloodlines contain a trace of giant. When these barbarians rage, their giantish heritage manifests itself in greater size and strength.

Jotunrage (Su): A jotunkin can call upon supernatural sources of strength and ferocity, granting him greater size and prowess. Starting at 1st level, a jotunkin can jotunrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can jotunrage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a jotunkin can jotunrage per day. A jotunkin can enter jotunrage as a free action. The total number of rounds of jotunrage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in jotunrage, a barbarian increases in size by one size category. He gains a +4 size bonus to Strength and Constitution, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. He also gains a +2 natural armor bonus. The increase to Constitution grants the jotunkin 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a jotunkin cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A jotunkin whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. If insufficient room is available for the growth, the jotunkin attains the maximum possible size and may make a Strength check (using his increased Strength) to burst any enclosures in the process. If he fails, he is constrained without harm by the materials enclosing him.

All equipment worn or carried by the jotunkin is similarly enlarged by the jotunrage. Melee weapons affected deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this ability. Any enlarged item that leaves a jotunkin’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this ability.

A jotunkin can end his jotunrage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the jotunrage. A jotunkin cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a jotunkin falls unconscious, his jotunrage immediately ends, placing him in peril of death.

Jotunrage does not stack with magical effects that increase size.

This ability replaces rage.

Fear’s Friend (Ex): At 3rd level, a jotunkin gains a +1 competence bonus to Intimidate checks. These bonuses increase by +1 every three jotunkin levels thereafter (6th, 9th, 12th, 15th, and 18th level). The jotunkin also receives an insight bonus to saves against fear effects equal to one-half the competence bonus to Intimidate checks (drop fractions).

This ability replaces trap sense.

Greater Jotunrage (Su): At 11th level, when a jotunkin enters jotunrage, his size bonus to Strength increases to +6 and his natural armor bonus increases to +3.

This ability replaces greater rage.

Jotunrage Form (Su): At 14th level, when a jotunkin enters jotunrage, he may choose to assume the form of a frost giant, fire giant, hill giant, or stone giant. Once he assumes his new form, he gains the following abilities (instead of those normally granted by jotunrage): +6 size bonus to Strength, -2 size penalty to Dexterity, +4 size bonus to Constitution, +4 natural armor bonus, low-light vision, rock catching, and rock throwing (range 60 feet, 2d6 damage). If the giant has immunity or resistance to any elements, the jotunkin gains resistance 20 to those elements. If the giant has vulnerability to an element, the jotunkin gains that vulnerability.

Every round in jotunrage form counts as 2 rounds against the jotunkin’s total number of rounds per day for jotunrage. In all other respects, jotunrage form is the same as jotunrage.

This ability replaces indomitable will.

Mighty Jotunrage (Su): At 20th level, when a jotunkin enters jotunrage or jotunrage form, his size bonuses to Strength and Constitution increase by a further +2, and his natural armor bonus increases by a further +1.

This ability replaces mighty rage.

N.B. The 17th-level ability tireless rage applies to jotunrage but not to jotunrage form.

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June 9th, 2012  in RPG, Spes Magna News 1 Comment »

The Dragon Warrior

If you’re not clear on which dragon types correspond to which energy types, check out the sorcerer’s draconic bloodline.

Dragon Warrior

The dragon warrior’s dedication to ancient practices rooted in martial dragon cults grants him a small portion of draconic power. When a character gains a level as a dragon warrior, he must select one of the chromatic or metallic dragon types. This choice cannot be changed, and it determines the dragon warrior’s resistance and the energy damage inflicted by his dragon bite (see below).

Draconic Resistance (Ex): At 2nd level, a dragon warrior gets a +2 bonus to Reflex saves against attacks that inflict damage of the same energy type of the warrior’s chosen dragon. This bonus increases by +1 for every four levels beyond 2nd, to a maximum of +5 at 14th level. Every four levels beyond 14th, the dragon warrior gains 5 points of resistance to the appropriate energy type (maximum 10 points of resistance).

This feature replaces bravery.

Draconic Prowess (Ex): At 3rd, 7th, 11th, 15th, and 19th levels, a dragon warrior rolls 1d12 for his Hit Die instead of 1d10 to determine hit points. The dragon warrior also gains other abilities, as explained below:

At 3rd and 15th levels, the dragon warrior gains a +1 increase to natural armor bonus.

At 7th level, he gains a bonus feat from the following list: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, or Toughness.

At 11th level as a free action, a dragon warrior can gain a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon warrior is Small), plus 1-1/2 times the dragon warrior’s Strength modifier. He can use his dragon bite for a number of rounds per day equal to 3 + his Constitution modifier. These rounds need not be consecutive.

At 19th level, the dragon warrior’s bite attack deals an additional 1d6 points of damage of his energy type on a successful hit.

This feature replaces armor training 1-4 and armor mastery.

June 7th, 2012  in RPG No Comments »

“If You Have Telekinesis, Raise My Hand.”

Telekinetic Monk Archetype

The telekinetic monk combines martial arts with psychokinetic power. He can launch flurries of telekinetic blows at range and develops an array of psionic and psi-like abilities as he gains experience.

Skills: A telekinetic monk gains Autohypnosis and Knowledge (psionics) as class skills.

Psionic: At 1st level, a telekinetic monk gains the Wild Talent feat as a bonus feat. If monk already has levels in a psionic class, he instead gains the Psionic Talent feat.

This ability replaces the monk’s 1st-level bonus feat choice.

Bonus Feats: At 2nd level, and every 4 levels thereafter, a telekinetic monk may select a bonus feat. These feats must be taken from the following lists. A telekinetic monk replaces the normal monk bonus feats with the following: Autonomous*, Deflect Arrows, Mental Leap*, Psionic Body*, Psionic Fist*, Psionic Meditation*, and Up the Walls*

At 6th level, the following feats are added to the list: Aligned Attack*, Focused Sunder*, Ghost Attack*, Improved Disarm, Improved Trip, Return Shot*, and Unavoidable Strike*

A monk need not have any of the prerequisites normally required for these feats to select them. Feats marked with an asterisk are found among these psionic feats.

Telekinetic Flurry (Su): Starting at 1st level, a monk can make a telekinetic flurry as a full-attack action. A telekinetic flurry does not use weapons. Instead, the telekinetic monk punishes his foes with mental force. When doing so he may make one additional ranged attack out to a maximum range of 25 feet plus 5 feet per 2 telekinetic monk levels (with no range increment).

These attacks inflict lethal or nonlethal damage, as the telekinetic monk wishes. All attacks suffer a -2 penalty on attack rolls. For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

Telekinetic flurry attacks inflict the monk’s normal unarmed strike damage, but damage is not modified by Strength.

At 8th level, the telekinetic monk may substitute disarm, sunder, and trip combat maneuvers for ranged attacks as part of a telekinetic flurry. The telekinetic monk’s Combat Maneuver Bonus for purposes of these attacks is adjusted by Charisma modifier instead of Strength. Since these combat maneuvers occur at range, the telekinetic monk does not provoke attacks of opportunity for using the maneuver. The penalty to the monk’s telekinetic flurry attack rolls decreases to -1.

At 15th level, the penalty to the monk’s telekinetic flurry attack rolls decreases to -0.

This ability replaces flurry of blows.

Psychokinesis (Psi): As a telekinetic monk gains levels, his psychokinetic powers improve. He can manifest the following powers as psi-like abilities at the indicated levels.

1st Level: far hand. This ability replaces stunning fist.
3rd level: concussion blast. This ability replaces maneuver training.
5th Level: telekinetic force. This ability replaces high jump.
7th Level: telekinetic maneuver. This ability replaces wholeness of body.

A telekinetic monk uses a psi-like ability as a standard action. The psi-like ability manifests at the telekinetic monk’s class level as if he had spent a number of power points equal to his class level. The DC of a saving throw (if applicable) against a creature’s psi-like ability is 10 + the level of the power + the telekinetic monk’s Charisma modifier. Each manifestation of one of these psi-like abilities costs the telekinetic monk 1 ki point.

May 28th, 2012  in RPG 2 Comments »

Y Is for Yo-Yo Magus

Yes, that’s right. Y is for yo-yo fighting. First, I enlist the aid of yo-yo fighting spokesman, Andy Lau:

As you can plainly see, a yo-yo is superior weapon in many respects. It has reach. It can be used to disarm and trip. One can perform a variety of amusing tricks with it. (See the Yo-Yo Man in action here.) With all that in mind, here’re stats for the martial yo-yo:

Martial Yo-Yo

The martial yo-yo is a light exotic melee weapon. The martial yo-yo consists of an axle that connects to two beveled metal disks. A length of martial twine loops around the axle. A martial yo-yo is wielded by holding the free end of the martial twine and allowing the force of a throw to spin the connected disks. This causes the martial twine to unwind, allowing the martial yo-yo’s spin to wind itself back to the wielder’s hand.

Martial Yo-Yo: cost 10 gp; Damage 1d3 (S), 1d4 (M); critical x2; range –; weight 1 lbs.; type B/S; special disarm, performance, reach, trip

Yo-Yo Magus

The yo-yo magus combines magic with the fine art of yo-yo fighting. Obviously, this makes yo-yo magi the most envied of all magi.

Class Skills: Add Perform (act), Perform (comedy), and Perform (dance) to the magus’s list of class skills.

Yo-Yo Fighter (Ex): At 1st level, a yo-yo magus gains Exotic Weapon Proficiency (martial yo-yo) as a bonus feat. He gains a competence bonus to attack rolls with a martial yo-yo. The competence bonus equals +1 for levels 1st-4th; +2 for 5th-8th; +3 for 9th-12th; +4 for 13th-16th; and +5 for levels 17th and higher.

The yo-yo magus is otherwise proficient with only simple weapons.

Yo-Yo Acrobatics (Ex): At 1st level, as part of a move action either before or after making an attack with a martial yo-yo, a yo-yo magus can make an Acrobatics check with a bonus equal to his magus level.

This feature replaces the ability to cast cantrips. The magus can learn and prepare detect magic and read magic as 1st-level spells.

Yo-Yo Mystic (Su): At 7th level, when a yo-yo magus prepares his magus spells, he can decide to expend 1 or more points from his arcane pool, up to his Intelligence bonus. For each point he expends, he can treat any one spell prepared as if it were affected by one of the following metamagic feats: Disruptive Spell, Elemental Spell, Flaring Spell, Lingering Spell, Rime Spell, or Toppling Spell. In order to gain the effects of the metamagic feat, the yo-yo magus must cast the affected spell via spell combat or spellstrike while wielding a martial yo-yo. The metamagic effect does not adjust the level of the prepared spell.

This ability replaces knowledge pool.

April 28th, 2012  in RPG No Comments »

W Is for Warp Thief

One of the neatest things Pathfinder has done is to introduce a variety of archetypes as variations on character classes. The gist of archetypes is that you lose some standard class features in exchange for gaining other class features that fit a particular theme. For example, at 1st level, an armored hulk barbarian gains heavy armor proficiency and the indomitable stance extraordinary ability, but loses fast movement.

Now that you’ve got the gist, here’s my contribution to the archetype army:

Warp Thief

Some rogues have the supernatural ability to open small extradimensional portals that connect points in space without transversing the distance between those points. Warp thieves specialize in using these portals in combat.

Class Skills: Substitute Knowledge (the planes) for Knowledge (dungeoneering).

Warp Portals (Su): At 1st level, a warp thief can open two connected extradimensional portals as a standard action. One portal is always adjacent to the warp thief, and it remains so when the warp thief moves. The other portal can be in any chosen square within 30 feet of the warp thief that he has line of sight to, but this other portal is stationary unless the warp thief uses a move-equivalent action to adjust its position by up to 30 feet. With a free action at the start of his turn for the portals’ maintenance each round, the warp thief can keep his warp portals open for up to 3 + Intelligence modifier rounds per day.

As a standard action, the warp thief can reach through the portals to attack with a melee weapon. Alternatively, as a standard action, he may attempt one of these combat maneuver through the portals: dirty trick, disarm, steal, or trip. The second portal’s position is treated as the warp thief’s position to determine flanking, both for the warp thief and for his allies.

If the warp thief moves farther than 30 feet away from his second portal, both portals close immediately. If the warp thief cannot take a free action at the start of his turn to maintain his portals, they close immediately.

This ability replaces the warp thief’s first d6 of sneak attack damage. Consequently, the warp thief’s total sneak attack dice are always 1d6 lower than they otherwise would be.

Warp Step (Su): At 2nd level, a warp thief can step into his adjacent portal and emerge from the other portal, doing so as a move action. Both portals close immediately after the warp thief makes his warp step. This movement does not provoke attacks of opportunity.

This ability replaces evasion.

Portal Mastery (Su): At 8th level, a warp thief can open his two connected extradimensional portals as a move-equivalent action. The maximum range for his second portal becomes 45 feet. He also gains the ability to attack normally through his portals with melee weapons, meaning he can make full attacks. The list of combat maneuvers he can perform through the portals does not change, but these maneuvers are performed as per their normal actions, meaning, for example, that a trip can be performed in place of a melee attack rather than as a standard action.

This ability replaces improved uncanny dodge.

April 26th, 2012  in RPG No Comments »