Sub-Epic Offerings

This is definitely better than the original. Ever do a half Treant? ...or half Elder Treant? ...or even a half-Abomination?
I've never made any. For the half-treant I'll probably use a druid-like empowered by the nature, not a treant hybrid, for the simple fact that Treants don't reproduce like mammals, but by planting magical seeds or awakening from ancient trees through powerful magic. The half-Abomination is more difficult because, while dragons all have a general concept, abominations are unique and different creatures with unique powers. It's possible to create the template, but it will generally be a very watered-down version of the abomination subtype, perhaps with some of the abominations' senses and abilities, but even then I'm not sure.
 

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Enlarge Channel [Channel]
Your channel can cover a large area but its effect is diminished.
Prerequisites: Channel energy class feature.
Benefit: When using your channel energy you can double its radius (usually increasing to a 60-foot radius centered on yourself), but the amount of damage dealt or healed is halved (and can be further reduced with a succeedful save, if any).

Improved Enlarge Channel [Channel]
Your channel now cover a large area at full intensity.
Prerequisites: Enlarge Channel, Channel energy 6d6.
Benefit: When using enlarge channel you can increase the activation time to a full-round action to ensure that the amount of damage dealt or healed is no longer halved.
Special: If using the Quick Channel feat, the time of activation is only reduced to a move action.
 

My annual Christmassy homebrew before going out for vacation

Krampus (Inquisitor Archetype)

Alters deity, alignment, proficiency with light and medium armor, domain; Replaces domain, monster lore, cunning initiative, detect alignment, stalwart, exploit weakness, teamwork feat of 15th level

In the depths of winter’s chill, when the winds howl and the snow consumes all beneath its frozen grip, there are whispers of a figure far darker than the cold itself. The Krampus, a creature born of both myth and dread, stalks the world in search of those who have strayed too far from the path of righteousness. No longer a mere legend, the Krampus has become a living force of retribution, a being whose very presence chills the bones and strikes fear into the hearts of the wicked.
A Krampus Inquisitor is an embodiment of harsh justice, clad in chains that are not just armor but a manifestation of its brutal nature. With these chains, it hunts those who have committed evil, using its spiked weapon to tear down transgressors with calculated precision.
These inquisitors are cold and unyielding, carrying with them an aura of frigid power. They stride through snowy terrain with ease, leaving no trace behind except the lingering scent of their quarry’s evil deeds. The very environment bends to their will—where others falter in the snow, they move unhindered, as though born of the blizzard itself.
A Krampus Inquisitor’s connection to its icy domain is absolute, not merely as a power but as a way of life. They grow chains that become part of their body, unbreakable and ever-present, and as they grow in power, these chains only become more deadly. Their spiked chain is a weapon of terrible skill, able to grapple and crush their enemies with merciless efficiency. And when a foe falls into their grasp, it is not simply defeat they face, but regression into something far worse than death—a life lost to the ravages of time, never to be the same again.
With an uncanny ability to track the evil among us, a Krampus Inquisitor is always watching, always hunting, and always waiting for the moment when they can deliver cold, final judgment. Only those who walk the righteous path need not fear, but for all others—there is no escape from the Krampus’ chains.

Prerequisites: A krampus must be Lawful Neutral, Lawful Evil, or Neutral Evil and worship a deity with punishment as one of its areas of concern.
This alters deity and alignment.

Chain Armor (Ex): Krampus literally grows chains on himself. This chains grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency. At 4th level, and every 3 levels thereafter, the armor bonus increase by +1. Because this chains are part of his body cannot be damaged or removed but can be enhanced as if a normal armor.
This replaces proficiency with light and medium armor.

Lethal Chains (Ex): At 1st level, a krampus gains proficiency with the spiked chain, as well as Chain Mastery as a bonus feat without the need to meet its prerequisites. He can additionally use his Wisdom score in place of his Dexterity for combat feats that have Exotic Weapon Proficiency (spiked chain) as a prerequisite.
At 7th level, a krampus attacks with the spiked chain gains the grab ability. If krampus grapple a foe with its chain, the foe gains the grappled condition, but krampus does not. Krampus can grapple only one creature at a time with its chain.
At 16th level, krampus can still make attacks with his spiked chain even while a creature is grappled in it. Doing so imposes a –4 penalty on krampus’s attack rolls, but causes both the grappled creature and the target to suffer an additional 4d6 points of bludgeoning damage with each successful hit.
This replaces domain.

Naughty Scent (Su): At 1st level, a krampus gains the scent ability, but only with respect to creatures with the evil alignment. Creatures of evil alignment with 5 or more HD count as having a strong scent. Creatures with the evil subtype or with evil alignment and 11 or more HD count as having an overpowering scent.
This replaces monster lore.

Snow Stride (Ex): At 2nd level, a krampus suffers no movement or skill penalties for moving in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through. He also ignores difficult terrain and movement penalties caused by snow and ice, can move across icy surfaces without penalty, and does not need to make Acrobatics checks to run or charge on ice.
Starting at 8th level, a krampus can see perfectly well in stormy and snowy conditions, including in blizzards, regardless of whether they are natural or supernatural (like a sleet storm spell), and does not take penalties on Perception checks when in snowy or blizzard conditions, as well as concealment due to ice or snow.
This replaces detect alignment.

Winter Endurance (Ex): At 2nd level, a krampus ignores the effects of a cold climate as if using endure elements. He is also immune to being dazzled. At 4th level he gains resistance to cold 10. At 7th level he gains resistance to cold 20. At 11th level he gains resistance to cold 30. At 20th level he gains immunity to cold.
This replaces cunning initiative.

Dragging Lash (Ex): Starting at 11th level, if krampus grapple a foe with his spiked chain, he can immediately attempt a drag check without provoking attack of opportunity. If krampus wins the check, he draws the foe automatically into an adjacent square, regardless of the total check result.
This replaces stalwart.

Capture (Su): Starting at 14th level, krampus carries a large bag. If used by any creature other than its krampus, the container functions as a mundane sack. If krampus begins his turn grappling an adjacent creature of his size or smaller, he can stuff the target into his bag as a move action that doesn’t provoke attacks of opportunity. This use of the bad conduce to an extradimensional space similar of a bag of holding with the difference that the air is magically constantly renewed (a creature is never in danger of suffocating). At 15th level a creature stuffed into this bag is subjected to Krampus’s regression ability (see below). A creature in the bag can try to cut its way free with any light slashing weapon. The bag has AC 10 + ½ the krampus’s level + his Wisdom modifier, hardness equal to his Wisdom modifier, hit points equal to his class level x 4 and automatically heal 5 hit points at the start of krampus turn. If a creature reduce the bag to 0 hit points, the automatic heal is deactivate but krampus can repair the bag as a move that does not provokes attacks of opportunity, restoring the bag to its maximum hit points and reactivating the automatic heal. Until then, any creature stuffed into the bag is still subjected to the regression ability but can escape with a move action that provokes an attack of opportunity from krampus.
The bag has other special qualities while in krampus’s possession. The weight of creatures in the bag doesn’t count against krampus’s carrying capacity. Up to 2 creatures of the same size of krampus can fit in the bag at a time, for every size below this the number double (3, 8, 16, etc.) If krampus’s bag is lost or destroyed, he can create a new bag with a full-round action that provokes attacks of opportunity. The bag is tied up to the chains that adorn krampus, so it doesn't need to use a hand to hold it.
This replaces exploit weakness.

Regression (Su): Starting at 15th level, each round a creature begins its turn stuffed into krampus’s bag, it must succeed at a Fortitude saving throw DC 10 + ½ the krampus’s level + his Wisdom modifier or be regressed back to its childhood. The creature is affected in size as if via reduce person (even if his not humanoid), but none of the target’s gear changes size. This effect persists for 24 hours, after which the target regains its original size. A creature which is a child or currently under the effects of regression cannot be further affected by this ability. This is a curse effect (equivalent caster level equal to krampus level for the purpose of break enchantment).
This replaces the teamwork feat of 15th level.
 

Based on Heinz Doofenshmirtz of Phineas and Ferb

Inator-Man (Alchemist Archetype)

Alters class skills, weapon and armor proficiencies; Replaces alchemy, mutagen, throw anything, bomb, poison resistance, poison use, swift poisoning, poison immunity, persistent mutagen, grand discovery

"I, will use my superior intellect to craft... something! You’ll see! Just wait until my latest invention… the Whatchamacallit-o-matic™! It’s going to change everything! Or it’s going to blow up. Either way, I’ll be remembered!"
–Mad doctor Doofenshmirtz​
An Inator-Man is a quirky and brilliant but slightly… unrefined genius who has dedicated his life to the pursuit of technological innovation. Whether fueled by an inferiority complex, personal vendettas, or an inexplicable need to prove something to absolutely no one, the Inator-Man spends their days creating bizarre machines, flawed robots, and overcomplicated devices with designs that often leave their creators wondering, “Why did I think this was a good idea?” A true testament to scientific over-engineering, the Inator-Man is forever crafting gadgets that are, at best, mildly useful and, at worst, hilariously catastrophic. But hey, at least they're innovative, right?
With a laser-focused (and somewhat obsessive) approach to inventing, an Inator-Man channels their vast intelligence into creating impressive technological marvels that might include a self-driving vacuum, a laser cannon for absolutely no reason, or the occasional robot minion. And while their creations may not always work as intended, they certainly keep their companions on their toes—and often send them flying through walls or accidentally rewiring the entire dungeon’s security system.
They may not be great at every aspect of adventuring (who needs the need to be immune to poison when you can craft a gas mask that shoot laser from its lenses?), but they can always be relied upon to make life… interesting. Usually in ways no one saw coming.

Class Skills: An inator-man removes Knowledge (nature) and Survival from his class skills and replaces them with Knowledge (engineering).

Weapon and Armor Proficiency: An inator-man is automatically proficient in simple weapons and all technological weapons, armors and shields. He is not competent in bombs or normal light armor.
This alters the alchemist’s normal weapon and armor proficiencies.

Inator!: Instead of infusions and bombs, an inator-man fight with lasers and the power of technology. Once per day, after resting for 8 hours, with one hour's work an inator-man can create a number of technological items that are not cybertech (technological weapons, technological armor, pharmaceuticals, and technological gears) equal to his Intelligence modifier (minimum 1), each with a value of (1,000 gp x alchemist level) or lower that last 24 hours without paying anything. This is calculated based on the normal item cost, not the ones reduced with the Techno Craft feature. If the technological item require charges for work, that item is created with its maximum number of charges that it can store already stored in it. The inator-man can create with Inator! technological items that replicates the effect of wondrous items or rings of that same value or lower (a technological belt that replicate the effect of a belt of giant strength +4 with a 16,000 gp cost, will be able to be created at 8th level while an elixir of darksight can be represented with nanomachines that alter the target eyes for the duration). Technological items that replicate magic items have the same slot of the normal item but because they are technological and not magical have no aura, caster level, nor are affected by dispel magic or antimagic field. If a “converted” wondrous or ring has an effect based on caster level, use the inator-man alchemist level as its equivalent caster level. The inator-man cannot create with this ability the technological equivalent of magical armor, shield, weapons, potions, rods, potions, scrolls, staves, or wands.
Starting at 5th level, the value increase to (2,000 gp x alchemist level).
Starting at 10th level, the value increase to (5,000 gp x alchemist level) and the inator-man can create robots with that cost or less (based on the robot cost from Machine Crafter). As usual, the robot last only 24 hours. The inator-man cannot create robots with Inator! with a CR higher than his alchemist level.
Starting at 15th level, the value increase to (10,000 gp x alchemist level).
This replaces alchemy, bomb, and persistent mutagen.

Machine Crafter (Ex): An inator-man’s skills in crafting are legendary—mostly for their unintentionally explosive results. He gains Craft Cybertech, Craft Construct, Craft Robot (Arcforge: Technology Expanded), Craft Pharmaceutical, Craft Technological Arms and Armor, Craft Technological Item, and Technologist as a bonus feats without the need to meet their prerequisites.
An inator-man use his alchemist class level as his caster level for meet the prerequisites of crafting construct and always count as having access to cybernetics, graviton, medical, military, nanotech, production, and robot labs at maximum charges for the purpose of crafting.
He also gains access to a unique Craft skill: Craft (technology). An inator-man can use that skill in place of all the skills necessary for crafting an artificial intelligence, a construct, or a technological equipment (like Craft (armor) or Craft (weapons) of an Iron Golem, Craft (mechanical) for a robot, or a Knowledge (engineering) for a cureall or a cybernetic arm), for use them (like implanting a cybernetic arm), and for identify them. An Inator-Man consider a robot base price as only 10,000 gp x robot CR (this reduce the crafting time as well, the cost to create one is half this amount as usual; this does not change the cost of synthetic, that remain 3,000 gp x the synthetic creature’s new CR), consider the base DC of Craft as 10 + robot CR (minimum 11 instead of 21; this reduce the DC of crafting synthetic creatures as well) and unlike a normal craftsman, he increase the DC of the skill check to craft a construct or technological equipment by 2 instead of 5 for each prerequisite he does not meet. An inator-man can craft an artificial intelligence using Craft Robot, but the base price is 15,000 gp x AI CR, consider the base DC of Craft as 15 + AI CR (minimum 21). Because only 2 standard AI are written in PF1e (Analyst and Security AI), the player and DM’s are encouraged to collaborate for create new AI with new abilities suited for their CR and intended role. A newly crafted AI is installed on a simple technological item similar to a flash drive. It must first be installed into a robot or structure for being useful.
An inator-man can apply the robot subtype to non-clockwork construct he craft as a part of the crafting process, this does not require any additional cost or time (this give them Upgrade point equal to their CR and a force field of 5 x CR).
This replaces mutagen and throw anything.

Eureka!: An inator-man is uniquely capable of crafting items. At 2nd level, he adds ½ his alchemist level to all Craft checks and one Profession skill (chosen at second level).
This replaces poison resistance, poison use, and poison immunity.

Techno Craft (Ex): Beginning at 6th level, an inator-man learns ancient secrets of creation. The inator-man knows the dangerous old ways of sculpting techno items, and is a skilled mystical craftsman. He can put in a full 8 hours/day of technological equipment or construct crafting while adventuring as if he was working in a comfortable and distraction free environment. Also, he reduce the cost of raw materials for creating technological equipment and constructs to 1/3 (this reduce likewise the crafting time and the selling price).
This replaces swift poisoning.

Techno Lord (Ex): At 20th level, the inator-man Inator! value increase to (20,000 gp x alchemist level) and he now may now craft technological artifacts like extinction wave device and powered armor, but the process for crafting such items is long, difficult, and unique to each item. Forging an artifact could require rare and unique materials, visits to other planes, communication with gods, fire from the heart of an active volcano, or any number of special prerequisites.
This replaces grand discovery.
 

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