Sub-Epic Offerings

Enma Lord (Inquisitor Archetype)

Alters alignment, domain; Replaces judgment, cunning initiative, track, bane, second judgment, teamwork feats of 9th and 15th level, greater bane, exploit weakness, third judgment, slayer, true judgment




No soul escapes judgment. All sins leave a mark.”

The Enma Lord is a divine arbiter who walks the mortal world as an extension of cosmic justice. Serving deities or entities tied to order, judgment, or retribution, these inquisitors act as living instruments of karmic law, unearthing the sins of the wicked and dragging them into the light. They do not forgive. They do not forget. Through spectral visions of Judge Enma himself, sinners are compelled to manifest their worst transgressions, and in doing so, are brought low under the weight of their guilt.
Unlike traditional inquisitors who rely on swift justice and flexible tactics, Enma Lords take a more methodical approach. They forsake personal judgments and cooperative tactics in favor of a relentless, supernatural enforcement of morality and divine law. Where others pursue evidence, the Enma Lord sees into the soul; where others wound the body, he breaks the spirit.

Prerequisites: An Enma Lord must be Lawful, worship a deity or another being with the Judgment or Legislation subdomain, and be within one step of that being.

Judgment Inquisitions: If the Enma Lord select an inquisition he must select from the following list: banishment, damnation, execution, final rest, imprisonment, justice, order, and reformation.
He can choose to select a dominion as usual.
This alters domain.

Judgment of Enma (Su): At 1st level, as a full-round action, the Enma Lord can manifest a spectral image of the Judge Enma that by smashing its gavel on its desk sentence the sinners to manifest themselves. The Enma Lord force a number of sinners equal to his inquisitor level within a 10-foot radius per inquisitor level centered on himself to make a Will saving throw (DC 10 + ½ inquisitor level + Wisdom modifier). A sinner is a sentient creature that has committed a sin, not matter how small (creatures pure from sins, like newborns are immune to it; DM’s discretion). On a failed save, he force the creature to manifest its greater sin (the GM’s is the final judge of which is the greatest sin of the creature):
  • Envy: The creature becomes envious of others, causing them to suffer a –4 penalty on all rolls. If they are within 5 feet of a creature, they attempt to kill that creature at the best of their ability.
  • Greed: The creature becomes avaricious, causing them to lose their turns if they are carrying any treasure or currency, as they become focused on hoarding it. If they are not, they must expend their turns attempting to find or steal valuables from the creature closest to them.
  • Gluttony: The creature becomes voracious, causing them to squander their turns by attempting to consume anything edible. If they are exhausted of edible items, they attempt to bite and consume the nearest creature.
  • Lust: The creature becomes fascinated by the inquisitor and cannot make any actions. If they are within 5 feet of a creature, they attempt to grapple that creature.
  • Pride: The creature becomes exceptionally conceited, causing them to squander their turns by admiring their form. If they are attacked, they expend their round by attempting to kill the assailant at the best of their ability.
  • Sloth: The creature becomes languid, causing them to become dazed.
  • Wrath: The creature is filled with bloodthirsty ire, causing them to expend their turns by attacking the nearest creature. If no creatures are present, they will destroy any nearby objects and structures, with preference for objects that they are larger than them.
These effects remain for 1 round per inquisitor level. Each round, at the end of its turn, the subject may attempt a new saving throw to end the effect in advance. This is a compulsion and mind-affecting effect that ignores any immunity evil creatures may possess against it (such as the undead).
The Enma Lord may utilize this feature a number of times per day equal to 3 + his Wisdom modifier, but once a creature successfully save against this ability, it is immune to it for 24-hours.
Starting at 11th level, the daily uses increase to ½ his level + his Wisdom modifier.
At 20th level, the Enma Lord can sue Judgment of Enma at will.
This replaces judgment.

Command of Enma (Sp): Starting at 2nd level, the Enma Lord can cast command as a spell-like ability with caster level equal to his inquisitor level a number of times per day equal to 3 + his Wisdom modifier. Unlike normal spell-like abilities, the Enma King use his Wisdom modifier for modify their DCs and concentration checks.
Starting at 9th level, against evil creatures this work as greater command instead.
This replaces track.

Naked Wicked Soul (Su): The Enma Lord’s stare flays away all dissimulation and uncover the rottenness hidden underneath. Shorn of pretense, he beholds his target at his very worst, plucking forth the knowledge of his greatest sin. Starting at 2nd level, the Enma Lord can spends a turn examining his target, and then he make a Sense Motive check against a DC of 15 + target HD. Success tells him what deed in all of his history the target is most ashamed of. If he overcome the DC by 5 or more, the Enma Lord also learns some specific details of the sin (names, dates, things she might have seen had she been present to witness the act). If he overcome the DC by 10 or more he may even learn details the target himself doesn’t know, such as longterm consequences of his sin which would further compound his guilt.
This replaces cunning initiative.

Burn the Sinner (Su): At 5th level, a creature under the effect of Judgment of Enma suffer 1d6 damage/3 inquisitor levels at the start of its turn as long it remain under its effect. This damage is untyped but manifest under the shape of flames of divine punishment that burn the sinner. If the sinner should have a negative interaction with fire damage (like vulnerability to it or regeneration overcome by it), this damage count as fire damage but only for such negative interactions.
This replaces bane.

Detect Sin (Su): At 8th level, when a creature is affected by the 3rd round of the Enma Lord detect chaos/evil/good/law spells or a successful check of the aura sight spell, he also know what is its associated sin for Judgment of Enma. Also, from this point, creatures with 4 or less HD that should have no aura for the purpose of detect chaos/evil/good/law and aura sight spells, they instead have a feint aura (the Enma Lord automatically know when detect a creature with feint aura if it should normally not project aura) and he make a Sense Motive check instead of a Knowledge (religion) check for determine an aura strength for aura sight.
This replaces second judgment.

Banish the Ghosts (Su): Some time the Enma Lord end up fighting against the sinners that have escaped their punishment in the afterlife. He can remedy this. An Enma Lord of 9th level can consume one use of Judgment of Enma and target an undead within 30 ft. (including haunt). If the undead has a CR or HD (whichever is lower) equal or lower than the Enma Lord inquisitor level and is a sinner, it must succeed a Will saving throw (same DC of Judgment of Enma) or be immediately destroyed (consider a haunt to have a base Will save equal to its CR +2).
Starting at 15th level, this ability no longer has a limit of CR or HD and the creature can never rise again as undead with their intrinsic racial ability of the specific type of undead. They are forever destroyed. This included undead with the rejuvenation (like gearghost, ghost, graveknight, lich or mummy lord), the gaseous form of the vampire, if the undead require particular methods for being destroyed (like a danse macabre, demilich, fext, or unrisen), or the haunts but this does not prevent any of the creature's own means (such as class abilities, spells, etc.)
This replaces the teamwork feats of 9th and 15th level.

Broke the Sinner (Su): At 12th level, when Judgment of Enma terminate on a creature, that creature become staggered for 1d4 rounds.
This replaces greater bane.

Exploit Sin (Su): At 14th level, the Enma Lord learn to take advantage of the weakness inherent in those marked by sin. When a creature affected by Judgment of Enma fails a saving throw by 5 or more, it become flat-footed until the start of its next turn.
This replaces exploit weakness.

Final Requiem (Su): At 16th level, the Enma Lord pronounce a final judgment that binds sinners. At the end of Judgment of Enma the victim is stunned instead of staggered. A creature immune to stunned is instead dazed.
This replaces third judgment.

Doom (Su): At 17th level, the Enma Lord learn to inflict a deadly doom with a single glance. As a standard action, he can choose a creature already affected by Judgment of Enma within 30 ft. The creature must make a Will saving throw (DC 10 + ½ inquisitor level + Wisdom modifier). On a failed save, the creature is struck with a doom that paralyzes it until the Judgment of Enma terminate. A creature that succeeds on the save becomes immune to the Doom from that Enma Lord for 24 hours.
This replaces slayer.

Damnation (Su): At 20th level, the Enma Lord can, as a standard action a number of times per day equal to his Wisdom modifier, manifest for an instant the divine aspect of Judge Enma that condemn a sinner to suffer for the eternity, forcing a creature of his choice that is a sinner within 30 ft. to make a Will saving throw (DC 10 + ½ inquisitor level + Wisdom modifier) or be send to to a Lower Plane of appropriate alignment (Hell for a Lawful creature, Abaddon for a Neutral creature, and the Abyss for a Chaotic creature) and sealed in them. If the creature fails this saving throw, he’s sent in a random place of that Plane and automatically subject to a supernatural imprisonment spell. A creature that succeed its save is instead staggered for a number of rounds equal to ½ the inquisitor level. Once a creature suffer this effect, regardless if it succeed or not the saving throw, it become immune to further use of damnation for 24 hours. Creatures sent to the Lower Planes in this way against their will find it difficult to return. Even if free from the imprisonment, all attempts by the creature to leave the Lower Plane fail unless the caster succeeds on a caster level check (DC 15 + the inquisitor level). In the case of naturally occurring portals between the planes, and other wondrous phenomena, the GM determines an appropriate caster level for the effect (typically between 15 and 20). The creature can attempt any given means of leaving the Lower Plane only once per day: all further attempts from the same source that day are treated as having the same result on the caster level check. The teleport effect is a conjuration (teleportation) effect and ignore any protection or effect that barren teleportation thanks of the divine energy that empower it (like a dimensional anchor or dimensional lock spell, the warp dimensions of a black magga, or the counterport ability of the archdevil Barbatos).
This replaces true judgment.
 

Attachments

  • enmadaiou.jpg
    enmadaiou.jpg
    245.2 KB · Views: 24
Last edited:

log in or register to remove this ad

I love the Giant Door Shield of Dark Souls 3

Two-Shield Specialist (Fighter/Legendary Fighter Archetype)

Alters weapon mastery; Replaces bonus feat of 1s, 2nd, 4th level, 6th, and 8th, bravery

Most warriors carry a shield to ward off danger. The Two-Shield Specialist carries two and turns both into instruments of war.
To outsiders, their fighting style appears cumbersome, even absurd: a fortress attempting to sprint across the battlefield. Yet those who underestimate these warriors rarely survive the lesson. With one shield crashing forward to break bones and shatter formations while the other intercepts blades, arrows, and spells, the Two-Shield Specialist embodies the principle that defense and offense are not opposites, but partners.
Through relentless training, these fighters learn to wield shields with the precision of master swordsmen. Tower shields become moving bulwarks capable of sealing corridors, protecting allies, creating momentary strongholds amid the chaos of battle, and even protect from fireballs. Every strike serves a defensive purpose, and every defensive maneuver creates an opportunity to strike back.
Veterans of this discipline are living siege engines and walking fortresses. They advance through storms of steel that would halt lesser warriors, battering foes aside with crushing shield blows while remaining all but untouchable behind layers of reinforced protection. Where other fighters seek the perfect weapon, the Two-Shield Specialist transforms the tools of defense into weapons worthy of legend.

Shield Specialist (Ex): At 1st level, a TSS gains Improved Shield Bash and Shield Focus as a bonus feats. A TTS count as having a Dexterity score of 19 (unless his true score is higher) for meet the prerequisites of any feats that have Shield Focus or Two-Weapon Fighting as a prerequisite.
This replaces the bonus feat of 1st level.

Two-Weapon Specialist: Starting at 2nd level, a TSS gains Two-Weapon Fighting as a bonus feat.
This replaces the bonus feat of 2nd level.

Tower Shield Specialization: At 4th level, the penalties to attack rolls for using a tower shield a TSS incur are reduced by 1, and he receives a +4 bonus to his CMD against attempts to sunder or disarm his tower shield.
In addition, he can use a tower shield to make a shield bash as if it were a heavy shield, though it deals 1d6 damage for a medium sized creature on a hit.
This replaces the bonus feat of 4th level.

Two-Shield: At 4th level, when wielding two shields, a TSS apply the shield bonus of both shields to his AC. If both shields provide an enhancement bonus to AC, he apply the higher enhancement bonuses in full as the primary shield and +1 enhancement bonus for the off-hand shield. The bonus of Shield Focus is applied only once.
In addition, he always add his full Strength bonus to damage rolls when making a shield bash. This ability counts as the Double Slice feat for the purpose of meeting feat prerequisites, but only when using a shield.
This replaces bravery.

Shield Weapon Training: A TTS gains access to a unique weapon group called “shield” that hold all the shield capable of shield bash. He must select that weapon group for weapon training and even later cannot select other ones (and cannot apply the bonus to others for a legendary fighter).
This alters weapon training.

Improved Tower Shield Specialization: At 6th level, the penalty to attack rolls for wielding a tower shield a TSS incur is reduced by an additional 1 (this stacks with the reduction from Tower Shield Specialization). Using his tower shield to grant himself total cover on an edge of his space becomes a move action, and he can spend an immediate action to change which side of his space he is defending. Also, he apply ½ his shied bonus to AC as a circumstance bonus to Reflex saves.
This replaces the bonus feat of 6th level.

Greater Tower Shield Specialization: At 8th level, if a TSS successfully hit at least one shield bash attack with his tower shield when making a full-attack action, he can use a swift action to grant himself total cover on one edge of his space. If he spend a move action to place his tower shield (with the Improved Tower Shield Specialization ability), he can choose two contiguous sides of his space to defend, rather than just one. Changing which side he is defending using the Improved Tower Shield Specialization feature changes both sides with the same action.
This replaces the bonus feat of 8th level.

Shield Mastery: The TTS does not select a weapon, he instead apply his weapon mastery to all shield bash attacks he made (or only apply to shield bash if a legendary fighter).
This alters weapon mastery.
 

Attachments

  • double shield.jpg
    double shield.jpg
    441.1 KB · Views: 22

Cute and little honey badger

Ratel CR 2

XP 600

TN Tiny animal

Init –1; Senses low-light vision, scent; Perception +5

DEFENSE

AC 14, touch 11, flat-footed 14 (–1 Dex, +3 natural, +2 size)

hp 15 (2d8+6)

Fort +6, Ref +2, Will +0

Defensive Abilities ferocity, poison resistance; DR 3/–; Immune fear

OFFENSE

Speed 30 ft., burrow 10 ft.

Melee bite +6 (1d4+2), 2 claws +5 (1d3+2)

Special Attacks blood rage

Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 14, Dex 9, Con 17, Int 2, Wis 11, Cha 10

Base Atk +1; CMB +1; CMD 10 (14 vs. trip)

Feats Power AttackB, Weapon Focus (bite)

Skills Intimidate +8, Perception +5; Racial Modifiers +8 to Intimidate

SQ aggressive

ECOLOGY

Environment warm plains

Organization solitary or pair

Treasure none

Aggressive (Ex)
The DC of all Handle Animal checks involving a honey badger increase by +10. This also applies to other skill checks made to influence the honey badger, such as those made for a druid's wild empathy class feature.

Poison Resistance (Ex)

A honey badger is partially immune to poison. When exposed to a poison effect, it makes saving throws as usual. If the save is failed or the effect has no saving throw, instead of suffering the normal effects of the poison, it will continue to go as nothing happen but after 1 hour it will fall asleep for 8 hours while its body purge the substance with no negative effect.



Dire Ratel CR 6

XP 4,800

TN Large animal

Init +6; Senses low-light vision, scent; Perception +14

DEFENSE

AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)

hp 68 (8d8+32)

Fort +10, Ref +8, Will +5

Defensive Abilities ferocity, poison resistance; DR 7/–; Immune fear

OFFENSE

Speed 30 ft., burrow 10 ft.

Melee bite +12 (1d8+6), 2 claws +11 (1d6+6)

Special Attacks blood rage

Space 10 ft.; Reach 5 ft.

STATISTICS

Str 23, Dex 14, Con 19, Int 2, Wis 17, Cha 16

Base Atk +6; CMB +13; CMD 25 (29 vs. trip)

Feats Improved Initiative, Power Attack, Vital Strike, Weapon Focus (bite)

Skills Intimidate +8, Perception +14; Racial Modifiers +8 to Intimidate

SQ aggressive

ECOLOGY

Environment warm plains

Organization solitary or pair

Treasure none

Aggressive (Ex)
The DC of all Handle Animal checks involving a dire honey badger increase by +10. This also applies to other skill checks made to influence the dire honey badger, such as those made for a druid's wild empathy class feature.

Poison Resistance (Ex)
A dire honey badger is partially immune to poison. When exposed to a poison effect, it makes saving throws as usual. If the save is failed or the effect has no saving throw, instead of suffering the normal effects of the poison, it will continue to go as nothing happen but after 1 hour it will fall asleep for 2 hours while its body purge the substance with no negative effect.

Dire Ratel as animal companion

STARTING STATISTICS

Size Medium; Speed 20 ft., burrow 5 ft.; AC +4 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 14, Dex 12, Con 15, Int 2, Wis 12, Cha 10; DR 1/–; Special Qualities aggressive (does not apply to its own druid), ferocity, low-light vision, poison resistance (as a ratel), scent, +4 on saves against fear effects and DC for Intimidate the companion.

7TH-LEVEL ADVANCEMENT
Size Large; Speed 30 ft., burrow 10 ft.; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; DR 3/–; Special Qualities blood rage, poison resistance (as a dire ratel), immune to fear.
 

Attachments

  • honey badger.jpg
    honey badger.jpg
    191.4 KB · Views: 13

A plant-based archetype for the druid inspired by the legendary druid circle of flora and my poison ivy

Plant Druid (Druid Archetype)

Replaces spontaneous casting, nature bond, nature sense, wild empathy, trackless step, resist nature’s lure, wild shape, poison immunity, a thousand face, timeless body

While most druids walk beside nature, the Plant Druid walks within it.
These strange wardens of the Green do not merely protect forests and groves, they become extensions of them. Their blood thickens into sap, their skin takes on the hue of moss and bark, and the whispers of leaves become as clear to them as mortal speech. To a Plant Druid, every vine is kin, every root remembers, and every flower bends toward the ancient pulse of life that slumbers beneath the world.
Plant Druids are gardeners of primal creation, capable of nurturing mundane flora into miraculous abundance or awakening ancient trees and creeping vines into sentient guardians. They cultivate living magical plants, raise deadly vegetal creatures from seed, and speak with forests as one might converse with trusted companions. Over time, their own bodies surrender to the inexorable call of the Green, becoming resilient, regenerative, and alien to ordinary mortal concerns.
In battle, a Plant Druid fights not as a beast-shifter, but as a living avatar of rampant vegetation. Thorned vines erupt from the earth to seize intruders, cruel barbs launch from bark-like flesh, and the wilderness itself seems eager to shield its chosen emissary. By the height of their power, Plant Druids transcend flesh entirely, becoming immortal beings of root and bloom whose souls may regrow from sacred seeds buried deep within hidden groves.
Civilizations often misunderstand these druids. Farmers may revere them as bringers of impossible harvests, while lumber barons and expanding kingdoms fear them as relentless defenders of untouched wilderness. Fey courts, shambling plant horrors, and ancient forest spirits alike recognize in them something uncanny: not merely a servant of nature, but one of nature’s own emerging intellects.
A Plant Druid may be a gentle caretaker who nurtures life wherever they wander, or a patient, inexorable force of overgrowth who believes the world rightfully belongs to the Green.

Green Empathy (Ex): This ability functions as the druid’s wild empathy, save that a plant druid can only use this ability on plant, plant creatures, and plant-like creatures. A plant druid also gains a bonus to Knowledge (nature) checks regarding plants and plant creatures equal to his druid level and can use his Wisdom modifier for modify such checks instead of Wisdom.
This replaces wild empathy.

Green Thumb (Su): A number of times per per day equal at his Wisdom modifier, as a standard action, a plant druid may cause a single, living, non magical plant that he touch and is no larger than an apple tree to grow and flower as though it had grown to its peak maturity in ideal conditions. A plant druid may have a number of plants augmented at once equal to twice his druid level. When a plant druid reach this limit and use the ability again, he can choose which previously augmented plant to end the effect on. Anything clipped or picked from the plant during this time remains and is unaffected when the plant reverts to its previous natural state. This ability has no effect on creatures of the plant type.
This replaces spontaneous casting.

Floral Bounty (Su): A plant druid gains Cultivate Magic Plants as a bonus feat except that cultivating a magical plant only takes him 1 day per 1,000 gp in the base price rather than 1 week per 1,000 gp in the base price. When he create a magic plant, a plant druid make the same choices that he would normally make when casting the spell. Whoever consumes the fruit of the magic plant is the target of the spell. In addition any fruit or clipping harvested from a magical plant the plant druid cultivated remains potent for 1 week before losing its magical properties rather than 1 day and can be kept potent by using magic such as gentle repose and similar effects. If the plant druid does not has access to a spell required for create a magic plant (like fireball for a Fireapple Tree), he can expend one druid spell prepared of the same level, this count as using the appropriate spell for craft the magic plants. If that specific spell has an expensive (more than 1 gp) material component, the plant druid must consume that when expanding that spell slot.
At 8th level, he also gains Grow Plant Creature as a bonus feat without the need to meet its prerequisites. Unlike the normal Grow Plant Creature, plant creatures cultivated by plant druid are true and not approximate copies (the seed of a cultivated assassin vine will generate more assassin vines), cultivating a creature only takes him 2 days per HD rather than 2 weeks per HD, and the awakening ritual has a 100% chance of success instead of only 50% as long it’s performed in a wilderness area. If the plant druid does not has access to a spell required for create a plant creature (like summon nature’s ally IV for an assassin vine), he can expend one druid spell prepared of the same level, this count as using the appropriate spell for craft the magic plants. If that specific spell has an expensive (more than 1 gp) material component, the plant druid must consume that when expanding that spell slot. He also use his ranks in Knowledge (nature) as his ranks in other skill prerequisites for craft plant creatures that are not Knowledge (nature), like a treant that require 4 ranks in Knowledge (geography or history).
This replaces nature bond.

Plantspeech (Ex): A plant druid is skilled in speaking with plants. He can speak with any plant, plant-type creature, or creature akin to a plant (even non-creature plants) or communicate with them as if he spoke their language if they don’t have one. With non-creature plants, this operates as the spell speak with plants, and most plants greet him with an attitude of friendly or helpful. This innate connection allows the plant druid to use Green Empathy with plants or plant creatures.
This replaces nature sense.

Greensight (Ex): Starting at 3rd level, a plant druid can see through thick plant matter as though it were transparent, with a range of 60 ft. Leaves, vines, greenery, and undergrowth offer no concealment to a plant druid’s sight, though solid wood still blocks his line of sight.
This replaces trackless step.

Resist’s Plant Allure (Ex): Starting at 4th level, a plant druid gains a +4 bonus on saving throws against extraordinary, spell-like abilities, and supernatural abilities of plants creatures and +8 against effects originated by non-creature plants and fungus. The +4 bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
This replaces resist nature’s lure.

Avatar of the Green (Ex/Su): At 4th level, a plant druid become more a plant than his previous type. On his body grow plants and in some cases even his skin change to green. From now on the plant druid counts as both his original creature type and the plant type for the purpose of effects targeting creatures by type, always using whichever type is more favorable to him. In addition, he gains a +2 racial bonus on saving throws against mind-affecting effects, a +1 bonus to his existing natural armor as well as DR 3/slashing.
Starting at 8th level, a plant druid can extend up to 2 thorny vines from the ground to attack foes. These act as primary natural melee attacks that deal bludgeoning and piercing damage and have a reach of 15 ft. (damage 1d8 + Strength of the plant druid plus grab) A plant druid cannot use this ability if he is not standing on soft ground or if he is not in the vicinity (at least 30 ft.) of lush vegetation. Those vines can grab creatures up to Large size but because the vines are connected to the ground and not the plant druid, he does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining his grapple while grappling with them (but the grappled creature does not move with him). This vines are a supernatural ability.
Starting at 10th level, a plant druid can spew up to 2 thorns from his body. Such thorns are ranged attacks with a range increment of 60 ft. (damage 1d6 + Strength of the plant druid) A creature damaged by a plant druid’s thorn moves at half speed and can’t take 5-foot steps, until the target or another creature pulls out the thorn as a full-round action that provokes attacks of opportunity. Those thorns can grab creatures up to Large size. This thorns are a supernatural ability.
Starting at 14th level, a plant druid can extend now up to 4 thorny vines, their damage increase to 2d8, their reach to 30 ft., and can grab creatures up to Huge size.
Starting at 15th level, the limitless wellspring of life the collective plant life of the universe provides has made the plant druid incredibly resilient. His type change to plant with all the immunities (unless his type is construct or undead, in that case in remain unchanged) and gains immunity to disease and negative energy (or positive energy if he is undead or have the negative energy racial trait). The plant druid can, once per year, spend 1 week growing a rejuvenating seed. Cultivating a rejuvenating seed’s requires a sacrifice of blood (causing 2d6 points of Constitution damage) and 2,500 gp of rare components. If the plant druid die while his full growth rejuvenating seed exist, he fully regrows from this plant in 10 days (treat as a reincarnate spell with a spell level equal to ½ his druid level that always restore the character to his previous race [a half-elf is always reincarnate as a half-elf] and work even if he is killed with a death effect). The plant druid can have only one rejuvenating seed at any one time. Because of the nature of this ability, it activate even if he die of old age, restoring the creature in a young adult body after 10 days.
Starting at 18th level, a plant druid can spew up to 6 thorns from his body, their damage increase to 2d6, and their range increment increase to 60 ft. Also, he can now extend up to 6 thorny vines and their damage increase to 3d8.
At 20th level, a plant druid is respected or even feared by the plants. No creature with the plant type or is plant-like with an Intelligence of 2 or lower willingly attacks a plant druid unless magically compelled to or if the plant druid attacks it first. A plant druid can attempt to demoralize creatures in the appropriate category as a swift action, making an Intimidate check. This ability works even if they are normally immune to the effect.
A plant druid may also make a special green empathy check on a plant creature as a full-round action, DC 10 + the HD of the target creature. If the creature is currently in combat with the plant druid or his allies, the DC increases by 5. If the green empathy check succeeds, the creature is dominate per the dominate monster spell if it fail a Will save DC 10 + ½ plant druid’s druid level + his Wisdom modifier. He may also affect creatures of other types that are plant-like in nature with an Intelligence of 2 or lower. The duration for the effect is 1 day and affects the creature even if they are normally immune to such an effect. When the spell expires, the target has their disposition lowered by two steps as they know on some level that they were dominated.
Finally when in a natural area with foliage present, the plants whisper to the plant druid and grant him an insight bonus to his AC equal to his Wisdom bonus. This bonus is lost in areas where plant life is not present in large quantities (typically the case for desert, underground, or urban locales).
This replaces wild shape and timeless body.

Plants Awaken (Sp): Starting at 9th level, when a plant druid cast awaken as a druid spell, it work on all type of plants (not only trees), and he automatically succeed his Will save. The new plant Constitution score is equal to 10 +4 for every size above medium (10 for Medium and Small plants). The plant cannot gain stone, metal or other CP based on a material type. The plant cannot gain construction flaws.
This replaces poison immunity.

One with the Green (Ex): At 13th level, while in direct sunlight, a plant druid gains fast healing 5 and can regenerate lost limbs by spending 8 hours in direct sunlight. He can be sustained with only 1 gallon of water and 2 hours of light a day without suffering from starvation.
This replaces a thousand faces.
 

Attachments

  • Poison_Ivy_Vol_1_26_Textless.jpg
    Poison_Ivy_Vol_1_26_Textless.jpg
    332.4 KB · Views: 7
Last edited:

Varang (Cleric Archetype)


Alters deity, spellcasting; Replaces channel energy, domain and domain slots, spontaneous spellcasting

In lands where the earth breathes smoke and the horizon trembles with distant thunder, there walk the varangs: clerics not of gentle faith, but of relentless flame. These devotees do not merely revere fire; they embody its hunger, its fury, and its inexorable will. Bound to deities of burning dominion, a varang sees the world not as it is, but as it will one day become: reduced to ash, reforged in heat, and purified in destruction.
Where other clerics channel divine grace or healing, the varang relinquishes such comforts. Her prayers are not for mercy, but for ignition. Every spell she weaves carries the spark of annihilation, drawn from an expanded litany of fire magic that answers her call as readily as breath. Flame bends to her instinct, answering not through careful preparation, but through raw, spontaneous invocation, an ever-present inferno waiting to be unleashed.
Her body, too, is remade in the image of her patron. The searing kiss of heat does not harm her; choking ash does not slow her steps. She walks unhindered across volcanic stone, through choking fumes, and even into the molten heart of the world itself. Fire does not merely spare her, it welcomes her. As she grows in power, the flames that would consume others instead cradle her, until she stands as a being untouched by heat, a living avatar of the inferno.
Yet the varang is not only a vessel, but a conduit. Through her, divine fire takes shape not just in spells, but in raw elemental force. With a gesture, she unleashes blasts of living flame, as though the primal energies of creation itself had answered her devotion. Her eyes pierce smoke and magma alike, seeing clearly where others would be blinded, her gaze reflecting the eternal blaze she serves.
At the height of her power, a varang becomes something more than mortal: a herald of catastrophe. With time and focus, she can call down devastation on a scale that reshapes the land itself: storms of fire that scour life from the surface, or the birth of a volcano where none stood before. Such acts are not mere displays of power, but sacred rites: expressions of a faith that sees destruction not as an end, but as a necessary prelude to rebirth.

Fire Lord: A varang must worship a deity with the Fire domain.

Diminished Spellcasting: A varang gains one fewer spell of each level than normal. If this reduces the number to zero, she can cast spells of that level only if her Wisdom score is high enough to grant bonus spells of that level.
This alters spellcasting and replaces spontaneous spellcasting.

Ash and Embers: A varang does not gains merely the fire domain: she gains power over it. She adds all the spells with the [fire] descriptor to her cleric spell list. If the spell compare in multiple spell lists, use the lowest level.
This replaces domain and domain spell slots.

Cinderwalk (Ex): A varang ignores the effects of a hot environment as if using endure elements and can move through any sort of solid volcanic terrain (such as ash, cooled lava, or volcanic rock) at her normal speed and without taking damage or suffering any other impairment and can breath volcanic gases and smoke without penalty. The varang ignores fire damage from being near heat sources and touching heated surfaces (but not from immersion). At 3rd level she gains resistance to fire 10. At 7th level she gains resistance to fire 20 and also ignores fire damage from immersion and can breathe and swim while submerged in lava and magma as for a swim speed of 60 ft. At 11th level she gains resistance to fire 30. At 20th level she gains immunity to fire.

Fire Dominion (Su): A varang gains the kinetic blast ability (fire blast only) and the basic pyrokinesis talent of a kineticist. For both this effects the varang use her cleric level as her kineticist level. She does not gains any other kineticist class feature like the ability to gain burn, wild talents, infusions, or composite blasts. If the varang later take level as a kineticist, her cleric level stack with her kineticist level but only if the first selected element is fire. A varang must be able to present her holy symbol to use this ability.
This replaces channel energy.

Fire Vision (Ex): Starting at 4th level, a varang’s can see perfectly in smoky conditions (such as those created by pyrotechnics) and through fire, lava or magma (even those generated by a wall of fire or wall of magma spells). She is also immune to the dazzled condition and to blindness caused by bright light. Starting at 7th level, a varang can move through a wall of lava spell without the need to make the Strength check or spend any additional actions: she merely pass through as if it was not there.

Lady of Fire (Ex): At 12th level, a varang’s abilities are more adept at striking through any defenses. The varang’s fire damage (including one caused with her spells) ignore a value of fire resistance and hardness the target may have equal to her class class level. The Fire Commander’s fire damage treat a creature or object immunity to heat or fire as resistance 30 (which is not further reduced). The varang can choose to not ignore a creature immunity or resistance to fire (like her own Cinderwalk).
Also, any creature or object slay or destroy by the fire damage of the varang is disintegrated, leaving behind only a trace of fine ash. A disintegrated creature’s equipment is unaffected.

Invoke Disaster (Sp): At 20th level, a varang can once per week with one minute of concentration use mavin’s create volcano or rain of fire as a spell-like ability with a caster level equal to her cleric level (see below). Should the varang attempt to use rain of fire, the sky fills more and more with swirling clouds of ash and glowing embers that cover the sun during the minute of concentration. Should the varang attempt to use mavin’s create volcano, the ground vibration and heating up builds up during the minute of concentration, eventually becoming deafening one round before activating. After using this ability, the varang becomes exhausted. A successful DC 30 Fortitude save leaves the varang fatigued rather than exhausted.

Mavin’s Create Volcano

School
conjuration [creation, earth, fire]; Level 10

CASTING

Casting Time

Components

EFFECT

Range 10 miles/level

Area 1 mile/level



Duration 1 year (D)

Saving Throw no; Spell Resistance no

DESCRIPTION

The casting of the spell would produce an earthquake in the effect’s area. With a week, ash and steam would be seen pouring through the earth. With a month, a complete, erupting volcano would be present until the spell end.


Rain Of Fire

Equivalent Spell Level:
10th.

Evocation [Fire]

Components:

Casting Time:

Range: 2 miles

Area: 2-mile-radius spread

Duration: 20 hours

Saving Throw: Reflex negates (see text)

Spell Resistance: Yes

This spell summons a swirling thunderstorm that rains fire rather than raindrops down on everything within a two-mile radius on the selected point. Everything caught unprotected or unsheltered in the flaming deluge takes 1 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves.

Link Image
 

Attachments

  • varang.jpg
    varang.jpg
    97.4 KB · Views: 7

Recent & Upcoming Releases

Remove ads

Top