Custom divine abilities, portfolios, etc.

Bootlebat

Explorer
Here's a metamartial ability (metamartial abilitites are listed on page 124-125)

Maximize Attack
Prerequisites: +10 Base Attack Bonus
Benefit: You automatically deal maximum damage if you hit. This applies to sneak attack damage (if any), but not bonus damage dice from things like the Flaming Weapon ability or the various Strike effect powers. You take a -10 penalty on your attack roll
 

log in or register to remove this ad

Obly99

Adventurer

Gears and Oil (Ex) [Divine]

You have given up faith in the flesh but found it again in the incessant and methodical creaking of gears.
Prerequisites: Construct type or Half-Construct subtype.
Benefit: You gain the Clockwork Subtype and the following traits.
Winding (Ex) Clockwork constructs must be wound with special keys in order to function. Unlike a normal clockwork, a fully wound clockwork Immortal can remain active for 1 week per Hit Die + DR.
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.

Also, the clockwork Immortal gains 1 clockwork augmentation (see below) for DR.

Charged (Ex): Equipped with a static generator, a clockwork with this special ability deals an additional 1d6 points of electricity damage for every 3 HD it has (minimum 1d6) with all natural attacks and melee weapons it has.

Efficient Winding (Ex): Built for long missions, a clockwork with this special ability can function for 3 weeks per Hit Die + DR each time it’s wound.

Embedded Ioun Stone (Ex): As a full-round action, an ioun stone can be embedded in (or removed from) a slot in the clockwork creature (usually on its forehead). It is possible to embed or remove an ioun stone only if the clockwork is helpless, pinned, or willing. The clockwork gains the benefit of the ioun stone, including its resonant power.

Grind (Ex): A clockwork with this special attack deals additional slashing damage when it makes a successful grapple combat maneuver check because of many twisting gears and churning pistons in its body. This additional damage is equal to 1d6 points (1d8 if Large, 2d6 if Huge, 3d6 if Gargantuan, or 4d6 if Colossal) plus 1-1/2 the creature’s Strength bonus. Might apply to this damage as if its a natural attack.

Integrated Firearm (Ex): One of the clockwork’s arms ends in a firearm. The firearm generally functions as a pistol or musket intended for a creature of the clockwork’s size, but nearly any firearm of suitable size is possible. The clockwork is considered proficient with the weapon. The clockwork can reload an integrated one-handed firearm as a swift action and an integrated two-handed firearm as a move action without provoking attack opportunity. As a standard action, the clockwork can remove the broken condition from an integrated firearm, provided that the condition resulted from a misfire. A clockwork automatically generate 10 rounds of ammunition and gunpowder within the reloading mechanism at the start of its turn. Might apply to the damage of this firearm.

Proficient (Ex): A clockwork with this special ability is proficient with all simple and martial weapons. The clockwork must have humanlike hands in order to gain this ability.

Repair Clockwork (Ex): Clockworks with this special ability are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, the clockwork can repair damage done to either itself or an adjacent clockwork creature, restoring 2d10 hit points to the target.

Self-Destruction (Ex): When the hit points of a creature with this special ability are reduced to 10% of its total or less but are still above 0, the creature can self-destructs on its next turn, bursting in an explosion of metal scraps and steam in a 20-foot-radius burst. The damage dealt is equal to 1d6 points for each Hit Die the construct has (clockworks with 5 or fewer Hit Dice cannot gain this ability). Half of this damage is fire damage and half is slashing damage. A target that succeeds at a Reflex save (DC = 10 + half the clockwork’s Hit Dice + the creature’s Constitution modifier [usually 0]) takes half damage.

Standby (Ex): A clockwork creature with this special ability can place itself on standby as a standard action. While on standby, the clockwork creature cannot move or take any actions. It remains aware of its surroundings but takes a –4 penalty on Perception checks. Time spent on standby does not count against the clockwork’s wind-down duration. The clockwork can exit standby as a swift action. If it does so to initiate combat, it gains a +4 racial bonus on its Initiative check.

Tough Alloys (Ex): The clockwork gains Toughness as a bonus feat.
 

Obly99

Adventurer

Advanced Technology (Ex) [Divine]

You have given up faith in the flesh but found it again in circuits and chips.
Prerequisites: Construct type or Half-Construct subtype.
Benefit: You gain the Robot Subtype and the following traits.
Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. All robots have at least an Intelligence scores of 10. The following are always class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being staggered for 1 round. If it makes the saving throw, it is instead sickened for 1 round.
Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.

Also, the robot Immortal gains 1 Modular Robot Upgrade (Arcforge: Psibertech - Legendary Games | Alien & Space | DriveThruRPG.com page 46) for DR.

Nanomachine Body (Ex) [Cosmic]

Nanomachines, son!
Prerequisites: Robot subtype.
Benefit: You gain the (fine) swarm traits.
Appearance: Your manifestation is composed of trillions upon trillions of nanomachines.
 
Last edited:

Advanced Technology (Ex) [Divine]

You have given up faith in the flesh but found it again in in circuits and chips.
Prerequisites: Construct type or Half-Construct subtype.
Benefit: You gain the Robot Subtype and the following traits.
Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. All robots have at least an Intelligence scores of 10. The following are always class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes the saving throw, it is instead staggered for 1 round.
Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.

Also, the robot Immortal gains 1 Modular Robot Upgrade (Arcforge: Psibertech - Legendary Games | Alien & Space | DriveThruRPG.com page 46) for DR.

Nanomachine Body (Ex) [Cosmic]

Nanomachines, son!
Prerequisites: Robot subtype.
Benefit: You gain the (fine) swarm traits.
Appearance: Your manifestation is composed of trillions upon trillions of nanomachines.
I love tech. The concept of gods with high tech stuff greatly appeals to me.
 


Bootlebat

Explorer
Here's one some Pathfinder creatures already have. I thought I would make it into an epic feat:

Stalwart (epic) (ex):
Prerequisites: 25 con or wis
Benefit: If an effect has a reduced effect on a successful fortitude or will save, the creature instead suffers no effect if it makes its fortitude/will save.
 

Obly99

Adventurer

Mastery of Magic (Ex) [Cosmic]

Even the rules of magic bow to your power.
Prerequisites: Spellcraft 80 ranks and Double Magic Portfolio, Spellcraft 120 ranks and Magic Portfolio, or Spellcraft 160 ranks.
Benefit: You can apply metamagic feats to Epic spells as if they are not epic. You must consume a slot of appropiate level when you cast the modified spell (which is in addition to the epic slot) and the Spellcraft DC increase by 10 for every level of metamagic applied. An epic spell count as a 10th level spell for the base level. Eg: You are a wizard of 36 level and you want to cast a maximized empowerd Hellball; you must consumed a slot of 15th level and make a Spellcraft DC of 140 (90 + 50).
Any ability that allow you to reduce the level increase of the Metamagic (like Improved Metamagic of the Incantatrix) also apply to Epic spells (including reducing the increase Spellcraft DC).
Automatic Metamagic Capacity apply to this, effectively translating into a non-increase of the DC and the spell slot to be sacrificed.
If you have Alter Reality, you can apply metamagic feats to Epic spells replicated but the final Spellcraft DC (after all the modifiers) must be atleast equal to your Spellcraft check +20 and you must be able to replicate spell levels of the slot that you must normally sacrifice. Eg: You want to cast a maximized empowerd Hellball. You must have a Spellcraft check of >119 (unless you can reduce the cost of Metamagic) and have taken Automatic Metamagic Capacity 6 times for replicate spells of 15 levels (unless you can reduce the cost of Metamagic) .
Special: This ability assumes that you are using the epic advancement beyond the 20 of PF1 (Character Advancement – d20PFSRD and Character Advancement – d20PFSRD).
 

Obly99

Adventurer

Mastery of Styles (Ex) [Epic]

You can combine more than one style.
Prerequisites: At least two different style feats, base attack bonus +21 or monk level 21th.
Benefit: You can have two style feat stances active at once. You can enter two stances as a swift action. If you have the ki pool class feature, you can enter up to two stances as a free action by spending 1 point from your ki pool.
Normal: You can have only one style feat stance active at once, like Pummeling Style (Combat, Style) – d20PFSRD or Tiger Style (Combat, Style) – d20PFSRD.

Divine Styles (Ex) [Divine]

Your divine blood empower your stances.
Prerequisites: Mastery of Styles, base attack bonus +30 or monk level 30th.
Benefit: You can have a number of style feat stances active at once equal to your Divine Rank (minimum 3). You can enter any number of stances as a swift action. If you have the ki pool class feature, you can enter any number of stances as a free action by spending 1 point from your ki pool.
 

Mastery of Magic (Ex) [Cosmic]

Even the rules of magic bow to your power.
Prerequisites: Spellcraft 80 ranks and Double Magic Portfolio, Spellcraft 120 ranks and Magic Portfolio, or Spellcraft 160 ranks.
Benefit: You can apply metamagic feats to Epic spells as if they are not epic. You must consume a slot of appropiate level when you cast the modified spell (which is in addition to the epic slot) and the Spellcraft DC increase by 10 for every level of metamagic applied. An epic spell count as a 10th level spell for the base level. Eg: You are a wizard of 36 level and you want to cast a maximized empowerd Hellball; you must consumed a slot of 15th level and make a Spellcraft DC of 140 (90 + 50).
Any ability that allow you to reduce the level increase of the Metamagic (like Improved Metamagic of the Incantatrix) also apply to Epic spells (including reducing the increase Spellcraft DC).
Automatic Metamagic Capacity apply to this, effectively translating into a non-increase of the DC and the spell slot to be sacrificed.
If you have Alter Reality, you can apply metamagic feats to Epic spells replicated but the final Spellcraft DC (after all the modifiers) must be atleast equal to your Spellcraft check +20 and you must be able to replicate spell levels of the slot that you must normally sacrifice. Eg: You want to cast a maximized empowerd Hellball. You must have a Spellcraft check of >119 (unless you can reduce the cost of Metamagic) and have taken Automatic Metamagic Capacity 6 times for replicate spells of 15 levels (unless you can reduce the cost of Metamagic) .
Special: This ability assumes that you are using the epic advancement beyond the 20 of PF1 (Character Advancement – d20PFSRD and Character Advancement – d20PFSRD).
This has been done. I forget by who.
Plus Alter Reality does this already as an inherent part of the ability.

Here's what I found. Definitely in line with what a divine ability is capable of.

Epic Metamagic Capacity (Su)
Prerequisites:Casting ability score 40, Automatic Metamagic Capacity, Epic Spellcasting, Spellcraft 40 ranks.
Benefit:You may apply your free levels of metamagic to Epic spells, affecting them just as if they were normal
spells. Epic spells are considered spells of a level equal to 1/10th their Spellcraft DC +7. However, all said
metamagic is applied as if they were 10th level spells.

Epic Metapsionic Capacity (Su)
Prerequisites:Manifesting ability score 40, Automatic Metapsionic Capacity, Epic Manifesting, Spellcraft 40 ranks.
Benefit:You may apply your free levels of metapsionic to Epic powers, affecting them just as if they were normal
powers. Epic powers are considered powers of a level equal to 1/10th their Spellcraft DC +7. However, all said
metapsionics are applied as if they were 10th level powers.
 


Remove ads

AD6_gamerati_skyscraper

Remove ads

Upcoming Releases

Top