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<blockquote data-quote="Obly99" data-source="post: 9570787" data-attributes="member: 7035194"><p>I found the archetype <a href="https://www.d20pfsrd.com/classes/3rd-party-classes/legendary-games/legendary-cleric/machinist-priest-legendary-cleric-archetype/" target="_blank">Machinist Priest</a> 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!</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Machine Priest (Cleric Archetype)</span></strong></p><p></p><p><strong>Replaces</strong> channel energy, spontaneous spellcasting, domains and domains slots</p><p></p><p>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.</p><p></p><p><strong>Deity</strong>: If the machine priest worship a deity, he must follow a deity of technology.</p><p></p><p><strong>Constructs Command (Su):</strong> 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.</p><p>This alters channel energy.</p><p></p><p><strong>Deus Ex Machina:</strong> A machine priest can lose a prepared cleric spell to cast any spell of the same level or lower from the following list.</p><p></p><p>1st-<em>technomancy</em></p><p></p><p>2nd–<em>make whole</em></p><p></p><p>3rd-<em>discharge</em></p><p></p><p>4th–<em>greater make whole</em></p><p></p><p>5th–<em>fabricate</em></p><p></p><p>6th-<em>control construct</em></p><p></p><p>7th-<em>memory of function</em></p><p></p><p>8th-<em>greater instant summons</em></p><p></p><p>9th–<em>wish</em></p><p></p><p>This replaces spontaneous casting.</p><p></p><p><strong>Machine Empathy (Ex):</strong> 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.</p><p></p><p><strong>Machine Crafter (Ex):</strong> 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 an artificial intelligence, a construct, or a technological equipment (like Craft (armor) or Craft (weapons) of an Iron Golem, Craft (mechanical) for a robot, or a Knowledge (engineering) for a cureall or a cybernetic arm), for use them (like implanting a cybernetic arm), and for identify them. 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 craft an artificial intelligence using Craft Robot, but the base price is 15,000 gp x AI CR, consider the base DC of Craft as 15 + AI CR (minimum 21). Because only 2 standard AI are written in PF1e (Analyst and Security AI), the player and DM’s are encouraged to collaborate for create new AI with new abilities suited for their CR and intended role. A newly crafted AI is installed on a simple technological item similar to a flash drive. It must first be installed into a robot or structure for being useful.</p><p>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).</p><p>This replaces domains and domains slots.</p><p></p><p><strong>The Flesh is Weak (Ex):</strong> 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.</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">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.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>4th:</em> Darkvision 60 feet and low-light vision.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>6th:</em> No longer needs to eat, sleep or breathe.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>8th:</em> Not subject to fatigue, exhaustion, or nonlethal damage. If he had any regeneration, it is downgraded to fast healing.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>10th:</em> Immunity to poison, disease and sleep effects.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>12th:</em> Immunity to paralysis and stunning.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>14th:</em> Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>16th:</em> Immunity to death effects, energy drain and necromancy effects.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>18th:</em> Not subject to ability damage or ability drain.</p> </li> </ul><p>If he’s already a full construct, instead his maximum hit points increase by 5 every time this upgrade is gained.</p><p></p><p><strong>Living Construct (Ex):</strong> 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).</p><p>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.</p><p>If the machine priest was originally a creature with a soul before becoming a robot, he gains the spirit within ability:</p><p></p><p><em>Spirit Within (Ex)</em></p><p>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 <em>astral projection</em>, <em>clone</em>, <em>magic jar</em>, and <em>soul bind</em>—can affect the machine priest. No other necromantic effects affect the machine priest, and he is still immune to death effects.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9570787, member: 7035194"] I found the archetype [URL='https://www.d20pfsrd.com/classes/3rd-party-classes/legendary-games/legendary-cleric/machinist-priest-legendary-cleric-archetype/']Machinist Priest[/URL] 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! [CENTER][B][SIZE=7]Machine Priest (Cleric Archetype)[/SIZE][/B][/CENTER] [B]Replaces[/B] 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. [B]Deity[/B]: If the machine priest worship a deity, he must follow a deity of technology. [B]Constructs Command (Su):[/B] 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. [B]Deus Ex Machina:[/B] A machine priest can lose a prepared cleric spell to cast any spell of the same level or lower from the following list. 1st-[I]technomancy[/I] 2nd–[I]make whole[/I] 3rd-[I]discharge[/I] 4th–[I]greater make whole[/I] 5th–[I]fabricate[/I] 6th-[I]control construct[/I] 7th-[I]memory of function[/I] 8th-[I]greater instant summons[/I] 9th–[I]wish[/I] This replaces spontaneous casting. [B]Machine Empathy (Ex):[/B] 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. [B]Machine Crafter (Ex):[/B] 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 an artificial intelligence, a construct, or a technological equipment (like Craft (armor) or Craft (weapons) of an Iron Golem, Craft (mechanical) for a robot, or a Knowledge (engineering) for a cureall or a cybernetic arm), for use them (like implanting a cybernetic arm), and for identify them. 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 craft an artificial intelligence using Craft Robot, but the base price is 15,000 gp x AI CR, consider the base DC of Craft as 15 + AI CR (minimum 21). Because only 2 standard AI are written in PF1e (Analyst and Security AI), the player and DM’s are encouraged to collaborate for create new AI with new abilities suited for their CR and intended role. A newly crafted AI is installed on a simple technological item similar to a flash drive. It must first be installed into a robot or structure for being useful. 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. [B]The Flesh is Weak (Ex):[/B] 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. [LIST] [*][LEFT]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.[/LEFT] [*][LEFT][I]4th:[/I] Darkvision 60 feet and low-light vision.[/LEFT] [*][LEFT][I]6th:[/I] No longer needs to eat, sleep or breathe.[/LEFT] [*][LEFT][I]8th:[/I] Not subject to fatigue, exhaustion, or nonlethal damage. If he had any regeneration, it is downgraded to fast healing.[/LEFT] [*][LEFT][I]10th:[/I] Immunity to poison, disease and sleep effects.[/LEFT] [*][LEFT][I]12th:[/I] Immunity to paralysis and stunning.[/LEFT] [*][LEFT][I]14th:[/I] Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).[/LEFT] [*][LEFT][I]16th:[/I] Immunity to death effects, energy drain and necromancy effects.[/LEFT] [*][LEFT][I]18th:[/I] Not subject to ability damage or ability drain.[/LEFT] [/LIST] If he’s already a full construct, instead his maximum hit points increase by 5 every time this upgrade is gained. [B]Living Construct (Ex):[/B] 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: [I]Spirit Within (Ex)[/I] 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 [I]astral projection[/I], [I]clone[/I], [I]magic jar[/I], and [I]soul bind[/I]—can affect the machine priest. No other necromantic effects affect the machine priest, and he is still immune to death effects. [/QUOTE]
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