Sub-Epic Offerings

Archmage (revisited Dweomerkeeper)

Hit Die: d6.

Requirement

To qualify to become a Archmage, a character must fulfill all the following criteria.

Domain: If the character has the domain class feature, he must have the Magic domain or one of its subdomain.

Feats: 3 Metamagic Feats.

Skills: Knowledge (arcane) 10 ranks, Spellcraft 10 ranks.

Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

Class Skills

The Archmage’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per day
1st​
+0​
+0​
+0​
+1​
Mantle of Spells 1​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
2nd​
+1​
+1​
+1​
+1​
Arcane Sight​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
3rd​
+1​
+1​
+1​
+2​
Mantle of Spells 2​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
4th​
+2​
+1​
+1​
+2​
Supernatural Spell 1/day​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
5th​
+2​
+2​
+2​
+3​
Mantle of Spells 3​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
6th​
+3​
+2​
+2​
+3​
Supernatural Spell 2/day​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
7th​
+3​
+2​
+2​
+4​
Greater Arcane Sight, Mantle of Spells 4​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
8th​
+4​
+3​
+3​
+4​
Supernatural Spell 3/day​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
9th​
+4​
+3​
+3​
+5​
Mantle of Spells 5​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​
10th​
+5​
+3​
+3​
+5​
Supernatural Spell 4/day​
+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class​

Class Features
All of the following are class features of the Archmage.

Weapon Proficiencies
Archmages gain no new weapon or armor proficiencies.

Spellcasting
When a new archmage level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain other benefits a character of that class would have gained. This essentially means that he adds the level of archmage to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.

Mantle of Spells (Su)
At 1st level, an archmage creates a personal mantle of arcane and/or divine spells. He chooses one arcane or divine spell that he can cast, and thereafter he can convert prepared spells of that spell's type (arcane or divine) into the chosen spell, so long as the level of the spell to be converted is equal to or greater than that of the chosen spell. This ability functions just like a cleric's ability to spontaneously convert prepared spells into cure or inflict spells. At every odd-numbered archmage level after 1st, the character chooses another spell to add to her mantle.

Arcane Sight (Sp)
Upon attaining 2nd level, an archmage gain arcane sight as a constant spell-like ability, with caster level equal to his character level. At 7th level, this improve to greater arcane sight.

Supernatural Spell (Su)
At 4th level, the archmage is so attuned to the fabric of magic that he can manifest spell effects with almost no effort whatsoever. Once per day as a standard action, he can use any one spell as a standard action (regardless of its original casting time as a spell) as a supernatural ability. The spell chosen must be one that is currently available to the archmage (that is, one that he has prepared or that he knows and has a spell slot of the appropriate level available to cast), but he can decide at the moment of casting to use this ability. The spell functions as it normally would and is expended normally, but the archmage does not require any components, does not provoke attacks of opportunity, and ignores the target's spell resistance, just as if he were using a supernatural ability instead of a spell. At every even-numbered level after the 4th, the archmage gains one additional use of this ability per day.

Cloak of Mysteries (Su)
At 10th level, an archmage is wrapped in a mantle of ever-flowing magic, and all metamagic feats that he currently knows or learns in the future become easier to use. The total spell level increase for applying metamagic feats to any spell drops by 1, to a minimum +0 level. For example, an empowered maximized fireball uses a 7th-level slot (+4 levels) instead of the usual 8th-level slot (+5 levels), while a silent fireball uses a 3th-level slot (+0 level). A spell affected by the Heighten Spell feat is unaffected by this ability.
Nice I use epic mortals as enemies in my campaigns an a lot of mages use the Dweomerkeeper as a class for their Supernatural Spell ability. It allows them to actually get through divine Spell Resistance.
 

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Well, I'm sure everyone knows the Frenzied Berserker. Here it is to you as the archetype of the barbarian. With a lower DC of Will and the fact that being rage you can use Moment of Clarity (Moment of Clarity (Ex) – d20PFSRD) to take away the fact of having to make the saving throw to get out of the rage, you will never risk turning on your teammates as long as you care about them. Even Inspire Frenzy has been fixed to work only if the ally wants it! Combine with the Fury archetype at your own risk. (Sub-Epic Offerings).
Berserker

Alter rage, greater rage, mighty rage; Replace trap sense, rage powers of 8th, 12th, and 16th level, indomitable will

While all barbarians have rage burning within their soul, some find they are unable to control the white hot anger and whistle jaunty tunes while they crush friend and foe alike.

Berserksgangr (Ex)
A berserker calls upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can berserksgangr for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can berserksgangr for 2 additional rounds. Temporary increases to Constitution do not increase the total number of rounds that a berserker can berserksgangr per day. A berserker can enter berserksgangr as a free action. The total number of rounds of berserksgangr per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in a berserksgangr, a berserker gains a +6 bonus to her Strength. If she makes a full attack, she can make an additional attack at her highest bonus (not cumulative with effects such as haste or speed weapons.). In addition, she takes a –2 penalty to Armor Class. While berserksgangr, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

During a berserksgangr, the berserker must attack those she perceives as foes to the best of her ability. Should she run out of foes while in a berserksgangr, her rampage continues. She must then attack the nearest creature and fight that opponent without regard to friendship, innocence or health. (The target's or her own.)

A berserker can end her berserksgangr as a free action by making a Will save (DC 15 + ½ berserker's level) and is fatigued after for a number of rounds equal to 2 times the number of rounds spent in the berserksgangr. A berserker cannot willingly enter a new berserksgangr while fatigued or exhausted but can otherwise enter berserksgangr multiple times during a single encounter or combat. If a berserker falls unconscious, her berserksgangr immediately ends.

A berserker who takes damage immediately enters a berserksgangr. Entering a berserksgangr unwillingly can be prevented with a Will save (DC 10 + ½ damage).

Berserksgangr count and work as rage for all effects, prerequisites and interraction.

This ability alter rage.

Inspire Berserksgangr (Ex)
At 3rd level, a berserker can inspire berserksgangr in a willing ally while she herself is berserksgangred. As a standard action, a single willing ally within 30 ft. of her can gain the benefits and disadvantages of her berserksgangr. The berserker uses an additional round of berserksgangr while inspiring a berserksgangr in another. In addition, the berserksgangred ally must make their own Will save to come out of the berserksgangr, or continue draining rounds of berserksgangr from the berserker. At 6th level, and every three levels after, the berserker can inspire berserksgangr in an additional ally. This ability replaces trap sense.

Deathless Berserksgangr (Ex)
At 8th level, a berserker does not suffer negative effects for falling below 0 hit points while in a berserksgangr and does not die while her hit points reach -her Costitution. Effectively, she cannot die from hit point damage during berserksgangr. She still accumulates damage, and when her berserksgangr ends, suffers all appropriate effects (like dieing if her current hit points are below - her Costitution score). This ability replaces the rage power gained at 8th level.

Greater Berserksgangr (Ex)
At 11th level, the berserker gains a +8 bonus to Strength during berserksgangr and if she makes a full attack, she can make two additional attack at her highest bonus (not cumulative with effects such as haste or speed weapons). This ability alter greater rage.

Resistent Berserksgangr (Ex)
At 12th level, a berserker while in berserksgangr is immune to effects that would reduce his body to dust (such as disintegration). It still suffers all other part of the effect, like the damage. This ability replaces the rage power gained at 12th level.

Dreadful Bloodlust (Ex)
At 14th level, a berserker while in berserksgangr is immune to charm and fear effects and unwilling effect that would negate her berserksgangr (like calm emotion if cast by an opponent). This ability replace indomitable will.

Unstoppable Berserksgangr (Ex)
At 16th level, a berserker while in berserksgangr is immune to magical effects that would kill instantly as power world kill or like which would have death as its direct consequence as the death clutch spell. This ability replaces the rage power gained at 16th level.

Mighty Berserksgangr (Ex)
At 20th level, the berserker gains a +12 bonus to Strength during berserksgangr and if she makes a full attack, she can make three additional attacks at her highest bonus (not cumulative with effects such as haste or speed weapons). This ability alter mighty rage.
 
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Well, I'm sure everyone knows the Frenzied Berserker. Here it is to you as the archetype of the barbarian. With a lower DC of Will and the fact that being rage you can use Moment of Clarity (Moment of Clarity (Ex) – d20PFSRD) to take away the fact of having to make the saving throw to get out of the rage, you will never risk turning on your teammates as long as you care about them. Even Inspire Frenzy has been fixed to work only if the ally wants it! Combine with the Fury archetype at your own risk. (Sub-Epic Offerings).
Berserker

Alter rage, greater rage, mighty rage; Replace trap sense, rage powers of 8th, 12th, and 16th level, indomitable will

While all barbarians have rage burning within their soul, some find they are unable to control the white hot anger and whistle jaunty tunes while they crush friend and foe alike.

Berserksgangr (Ex)
A berserker calls upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can berserksgangr for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can berserksgangr for 2 additional rounds. Temporary increases to Constitution do not increase the total number of rounds that a berserker can berserksgangr per day. A berserker can enter berserksgangr as a free action. The total number of rounds of berserksgangr per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in a berserksgangr, a berserker gains a +6 bonus to her Strength. If she makes a full attack, she can make an additional attack at her highest bonus (not cumulative with effects such as haste or speed weapons.). In addition, she takes a –2 penalty to Armor Class. While berserksgangr, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

During a berserksgangr, the berserker must attack those she perceives as foes to the best of her ability. Should she run out of foes while in a berserksgangr, her rampage continues. She must then attack the nearest creature and fight that opponent without regard to friendship, innocence or health. (The target's or her own.)

A berserker can end her berserksgangr as a free action by making a Will save (DC 15 + ½ berserker's level) and is fatigued after for a number of rounds equal to 2 times the number of rounds spent in the berserksgangr. A berserker cannot willingly enter a new berserksgangr while fatigued or exhausted but can otherwise enter berserksgangr multiple times during a single encounter or combat. If a berserker falls unconscious, her berserksgangr immediately ends.

A berserker who takes damage immediately enters a berserksgangr. Entering a berserksgangr unwillingly can be prevented with a Will save (DC 10 + ½ damage).

Berserksgangr count and work as rage for all effects, prerequisites and interraction.

This ability alter rage.

Inspire Berserksgangr (Ex)
At 3rd level, a berserker can inspire berserksgangr in a willing ally while she herself is berserksgangred. As a standard action, a single willing ally within 30 ft. of her can gain the benefits and disadvantages of her berserksgangr. The berserker uses an additional round of berserksgangr while inspiring a berserksgangr in another. In addition, the berserksgangred ally must make their own Will save to come out of the berserksgangr, or continue draining rounds of berserksgangr from the berserker. At 6th level, and every three levels after, the berserker can inspire berserksgangr in an additional ally. This ability replaces trap sense.

Deathless Berserksgangr (Ex)
At 8th level, a berserker does not suffer negative effects for falling below 0 hit points while in a berserksgangr. She still accumulates damage, and when her berserksgangr ends, suffers all appropriate effects. This ability replaces the rage power gained at 8th level.

Greater Berserksgangr (Ex)
At 11th level, the berserker gains a +8 bonus to Strength during berserksgangr and if she makes a full attack, she can make two additional attack at her highest bonus (not cumulative with effects such as haste or speed weapons). This ability alter greater rage.

Resistent Berserksgangr (Ex)
At 12th level, a berserker while in berserksgangr is immune to effects that would reduce his body to dust (such as disintegration). It still suffers all other part of the effect, like the damage. This ability replaces the rage power gained at 12th level.

Dreadful Bloodlust (Ex)
At 14th level, a berserker while in berserksgangr is immune to charm and fear effects and unwilling effect that would negate her berserksgangr (like calm emotion if cast by an opponent). This ability replace indomitable will.

Unstoppable Berserksgangr (Ex)
At 16th level, a berserker while in berserksgangr is immune to effects that would kill instantly as power world kill, vorpal weapons or like which would have death as its direct consequence as the death clutch spell. This ability replaces the rage power gained at 16th level.

Mighty Berserksgangr (Ex)
At 20th level, the berserker gains a +12 bonus to Strength during berserksgangr and if she makes a full attack, she can make three additional attacks at her highest bonus (not cumulative with effects such as haste or speed weapons). This ability alter mighty rage.
Nice! I like it but 2 questions.

So deathless berserk, does that mean they can go to negative a thousand health and just be fine or does that mean they can fight until they hit their total hp limit? Like say they have a 15 con, does that mean that instead of being staggered or knocked out at -1 through -14, they're instead just fine basically but once they hit -15 they're dead?

Second, for their death effect immunity, I understand and agree with magical death effects like Finger of Death, Death Clutch or Weird, but Vorpal? That's just a physical effect, it isn't a death effect it just cuts your head off, so I personally wouldn't include that as it works off a different in game mechanism, and my question is if it does work, how?
 

So deathless berserk, does that mean they can go to negative a thousand health and just be fine or does that mean they can fight until they hit their total hp limit? Like say they have a 15 con, does that mean that instead of being staggered or knocked out at -1 through -14, they're instead just fine basically but once they hit -15 they're dead?

Second, for their death effect immunity, I understand and agree with magical death effects like Finger of Death, Death Clutch or Weird, but Vorpal? That's just a physical effect, it isn't a death effect it just cuts your head off, so I personally wouldn't include that as it works off a different in game mechanism, and my question is if it does work, how?
1) Enjoy being at -100,000,000 and fighting like it's nothing. You cannot die from hit point damage. Edited to make it clearer.
2) I wanted to make it generally immune to all insta death effects and therefore also to Vorpal. If as a thing you don't like it very much, you can put as extra rules that Vorpal and other physical effects work within a certain limit, eg.: Vorpal beheads you and does not kill you directly but you are blind and deaf (unless your sense organs are from other parts of the body) and you must start doing rolls against suffucation (unless your breathing organ is from other parts of the body or have the no-breath ability, but as above unlikely if you are a canon race).
 

1) Enjoy being at -100,000,000 and fighting like it's nothing. You cannot die from hit point damage. Edited to make it clearer.
2) I wanted to make it generally immune to all insta death effects and therefore also to Vorpal. If as a thing you don't like it very much, you can put as extra rules that Vorpal and other physical effects work within a certain limit, eg.: Vorpal beheads you and does not kill you directly but you are blind and deaf (unless your sense organs are from other parts of the body) and you must start doing rolls against suffucation (unless your breathing organ is from other parts of the body or have the no-breath ability, but as above unlikely if you are a canon race).
Hmm
 

1) Enjoy being at -100,000,000 and fighting like it's nothing. You cannot die from hit point damage. Edited to make it clearer.
2) I wanted to make it generally immune to all insta death effects and therefore also to Vorpal. If as a thing you don't like it very much, you can put as extra rules that Vorpal and other physical effects work within a certain limit, eg.: Vorpal beheads you and does not kill you directly but you are blind and deaf (unless your sense organs are from other parts of the body) and you must start doing rolls against suffucation (unless your breathing organ is from other parts of the body or have the no-breath ability, but as above unlikely if you are a canon race).
The first one seems a "little" overpowered. What if a being with infinite strength hit you for infinite damage? Could you just keep fighting at -infinity hp forever?
 

The first one seems a "little" overpowered. What if a being with infinite strength hit you for infinite damage? Could you just keep fighting at -infinity hp forever?
Apparently without being able to be killed with death effects or even vorpal either. I like the class but it's basically unusable.
 

Apparently without being able to be killed with death effects or even vorpal either. I like the class but it's basically unusable.
The strategy is to make the barbarian consume rounds of rage. For the death effects, in PF1 no longer exist insta-death effect (with exception of Phantasmal Killer and Weird). Finger of Death/Wail of the Banshee/etc. usually deal 10 damage x caster level. For the fact of need of revision I agree, nerf Unstoppable Berserksgangr for work only against magical effect.
 

I guess Obly, my issue is that this class and several others can't really be used in a standard PF/ 3.5 campaign. I playtest all my stuff against the base classes presented in the book to make sure they're usable and balanced. I could just make some super class that gets double fighter attack bonus, barbarian rage, magic like a wizard, cleric and druid simultaneously and rogue powers but I don't as I want people to actually be able to use these in game. I can't imagine anyone wanting to play a base barbarian or fighter when a class like the one presented above exists in play.

I feel like if you want to make a super class thread, you should just make a super class thread.

Not saying don't post your stuff here a lot of it is really cool, and I always comment on it when it is and it's always welcome, but a bunch of classes are just super funking overpowered and can't be used.
 

The strategy is to make the barbarian consume rounds of rage. For the death effects, in PF1 no longer exist insta-death effect (with exception of Phantasmal Killer and Weird). Finger of Death/Wail of the Banshee/etc. usually deal 10 damage x caster level. For the fact of need of revision I agree, nerf Unstoppable Berserksgangr for work only against magical effect.
And if someone is a standard fighter or barbarian, they can't. Maybe a mage or cleric, bard perhaps but any kind of tank or base dps character or a rogue can't do anything against this class.
 

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