Sub-Epic Offerings

This is my last post before I leave for my Christmas holidays. I wish all the forum members a Merry Christmas!

Claus (Druid Archetype)
Alters alignment, nature bond, wild shape; Replaces nature sense, woodland stride, trackless step, resist nature’s lure, venom immunity, increased daily use of wild shape of 10th level, a thousand faces, timeless body

Golden Heart: A Claus must be Neutral Good in alignment. A Claus can deal nonlethal damage with a weapon that normally deals lethal damage without taking the normal –4 penalty on the attack roll. Also, when she deal hit point damage with a druid spell, she can choose to instead deal nonlethal damage.
This alters alignment.

Winter Companion: A Claus must select a creature native to cold habitats as an animal companion for her nature bond. The animal companion also gains the Arctic template (The Genius Guide To: Ice Magic) and the snowstep and snowcaster feature of the Claus at the same levels she gains them. Starting at 7th level, the companion gains a fly speed of 60 ft. (average) as a supernatural ability. If it pulls a vehicle (like a cart or sleigh), the vehicle also gains a supernatural fly speed: the maximum speed is twice the companion fly speed –10 ft. while the acceleration is its fly speed –5 ft.
This alters nature bond.

Polar Night (Ex): A Claus gains darkvision 60 ft. and low-light vision. If she already has darkvision, the range increase by +60 ft. A Claus ignores the effects of a cold climate as if using endure elements. She is also immune to being dazzled. She gains a +5 bonus to Fortitude saves from natural cold dangers, the DC of her Fortitude saves against natural cold dangers does not increase (it’s always DC 15), and she is treated as if wearing cold weather gear.
This replaces nature sense.

Toy Maker (Ex): At 2nd level, a Claus gains a bonus to Craft (toymaker) equal to her druid level and she use her Wisdom bonus for modify such checks instead of Wisdom. Additionally, a Claus can create a number of magical toys equal to her Wisdom bonus once per day with an hour of work that can be included while preparing her druid spell. This toys while in possession of a creature of Good alignment grant a moral bonus on saving throw against negative emotion effects (like crushing despair or fear) equal to ½ her druid level or her Wisdom bonus, whichever is higher. The toys last for 24 hours before dissolving.
This replaces woodland stride.

Snowstep (Ex): At 3rd level, a Claus 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. She 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. Finally, a Claus ignore the effects of wind on movement while in icy regions, and gains immunity to the natural weather of that regions, regardless any force (even blizzard or tornado), unless she chooses to be affected by them.
This replaces trackless step.

Detect Naughty and Nice (Su): At 4th level, a Claus can judge at a glance whenever a creature has being naughty or nice. As a standard action, she can evaluate a creature in sight within 60 ft. making a Sense Motive check against a DC of 10 + HD. If successful, she learn the creature alignment and if in the last year has mostly exhibited good (nice) or bad (naughty) behavior. A creature protected from detection (like under nondetection) cannot have her alignment asserted in this way but the Claus still learn of her behavior. Against creatures that Claus know that are naughty, she gains a bonus on Intimidate checks equal to ½ her druid level, while against creatures that Claus know that are nice, she increase all the cures that she cast with druid spells affecting them by x1,5.
This replaces resist nature’s lure.

Flying Sleigh (Su): If Claus takes on the form of a creature native to cold habitats, she gains a fly speed of 60 ft. (average) as a supernatural ability. If she pulls a vehicle (like a cart or sleigh), the vehicle also gains a supernatural fly speed: the maximum speed is twice the Claus fly speed –10 ft. while the acceleration is her fly speed –5 ft.
This alters wild shape.

Snowcaster (Su): At 9th level, a Claus 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. In addition, she can prepare any druid spell with the fire descriptor as a cold spell, with an identical effect but inflicting cold damage instead of fire damage.
This replaces venom immunity.

Wish List (Su): At 10th level, a Claus gains the ability to learn a creature’s desire. As a standard action, she can evaluate a creature in sight within 60 ft. making a Sense Motive check against a DC of 10 + HD. If successful, she learn what item that creature desires most at the moment. This can either a specific object (such as the Sword of Valor) or a general category (such as a pony, a stiff drink, or an object for resurrect a dead character). Additionally, she can create any magic item worth 1,500 gp x druid level that fulfills the creature's wish as a standard action, such as a small magic item or potion that matches the wish, extracting them from a container. The item last only for 24 hours (but not any consequence it create, like a scroll of resurrection). Only that specific creature can use that item and a specific creature can only benefit 1 per year of the Wish List ability of all the Claus. Evil creatures cannot benefit of this ability.
This replaces the increased daily use of wild shape of 10th level.

Flurry Form (Ex): At 13th level, a Claus can assume the form of a swirling column of snow equivalent to gaseous form at will. While in this form, she gains a circumstance bonus on Stealth checks made in cold terrain equal to her druid level.
This replaces a thousand faces.

Frozen Body, Hot Heart (Ex): At 15th level, a Claus gains immunity to aging effects and as long she is in a cold environment she does not age. Keep separate track of her chronological and physical age. Mental ability score bonuses accumulate according to her chronological age, but physical ability score penalties accumulate according to her physical age, and her lifespan is measured by her physical rather than chronological age.
This replaces timeless body.
 

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Cloth Vision
Prerequisites:
Ability to cast spells, spell-like abilities, or use supernatural ablities.
Benefits: Select a specific unique facial accessory (like a mask, veil, or hood) that has no holes to see through. You can see through that facial accessory when you wear it, even if it has no holes to see through. With a 24 hours ritual you can change the selected facial accessory.
Feat or Epic Feat?
 


For this archetype i have take some abilities from the Chirurgeon calling of a Sacred Necromancer and the Vivisectionist alchemist.

Frankenstein (Alchemist Archetype)

Replaces bomb, brew potion, throw anything, poison resistance, poison use, swift poisoning, persistent mutagen, instant alchemy, grand discovery

Flesh Sculptor: A frankenstein gains Craft Construct and Fleshwarper as a bonus feats without the need to meet their prerequisites, using his alchemist level as his caster level for the purpose of crafting constructs. A frankenstein can use his extracts instead of spells to meet spell prerequisites when crafting constructs and may use his Craft (alchemy) skill bonus in place of any skills for the purpose of crafting constructs primarily made of flesh (like a flesh golem).
Starting at 9th level, a frankenstein can apply the Lifespark Construct (Advanced Bestiary). template to any construct primarily made of flesh by consuming rare materials worth 10,000 gp during a week of work. This can be incorporated into the crafting process of such constructs by increasing the crafting time and gp cost.
This replaces throw anything.

The Creature (Ex): A frankenstein of 1st level assembles a construct made of flesh similar to a flesh golem. This work as an animal companion of a druid, using his alchemist level as his druid level, with the following exception:
  • the Creature is a construct
  • Good Fortitude and Will saving throws
  • the Creature has the same alignment of its creator
  • the Creature use the d10 for hit points instead of the d8
  • the Creature does not gains bonus hit point based on size like a normal construct, it instead consider its Intelligence score as its Constitution score for the purpose of its hit points and Fortitude save
  • the Creature has full BaB progression
  • the Creature gains 2 + Int skill points for HD
  • the Creature doesn’t gains bonus tricks​
  • Intelligent: the Creature is intelligent, and thus have skills and feats as appropriate for their Hit Dice. The following are class skills for the Creature: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.​

The Creature

STARTING STATISTICS
Size Medium; Speed 30 ft.; AC +4 natural armor; Attack 2 slam (1d6); Ability Scores Str 14, Dex 12, Con –, Int 13, Wis 10, Cha 10; SQ berserk, construct traits, grafted, pass for human.

Berserk (Ex)
When the Creature enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the construct goes berserk. The uncontrolled Creature goes on a rampage, attacking the nearest creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The Creature’s creator, if within 60 feet, can regain control by channeling electricity to the construct as a swift action. It takes 1 minute of inactivity by the Creature to reset the construct’s berserk chance to 0%.

Grafted (Ex)
Certain spells and effects function differently against the Creature, as noted below.
  • A magical attack that deals cold or fire damage slows a Creature (as the slow spell) for 1d4 rounds (no save).
  • A magical attack that deals electricity damage breaks any slow effect on the Creature and heals 1 point of damage for every 2 points of damage the attack would otherwise deal. If the amount of healing would cause the Creature to exceed its full normal hit points, it gains any excess as temporary hit points. A Creature gets no saving throw against attacks that deal electricity damage. The Creature cannot heal itself using the electricity damage of 7th level of its own slam attacks.
Pass For Human (Ex)
The Creature receive a +10 bonus on Disguise checks to disguise itself as a human, and do not receive the penalty for disguising itself as a member of another race when it does so. In areas largely populated or settled by humans, it can take 10 on your Disguise check, meaning most people tend to assume it is human unless given a reason to think otherwise. This feature is thought with in mind the classical monster of Viktor Frankenstein. If the Creature is made of the bodies of non-human creatures, this feature apply to instead the most similar medium humanoid race of the majority of its body parts.

7TH-LEVEL ADVANCEMENT
AC +2 natural armor; Ability Scores Str +4, Dex –2, Int +4; Attack 2 slam (1d10 plus 1d8 electricity); DR 5/adamantine; Immune immunity to magic.

Immunity to Magic (Ex)
The Creature become immune to any spell or spell-like ability that allows spell resistance. The Creature can still benefit from extracts of its creator, which always overcome this immunity. Magical attack that deals cold, electricity, or fire damage ignore this immunity.

13TH-LEVEL ADVANCEMENT
Ability Scores Str +4, Int +4; Attack 2 slam (3d10 plus 3d8 electricity); DR 10/adamantine.

When the frankenstein repair his Creature with the Craft Construct feat, it follow the usual rules but with the following differences:
  • the time is always only 8 hours
  • the cost is 10 gp x alchemist level
  • the check is Craft (alchemy) DC 10 + HD of the Creature
  • a successfully check heal the Creature of 1d8 points x alchemist level
  • the frankenstein can repair his Creature even if completely destroyed but in this case the time increase to 1 day of work and in case of successfully check, the Creature return to 1 hit point
The Creature can always benefit of the extracts of its creator, as if the frankenstein possess the Infusion discovery.
This replaces bomb and brew potion.

The Practical Applications of Electricity (Su): While most know that electricity can take lives, the frankenstein is keenly aware that electricity can also give life. As a standard action, he may make a touch attack, dealing 1d6 electricity damage plus his Intelligence modifier. The damage increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). This count as a magical electricity attack for the purpose of the Grafting trait of the Creature and while using it on his companion, the frankenstein can use it as a swift action without provoking attack of opportunity and the healing is 1:1 instead of 1 for every 2 electricity damage. A Creature can benefit of the healing of this feature only once per day, plus another one at 4th level and every 4 levels thereafter.
This replaces poison use.

Cruel Anatomist: At 2nd level, a frankenstein may use his Craft (alchemy) skill bonus in place of his Heal skill bonus.
This replaces poison resistance.

It Lives! (Su): At 6th level, a frankenstein can temporarily bring corpses back to life. As a standard action once per day that provokes attacks of opportunity, he can touch a creature that has died within the last hour and give it new life. The creature is brought back to life for a number of rounds equal to his alchemist level plus his Intelligence modifier, after which it dies again. During this time, the creature is under the control of the frankenstein and he can give it simple commands. At 11th level and every 4 levels thereafter, he may use this ability an additional times per day.
This replaces swift poisoning.

Revival (Su): At 14th level, the frankenstein now has a limited ability to restore the dead, provided that the subject has not been dead for too long, using his electricity. The frankenstein must make a Heal check as a standard action that provoke attack of opportunity while adjacent to the body (DC 15 + number of minutes subject has been dead + amount of damage suffered beyond his negative Constitution score [to a minimum of –1]). If successful, the subject is restored to –1 hit point and is stabilized, allowing for normal healing. However, if the Heal check fails, the subject cannot be revived and must be restored to life through magical means. The frankenstein must be able to work on the physical body of the fallen subject (cannot have been disintegrated or destroyed) in order to restore life back to the body and it does not work on creatures immune to electricity or a heart. A creature revived using the Heal skill does not suffer negative levels or Constitution damage. A creature can benefit of this feature only once per day.
This replaces persistent mutagen.

Create the Flesh Monster (Ex): At 18th level, the frankenstein can craft a Flesh Colossus (B4) without the need to have the Mythic Craft feat or 6th mythic tier and he reduce by 25% the cost of the monster (including the 500 humanoid corpses worth 10,000 gp). The frankenstein does not increase the DC of crafting the Flesh Colossus for each spells that he does not have access.
This replaces instant alchemy.

Spark of Creation: At 20th level, the frankenstein reaches the pinnacle of his research, mastering the power to imbue living creatures, constructs, and even corpses with sparks of artificial life. He becomes a true creator, capable of transcending the bounds of life and death. This ability manifests itself in several ways:

Creature Enhancement (Ex): The Creature gains a permanent enhancement as part of the Spark of Creation power:
  • Eternal Advance: The Creature gains fast healing 10 and the Indestructible ability of an adamantine golem.
  • Elemental Immunity: The creature becomes immune to cold and fire damage.
  • Attacks: The slam damage of the Creature increase to 4d10 and the electricity damage to 4d8.

God of Life and Death (Su): The Frankenstein's presence alters the natural cycle of life and death around him. Within a 30-foot radius, all creatures are automatically stabilized, his creations gain a +4 bonus on saving throws against effects that would destroy or banish them (such as disintegration), and he can no longer be affected by death or non-harmless necromancy effects.

Perfect Reanimation (Su): Once per day, as a full action that provokes attacks of opportunity, the Frankenstein can reanimate a construct or corpse, breathing life into it with a burst of electrical energy. This effect works differently depending on the target:
  • Constructs: The reanimated construct becomes a sentient, almost living creature. It gains the following benefits:
    Traits: The construct retains all construct immunities, but gains a Constitution score of 10 + 4 for every size bigger than Medium. It does not need to eat or breathe, but can be healed normally by healing magic based on positive energy (like cure spells). It also gains the Spirit Within ability of a Lifespark Construct.
    Personality: It becomes fully sentient, developing a unique personality and bonding with the frankenstein as if it were its creator and parent. It gains a minimum Intelligence, Wisdom, and Charisma scores of 10. The construct regards the frankenstein as a trusted ally and fights for it without needing orders. However, it retains free will and intelligence.
  • Corpses: The frankenstein can reanimate a corpse he touch as if it had been subjected to true resurrection, at no material cost and regardless of the time elapsed since death (provided the body has not been completely destroyed).
  • Animate Dead Matter: The frankenstein can create a temporary construct from nearby corpses. As a full-round action, he can combine up to 5 bodies of creatures made of flesh of at least Small size, transforming them into a flesh construct that fights under its command. This construct functions as a mythic flesh golem with the following modifications:
  • It lasts for 1 minute per alchemist level, after which it disintegrates into inert organic matter.
  • It increase its natural armor bonus by +4 and gains +10 hit points for each body used.
  • It is immune to mind control effects that affects constructs.
  • Does not have the berserk traits.
This replaces grand discovery.
 
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An archetype for the fighter based on the character of Sebastian Shaw, the Black King of the Hellfire Club of the Marvel

Energized Lord (Fighter Archetype)

Alters class skills; Replaces proficiency with medium and heavy armors, bonus feat of 1st level, armor training, bravery, weapon training option of 5th level, armor, mastery, weapon master

The Energized Lord is a formidable warrior who uses his unique connection to kinetic and magical energy to strengthen his body. Instead of wearing armor, he absorbs the damage inflicted by his enemies and converts it into devastating power. This combination of passive defense and enhanced attacks makes him an unpredictable and dangerous opponent.

Class Skills: The Energized Lord gains 4 + Intelligence skill points per level. He also gains Appraise, Bluff, Diplomacy, Intimidate, Knowledge (nobility), Perception, and Sense Motive as class skills.
This alters the fighter class skills.

AC Bonus (Ex): When unarmored and unencumbered, the Energized Lord adds his Charisma bonus (if any) to his AC and his CMD. In addition, an Energized Lord gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four fighter levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the Energized Lord is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
This replaces the fighter proficiency with medium and heavy armors.

Absorb Energy (Ex): Whenever the Energized Lord takes damage, he can absorb some of that energy to enhance his attacks or improve his resistance. When suffering at least 5 damage to his hit points from a single source, the Energized Lord gains 1 point of Stored Energy (SE). These points can be spent later to activate special powers. He can store up to a maximum of Stored Energy equal to his fighter level + his Constitution modifier. Stored SE decay at the rate of one every day, so an Energized Lord that want his pool constantly full must suffer 5 damage every day.
The Energized Lord gains a bonus on Strength and Constitution checks and on Strength-based skill checks equal to ½ the number of SE stored, and adds the number of SE stored to his Strength score for the purpose of determine his carrying capacity.

Made to Last (Ex): The Energized Lord gains Toughness as a bonus feat but instead of the usual benefits he gain +9 hit points. If he has more than 3 Hit Dice, he gains +3 hit points whenever he gains a Hit Die. If the Energized Lord rolls the half or less for his fighter Hit Die (5 or less for a d10), he gains instead the half +1 for that level.
This replaces the fighter bonus feat of 1st level.

Kinetic Rebound (Ex): At 2nd level, when the Energized Lord is hit by a melee attack, he can immediately release some of his stored energy to damage the attacker. As an immediate action, he can spend 1 point of SE to deal 1d8 plus his Constitution modifier damage to the attacker. The Energized Lord reduce the damage suffered by the melee attack by the damage he inflicted with this ability. If he reduced the damage suffered to 0, he also negate any additional affect that accompanies the attack (like energy drain, grab, or poison). This damage increases by 1d8 for every 3 fighter levels thereafter.
This replaces bravery.

Feel the Air (Ex): At 3rd level, the Energized Lord can sense the shift of kinetic energy in the air, giving him a supernatural-like sixth sense. He gains the uncanny dodge ability of a rogue and the Blind-Fight feat as a bonus feat. If the Energized Lord already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
This replaces the armor training option of 3rd level.

Empowered Strikes (Ex): At 5th level, the Energized Lord can channel his energy into his attacks to strike with superhuman strength. He can spend a number of SE up to ¼ his fighter level to add +1 to attack and 1d6 extra points of damage per point spent to his melee and throw weapon attacks until the start of his next turn.
This replaces the weapon training option of 5th level.

Resilient Physique (Ex): The Energized Lord's body grows stronger as he continues to consume energy. Starting at 7th level, for every 3 points of SE accumulated, the Energized Lord gains a +1 insight bonus on Fortitude saving throws and a +1 bonus to his natural armor bonus to AC. He also gains the improved uncanny dodge ability of a rogue, using his fighter level as his rogue level.
This particular natural armor bonus also apply to his touch AC against firearms attacks and other physical projectiles that resolve against AC touch.
This replaces the armor training option of 7th level.

Overload (Ex): Starting at 11th level, the Energized Lord can unleash a devastating blast of stored energy, damaging all nearby opponents. As a standard action, he can spend a number of Stored Energy up to ½ his fighter level to deal 2d6 points of damage per point spent to all creatures and unattended objects within 30 feet. Creatures can make a Reflex save (DC 10 + ½ fighter level + his Constitution modifier) to take half the damage.
This replaces the armor training option of 11th level.

Limitless Resilience (Ex): Starting at 15th level, the Energized Lord's body is now virtually indestructible. When the Energized Lord has at least 5 points of SE stored, he gains the following benefits:
  • Immunity to nonlethal damage.​
  • Damage reduction DR 5/—.​
Also, the maximum number of SE points that can be stored increases by +5.
This replaces the armor training option of 15th level.

Perfect Kinetic Flow (Ex): At 19th level, the Energized Lord has achieved perfect control of his kinetic energy, reducing damage taken and reflecting it back at his enemies. A number of times per day equal to his Constitution modifier, when he takes damage, he can spend 3 SE as an immediate action for make a special Fortitude saving throw, with a DC equal to
  • attack roll for an attack originated by a creature​
  • saving throw for an effect originated by a creature with a saving throw for reduce​
  • 10 + ½ source HD + source Constitution modifier for an effect originated by a creature with no saving throw for reduce​
  • DC 15 for damage not originated by a creature, like a trap​
On a success, the attack is negated and he reflect half of the theoretical damage (the damage that he would have suffered without using this feature) taken back at the source. On a failure the attack damage is still reduced by half and he reflect half of the damage suffered (at the effective ¼ of the rolled damage) back at the source.
This replaces armor mastery.

Invincible King (Ex): At 20th level, the Stored energy makes the Energized Lord an unstoppable force. When the Energized Lord has at least 5 points of SE stored, he gains the following benefits:
  • Immunity to precision damage (like sneak attacks) and critical hits.​
  • Immunity to ability damage and drain, dazed, energy drain, exhaustion, fatigue, nausea, paralysis, petrification, staggered, and stun.​
  • Regeneration 10 (epic).​
  • +4 to all saving throws.​
  • Damage reduction 10/—.​
Once per day, the Energized Lord can spend 5 SE as a free or immediate action to become completely immune to damage to hit points until the start of his next turn.
This replaces weapon master.
 

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An archetype of the druid inspired by the druids as the keepers of ancient knowledge and community guide instead of nature guardians and shapeshifters.

Celtic Druid (Druid Archetype)

Alters weapon and armor proficiency, nature bond; Replaces spontaneous casting, wild empathy, resist nature’s lure, wild shape, poison immunity, a thousand face, timeless body

Celtic Druids were priests, healers, poets and spiritual guides, deeply rooted in oral traditions, connection to the land and sacrificial rites. They moves away from wild creatures to embrace a more ritualistic and mystical aspect. A Celtic Druid is a charismatic and respected figure, combining deep spiritual knowledge with a tangible influence on nature and community. He is a master of words and ritual, able to summon the strength of the land itself to protect his allies and fight his enemies.

Weapon and Armor Proficiencies: The Celtic druid gains proficiency with simple and martial axes, longswords, and light thrown weapons.
This alters weapon and armor proficiency.

Dispel Hostility: A Celtic druid doesn’t gain spontaneous casting at 1st level. Instead, he can channel stored spell energy into a spell capable of dispelling hostile thoughts and strong emotions. He can “lose” a prepared spell that is not an orison in order to cast calm emotions.
Instead of the normal Will saving throw for that spell, the DC of a calm emotions spell cast with this ability is 10 + ½ the Celtic druid’s druid level + his Wisdom modifier. The spell level of a calm emotions spell cast with this ability is equal to the spell “lost” for cast it.
This ability replaces spontaneous casting.

Herbalism: The Celtic druid must select the Herbalism nature bond variant presented in the Pathfinder Player Companion: Healer's Handbook.
This alters nature bond.

Oral Knowledge (Ex): At 1st level, the Celtic druid adds ½ his druid level (minimum +1) to all Knowledge skill checks (this bonus increase to his full druid level for Knowledge [nature]) and may make all Knowledge skill checks untrained. The Celtic druid adds his Wisdom bonus to Knowledge skill checks instead of his Intelligence bonus.
This replaces wild empathy.

Nature Ritualist (Su): Starting at 4th level, a Celtic druid gains the ability to perform natural rituals, which take 10 minutes and consume rare herbs and offerings, a number of times per day equal to ½ his druid level + his Wisdom bonus. These rituals grant powerful effects:
  • Cleansing Ritual: Removes diseases, poisons, and curses within 30 ft., replicating a neutralized poison, remove curse, and remove disease spells that affect the entire area (CL equivalent to the Celtic druid level).​
  • Healing Ritual: Heals 2d8 + druid level to all allies within 30 ft.​
  • Wild Strength Ritual: Grants a morale bonus on attack rolls, damage rolls, and saving throws to allies within 30 ft. for 1 hour equal to 1/3 his druid level.​
At 10th level, rituals can be performed as a standard action once per day.
This replaces wild shape.

Ritual Sacrifice (Su): At 4th level, the Celtic druid can perform a ritual sacrifice as part of casting a druid spell to amplify its effects. Consuming natural material resources (natural objects, animals, or symbols) worth at least 10 gp per spell level (1 gp for orisons) and increasing the casting time to a full-round action increases the spell’s caster level by +1, allowing the spell to ignore SR, or increase the spell’s saving throw DC by +2. Spells that already have a full-round action or longer casting time instead double it.
The sacrifice does not need to be cruel or malicious, but it must have symbolic value (such as a tree felled for a regeneration ritual).
The druid can use this ability a number of times per day equal to his Wisdom bonus.
This replaces resist nature’s lure.

Master of Sacred Circles (Su): At 9th level, the Celtic druid can create a sacred circle as a standard action that lasts up to 1 minute per druid level. In this circle of 30 ft. radius centered on the position of the Celtic druid at the time of creating it:
  • Allies gain element resistance 30 to acid, cold, electricity, fire, negative energy, or sonic (druid's choice when creating the circle).​
  • Enemies take –2 on attack and damage rolls.​
  • The druid’s spells gain a +2 bonus to overcome SR.​
The druid can use this ability once per day, plus one additional time per day at 17th and 20th levels. A druid can only have a single sacred circle active at a time.
This replaces poison immunity.

Call of the Wickerman (Ex/Sp): At 14th level, the Celtic druid can crafting a wickerman with more easy than any other circle of druids:
  • he count as having the Craft Construct feat, but only for the purpose of crafting a wickerman.​
  • he gains a bonus to Craft (carpentry) and Craft (sculptures) equal to ½ his druid level and can make such checks untrained. The Celtic druid adds his Wisdom bonus to such Craft checks instead of his Intelligence bonus.​
  • he half the cost of the construct (including the 12,000 pounds of wicker and rare wood).​
  • he does not need to sacrifice a living humanoid inside the construct chest cage for activating the wickerman.​
At 17th level, the Celtic druid can summon as for a summon monster IX spell a wickerman once per day as a spell-like ability with caster level equal to his druid level.
This replaces a thousand face.

Keeper of the Spirit World (Su): At 15th level, the Celtic druid gains the ability to directly contact and channel the spirit of air, earth, fire, or water. As a standard action, he can assume an elemental aura for 1 minute/druid level:
  • Air: All speeds increases by +30 ft., gains uncanny dodge (as a rogue), and can fly with a speed of 90 ft. with perfect maneuverability as a supernatural ability.​
  • Earth: DR 10/adamantine, fortification 50%, +6 bonus to natural AC.​
  • Fire: Deals 6d6 fire damage to enemies within 10 ft. at end of his turn.​
  • Water: Gains fast healing 10, gains a constant freedom of movement, and can breathe underwater.​
This ability can be used 3/day but not more than one aspect can be active at the same time.
This replaces timeless body.

Image from here
 

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I found the archetype Machinist Priest of the Legendary Cleric but it disappointed me so I used it as a base for something more to my taste. All Hail the Omnissiah!

Machine Priest (Cleric Archetype)

Replaces channel energy, spontaneous spellcasting, domains and domains slots

Among mechanized societies, it is common for members of the clergy to dedicate themselves to the maintenance or development of technology, some even going so far as to transform themselves into partial robots. These are known as machine priests, keepers of complex technologies intertwined with the faith.

Deity: If the machine priest worship a deity, he must follow a deity of technology.

Constructs Command (Su): Unlike a cleric, a machine priest channel nor negative or positive energy but pure energy that can only heal or harm constructs. Instead of heal or harm a construct, the machine priest can also use one of his uses of channel energy as a standard action to enslave a construct within 30 feet. This work as the Command Undead feat that instead affect constructs. Constructs with the robot subtype suffer a –5 penalty to this save. He can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel.
This alters channel energy.

Deus Ex Machina: A machine priest can lose a prepared cleric spell to cast any spell of the same level or lower from the following list.

1st-technomancy

2nd–make whole

3rd-discharge

4th–greater make whole

5th–fabricate

6th-control construct

7th-memory of function

8th-greater instant summons

9th–wish

This replaces spontaneous casting.

Machine Empathy (Ex): The machine priest is capable of amazing feats of control when working with mechanical objects and creatures. The cleric may attempt to cause a piece of machinery or a construct be more amiable to him and function in a way that he chooses, even if the target is unintelligent. By laying his hands upon a machine (which is defined by anything with more than three moving parts or the construct type) as a standard action, he may attempt to influence it as if he were making a Diplomacy check for influence attitude (the touch count as one minute of continue interaction), but using his Craft (technology) in place of his Diplomacy. A non-construct machine has a starting attitude of indifferent and count as having Charisma 10. This require a melee touch attack if the machine is unwilling. The more helpful he makes the machine to him, the more he can manipulate it with his mind, and harmful things tend to jam up, become rendered useless, or stop to attack him and his companions.

Machine Crafter (Ex): A machine priest 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. A machine priest always count as having access to cybernetics, graviton, medical, military, nanotech, production, and robot labs for the purpose of crafting. He also gains access to a unique Craft skill: Craft (technology). Because of his faith, he use Wisdom instead of Intelligence for modify such that skill. He can use that skill in place of all the skills necessary for crafting a construct or 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. A machine priest half both the implantation value of a cybertech (to a minimum of 1) and its Install DC when they are applied or removed from himself. A machine priest 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. A machine priest 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 domains and domains slots.

The Flesh is Weak (Ex): Starting at 2nd level and every even level thereafter the machine priest start replacing the weak fleshy bits of his body with mechanical ones. He gains the following abilities based on her level.
  • 2nd level: The machine priest constant additions of robotic pieces to his body slow down the aging. He increase his normal middle age, old, venerable age categories and maximum age by x1,5. For example, a human would reach middle age at 52 years (rather than 35), old age at 79 years (instead of 53), venerable age at 105 years (instead of 70), and his maximum age is 105 + 3d20 (instead of 70 + 2d20). This ability doesn't lower his current age category (for instance, if he’s already middle age but the feature pushes the middle age category to above his current age, he doesn't revert to adulthood). Every 2 levels thereafter increase the multiplier by 0,5. This additions of robotic pieces is apparent to any viewer, although the details vary a lot. Some machine priests prefer rough metal plates, others cover themselves in smooth alloys that would look just like normal skin if not for the clear metallic color. The details can be changed with 8 hours of work. Either way the machine priest can attempt to look "normal", using Craft (technology) instead of Disguise.​
  • 4th: Darkvision 60 feet and low-light vision.​
  • 6th: No longer needs to eat, sleep or breathe.​
  • 8th: Not subject to fatigue, exhaustion, or nonlethal damage. If he had any regeneration, it is downgraded to fast healing.​
  • 10th: Immunity to poison, disease and sleep effects.​
  • 12th: Immunity to paralysis and stunning.​
  • 14th: Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).​
  • 16th: Immunity to death effects, energy drain and necromancy effects.​
  • 18th: Not subject to ability damage or ability drain.​
If he’s already a full construct, instead his maximum hit points increase by 5 every time this upgrade is gained.

Living Construct (Ex): Flesh may be flawed, but metal isn't perfect either... until now. At 20th level the machine priest's creature type changes to construct with the robot subtype, gaining all the traits (force field 5 x the machine priest’s cleric level with fast healing equal to the machine priest’s cleric level), except he does not receive bonus hit points for his size, is not immediately destroyed at 0 hit points (gains the staggered condition below 0 hit points instead of the dying), can be raised or resurrected normally, can still count himself as his old creature type whenever it would be beneficial, including retaining a Constitution score (if originally a living creature), healing naturally, and is affected by magical healing effects (based on positive energy) as a living creature (or negative healing if originally undead).
If the machine priest was originally a living creature and become a construct or undead before gaining this capstone, he lose hit points based on size and regain his former Constitution score. If he was always a construct or undead, he lose hit points based on size and gains a Constitution of 16.
If the machine priest was originally a creature with a soul before becoming a robot, he gains the spirit within ability:

Spirit Within (Ex)
Though the machine priest is no longer a living creature, a soul still resides within him. Unlike most constructs, the machine priest is not immune to all necromantic effects. Certain spells that rely on the existence of a creature’s soul (not “life force”)—namely astral projection, clone, magic jar, and soul bind—can affect the machine priest. No other necromantic effects affect the machine priest, and he is still immune to death effects.
 

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Pathfinder has the archetype Brute for the vigilante that is basically Hulk but is borderline unplayable in 90% of the parties. So here one an archetype of the Barbarian based onl Hulk. This is archetype is strong, thus not recomanden in a low-optimization party or campain.

World Breaker (Unchained/Base Barbarian Archetype)

Alters rage, greater rage, mighty rage; Replaces proficiency with martial weapons and medium armor and shields, fast movement, danger/trap sense, rage powers of 2nd, 6th, 8th, 10th, 12th, 14th, 16th, and 20th level, damage reduction

The World Breaker is a barbarian who embodies the primal rage and unstoppable force of a living calamity. When he fights, his power grows to colossal levels, transforming him into a force of nature capable of destroying everything around him.

Heavy Punches (Ex): The world breaker eschews civilized combat and prefers to wade into a fight with his fists swinging. While in rage, the world breaker’s gains Improved Unarmed Strike as a bonus feat and his unarmed strikes deal damage as if he were a monk of his size and barbarian level. If he has levels in other classes that provide monk advancement for unarmed strike damage, his barbarian level stacks with those levels whenever he is in rage.
This replaces competence with martial weapons.

Scale Surroundings (Ex): Instead of letting physical barriers stop him, the world breaker can simply climb over them. He gains a climb speed of 30 feet when he is in rage.
This replaces fast movement.

Thick Hide: When in rage and unarmored and unencumbered, the world breaker adds his Constitution bonus (if any) to his AC as a natural armor bonus. In addition, a world breaker increase this natural armor bonus by +1 at 4th level and every four barbarian levels thereafter, up to a maximum of +5 at 20th level.
This replaces competence with medium armor and shields.

World Breaker Rage (Ex): This functions as the standard rage ability, but with the following differences:
  • He gains damage reduction 2/–.​
  • His body enlarge and mutate, giving him a monstrous appearance: he gains the benefit of an extraordinary enlarge person spell even if not humanoid.​
  • He gains another –1 penalty to AC.​
  • The bonus on Will saving throws apply only against mind-affecting effects.​
  • Destructive Aura (Su): All enemies within 5 ft. suffer a –1 penalty on attack rolls not made against the world breaker and to their CMD. This penalty increases to –2 at 11th level and –4 at 20th level.​
  • He can choose to spend 2 rounds of rage to make a melee attack as a standard action that ignores damage reductions and hardness. This attack deals bonus damage equal to the barbarian's Strength modifier.​
This alters rage and replaces damage reduction.

Shockwave (Ex): Starting at 2nd level, as a standard action, the world breaker can strike the ground with a devastating strike while in rage, generating a shockwave. All opponents and unattended objects within 20 feet must make suffer 1d6 bludgeoning damage/2 barbarian levels plus his Strength modifier and are knocked prone. A Reflex saving throw (DC 10 + ½ the barbarian's level + Strength modifier) half the damage and negate the prone.
The world breaker can use this ability once per day at 2nd level plus one more time per day for every 4 barbarian levels he possesses thereafter.
This replaces the rage power of 2nd level.

Brute Strike (Ex): At 3rd level, the world breaker’s unarmed attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 5th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 8th level, he selects one of the following alignment components: chaotic, evil, good, or lawful. He must select an alignment component that matches a component of his own alignment (a true neutral dragon emperor can choose any one single alignment component). His unarmed attacks are treated as the alignment component he selects for the purpose of overcoming damage reduction. For instance, a chaotic good world breaker who selects good treats his unarmed attacks as good-aligned. At 11th level, the world breaker’s natural attacks are treated as if they had the ghost touch magic weapon property. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. At 20th level, his unarmed attacks are treated as epic weapons for the purpose of overcoming damage reduction.
This replaces the rage power of 4th, 12th, and 14th levels.

Destructive Instinct (Ex): Starting at 3rd level, the world breaker develops a sixth sense for destruction and chaos, allowing him to detect weak structures or vulnerabilities in his surroundings. The world breaker gains Improved Sunder as a bonus feat without the need to meet its prerequisites and deals double damage to objects, barriers, and non-animate structures (doors, walls, columns, and so on) with melee and throw weapon attacks. He also ignores a value of of hardness equal to his barbarian level with melee and throw weapon attacks, which increase to double is barbarian level while in rage.
This replaces danger/trap sense.

Titanic Leap (Ex): At 6th level, the world breaker can make incredible leaps. While in rage he adds his barbarian level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps and use his Strength for modify such checks instead of Dexterity. In addition, he always counts as having a running start when making jump checks and doesn’t have a maximum vertical reach. By spending 1 round of rage as a swift action, a world breaker gains a +20 bonus on Acrobatics checks made to jump for 1 round. This increase to +30 at 9th level.
This replaces the rage power of 6th level.

Total Destruction (Ex): At 8th level, the world breaker is adept at rampaging through an area, throwing whatever is available at his opponents. While in rage, the world breaker gains Catch Off-Guard, Improvised Weapon Mastery, and Throw Anything as a bonus feats without the need to meet their prerequisites.
This replaces the rage power of 8th level.

Devastating Leap (Ex): At 10th level, while in rage, the world breaker can jump as a full-round action, and if he cover at least 10 feet of horizontal distance with his jump, and he end his jump in a square from which he threaten a target, he can make a single attack against it as a free action. This attack must follow all the normal rules for using the Acrobatics skill for making a jump and for making a charge, except that he ignore rough terrain in any squares he jump over. The attack automatically benefit of the Power Attack feat without suffering any penalty to the attack roll, even if the world breaker does not have such feat. If this attack hit, the world breaker double the bonus damage given by the Power Attack feat.
This replaces the rage power of 10th level.

World Breaker Form (Ex): This functions as the greater rage ability, but with the following differences:
  • He gains damage reduction 5/–.​
  • SR 6 + barbarian level against non-harmless spells​
  • He gains the benefit of an extraordinary legendary proportion spell even if outsider or undead instead of enlarge person.​
  • When he suffer 25 or more damage from a single source, he can make as an immediate action a melee attack against the attacker (if in reach).​
This alters greater rage.

Hurl Foe (Ex): At 16th level, when the world breaker in rage damages a foe smaller than himself with a melee attack, he can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of the world breaker choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the world breaker check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle. At 19th level, the world breaker can use Hurl Foe against a creature of any size, and he can bull rush, drag, reposition, and trip creatures of any size while in rage.
This replaces the rage power of 16th level.

Cataclysmic Power (Ex): This functions as the mighty rage ability, but with the following differences:
  • He gains damage reduction 10/–.​
  • Fast healing 5.​
  • SR 11 + barbarian level against non-harmless spells​
  • Instead of the normal benefits of legendary proportion he gains the followings:​
  • He grows two sizes and his weight increases by a factor of 25​
  • +8 size bonus to his Strength score and a +6 size bonus to his Constitution score​
  • +8 size bonus to his natural armor​
  • DR 15/adamantine and epic​
  • Immunity to ability damage and drain, death effects, disease, energy drain, exhaustion, fatigue, non-harmless mind-affecting effects, poison, and unwilling polymorph effects.​
  • Final Blow (Ex): When he reduces a foe to 0 or fewer hit points with a melee attack, he can make an additional melee attack against another foe that is not helpless within reach as part of the same action. This ability can activate only once per round.​
This alters mighty rage.

Hulk Smash (Ex): At 20th level, the world breaker rage is so great, that he can unleash his fury in one devastating attack that can make mountains crumble. Once per minute, as a full-round action, the world breaker in rage may slam the ground with great force. This is work like an earthquake spell centered on himself, except that the shock wave from the slam deals to all creatures (with the exception of himself) and unattended objects and structure in the area 5d6 bludgeoning damage for every size category bigger than medium the world breaker is plus his Strength modifier within 80 ft. and knock them prone. A Reflex saving throw (DC 10 + ½ the barbarian's level + Strength modifier) half the damage and negate the prone condition.
This replaces the rage power of 20th level.
 

Watcher of Possibilities (Psion Archetype)

Replaces detect psionics, discipline skill, discipline talents, discipline

The Watcher of Possibilities are psion with infinite knowledge and the ability to observe and influence the infinite possibilities of the multiverse. He forgoes psionic disciplines to master the power of cosmic awareness and the manipulation of destiny.

Multiversal Insight (Ex): At 1st level, a watcher develops a unique understanding of infinite realities. He gains a bonus equal to half his psion level (minimum +1) on all Knowledge checks and can make these checks even untrained. In addition, he can use Knowledge (planes) to identify creatures, objects, or effects from other dimensions or planes. The watcher count has having the Clairsentience discipline for the purpose of having access to that discipline powers.
This replaces the psionic discipline skill and discipline.

Cosmic Observer (Su): At 1st level, the watcher can spend 1 power point as a standard action to focus his cosmic awareness on an event or creature within 60 feet. For a number of minutes equal to his psion level plus his Intelligence modifier, he gains the following benefits:
  • Aware Defenses: He gains a +1 insight bonus to AC and on saving throws against effects generated by the observed creature or even.​
  • Doomwatching: He gains a +2 insight bonus on a single Perception, Sense Motive, or Knowledge check each round against the observed creature or event.​
  • Perfect Vision: He can see the observed creature or event as if he had see invisibility. This increase to true seeing at 14th level.​
He can use this ability a number of times per day equal to 3 + his Intelligence modifier.
This replaces detect psionics and discipline talents.

What If...? (Su): At 2nd level, the watcher gains the ability to see alternate events in the multiverse. As an immediate action, he can spend 3 power points to force a single d20 rolled by a creature within 30 ft. to be re-rolled. He can choose to keep the original result or use the new one.
Starting at 8th level the range increase to 60 ft. and he can use this ability to affect two creatures at the same time that are rolling for the same thing (like Reflex save for a fireball) by spending 7 power points.

Infinite Knowledge (Ex): At 8th level, the watcher gains a nearly unlimited connection to the multiverse. The bonus of Multiversal Insight increase from half his psion level to his full psion level. In addition, he can spend 5 power points as an immediate action to automatically take 20 on a Knowledge check.

Intervention of Fate (Su): At 14th level, the watcher can spend 10 power points as a standard action to intervene in a creature's fate, choosing one of the following options:
  • Block Fate: Choose a creature within 60 feet. For 1 round, that creature takes a penalty equal to –2 (–1 per 4 psion levels) on all saving throws, AC, and attack rolls.​
  • Rewrite Fate: Choose a creature within 60 feet. For 1 round, that creature gains an insight bonus equal to +2 (+1 per 4 psion levels) on all saving throws, AC, and attack rolls.​
A creature can be the target of each effect (Block Fate or Rewrite Fate) only once every 24 hours. For every 10 additional power points spent, the duration of the effect increases by 1 round.

Omniversal Awareness (Ex): At 20th level, the watcher becomes a true embodiment of cosmic awareness. He gains the following benefits:
  • Immunity to blindness, deafness, death effects, energy drain, and non-harmless mind-affecting effects.​
  • PR/SR 11 + psion level against non-harmless powers or spells.​
  • He can observe with all his senses up to his Intelligence modifier in events or creatures on different planes simultaneously as a free action. This overcome even mind black or wish and only a direct divine intervention can block this “divination”.​
  • Once per day, he can spend 100 power points as a standard action to rewrite an event he witnessed that happened within the last 10 minutes, as the reality revision power, without requiring material components. This cannot alters events tied directly to 9th level power/spells (gate, miracle, wish, etc.) or direct divine intervention.​
 

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Giant Germ

Medium-Size Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Slam +5 melee (1d6+2 plus contagion)
Full Attack: Slam +5 melee (1d6+2 plus contagion)
Space/Reach: 5 ft./5 ft.
Special Attacks: Contagion, Virulent Burst
Special Qualities: Blindsight 60 ft., immunity to disease
Saves: Fort +6, Ref +3, Will +6
Abilities: Str 14, Dex 14, Con 16, Int 2, Wis 10, Cha 6
Skills: Hide +4, Move Silently +4
Feats: Great Fortitude, Iron Will
Environment: Any land
Organization: Solitary or colony (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Neutral Evil

Contagion (Ex): A creature hit by a Giant Germ's slam attack must make a DC 15 Fortitude save or contract a disease. The disease deals 1d6 Constitution damage per day, and a new save must be made each day to resist the disease. A successful save ends the disease.

Virulent Burst (Ex): When a Giant Germ is reduced to 0 hit points in combat, it explodes in a burst of infectious spores. All creatures within 10 feet of the Giant Germ must make a DC 15 Fortitude save or contract the same disease as the contagion attack. Additionally, the Giant Germ's "kin" (other Giant Germs) within 100 feet of the explosion are alerted to the danger and become enraged moving toward the direction of their slain kin. Each Giant Germ within range gains a +2 bonus to attack and damage rolls for 1 minute.

Swarm Summoning (Su): When a Giant Germ is killed, its "hive mind" is alerted, and it can summon additional Giant Germs to the area. 1d4 Giant Germs appear within 10 feet of the killed creature's location, attacking the nearest enemies. These summoned Giant Germs have the same hit points and abilities as the original creature. The summoned creatures last for 1 minute, after which they dissipate harmlessly.

Tactics: Giant Germs are simple, ruthless creatures that attack on sight. They use their contagion attack to weaken their enemies, then swarm and overwhelm them with sheer numbers. When a Giant Germ is killed, it triggers the Virulent Burst, which can lead to a chain reaction of summoned creatures and disease transmission.
 

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