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<blockquote data-quote="Obly99" data-source="post: 9802560" data-attributes="member: 7035194"><p>An archetype based on Doctor Octopus of Spider-Man. I have take inspirations from this 2 subclasses of the artificier for 5e. <a href="https://www.reddit.com/r/UnearthedArcana/comments/rrtjhs/artificer_octoperior_high_eight/" target="_blank">1</a> <a href="https://homebrewery.naturalcrit.com/share/fcxB94PFXWCX" target="_blank">2</a></p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Octoperior (Alchemist Archetype)</span></strong></p><p></p><p><strong>Alters</strong> class skills, weapon and armor proficiencies; <strong>Replaces</strong> alchemy, mutagen, throw anything, bomb, poison resistance, poison use, swift poisoning, poison immunity, persistent mutagen, grand discovery</p><p></p><p style="text-align: right">“<em>Why rely on fallible flesh when superior steel can obey your every command?”</em></p><p></p><p>The octoperior is a master of mechanical genius and technological obsession — a visionary who believes that perfection lies not in alchemy’s unstable mutagens or bombs, but in cold precision and engineered power. Where other alchemists wield vials and poisons, the octoperior builds wonders of steel and circuitry, extending his will through an array of intelligent mechanical arms.</p><p>Driven by a need for control and the perfection of his craft, an octoperior blurs the line between man and machine. His creations serve not only as tools, but as an extension of his very body — each joint, claw, and servo moving in perfect synchronicity with his mind. Some octoperiors are brilliant inventors seeking to push mortal limits, while others descend into madness, believing their creations are the only true path to greatness.</p><p>In battle, the octoperior becomes a terrifying whirlwind of metal and intellect. His arms strike and grasp with inhuman speed, carrying him across walls and ceilings as easily as the ground. In his workshop, he is an unparalleled craftsman — capable of building constructs, cybernetics, and artificial intelligences with terrifying efficiency. The octoperior’s mind is his forge, and his inventions are his children.</p><p>Where the traditional alchemist sees the mutagen as the pinnacle of self-improvement, the octoperior sees it as crude and unstable. True evolution, he believes, is achieved not through chemistry, but through engineering — by merging the mechanical with the biological until the two are indistinguishable.</p><p></p><p><strong>Role:</strong> Octoperiors excel as battlefield controllers and crafters of advanced technology. Their mechanical limbs grant them reach, mobility, and grappling prowess, while their unmatched crafting abilities let them create and modify constructs, cybernetics, and even artificial intelligences. Whether as a calculating villain, a visionary technologist, or a reluctant inventor consumed by his own creations, the octoperior brings intellect and innovation to both combat and creation.</p><p></p><p><strong>Class Skills:</strong> An octoperior removes Knowledge (nature) and Survival from his class skills and replaces them with Knowledge (engineering).</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> An octoperior is automatically proficient in simple weapons and all technological weapons, armors and shields. He is not competent in bombs or normal light armor.</p><p>This alters the alchemist’s normal weapon and armor proficiencies.</p><p></p><p><strong>Mechanical Arms:</strong> Instead of infusions and bombs, an octoperior craft for himself a harness which has four tentacle-like arms attached to it. The arms provide the following additional benefits:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">These mechanical arms cannot be removed, count as a part of his body (and thus cannot be sundered), and are fully under the octoperior control and cannot be concealed except with magic or bulky clothing. The arms do not give the octoperior any extra attacks or actions per round, though the arms can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The mechanical arms can manipulate or hold items as well as the octoperior’s original arms. The mechanical arms do not have their own “hand” and “ring” magic item slots. The reach of the mechanical arms is the one of octoperior as if he were one size larger (10 ft. usually for a Medium octoperior).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">As long at least 2 mechanical arms are free his land speed increase by 5 ft. and gains a climb speed of 30 ft. He can climb any vertical surface or even traverse ceiling with ease and never has to attempt Climb checks to avoid falling as a result of taking damage.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Each mechanical arm can carry up to a number of pounds equal to 25 times his alchemist level.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">The mechanical arms give a single primary melee slam attack (1d6 damage for a Medium octoperior) with the grab ability to the octoperior as long one of them is not holding anything. The octoperior can use his Intelligence for the attack and damage rolls of this slam instead of his Strength (including to his CMB and CMD for grapple made with the mechanical arms or escape them). At 6th, 12th, and 18th levels the octoperior can make an additional slam attack with them during a full-attack action as long he has the appropriate numbers of free mechanical arms.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">An octoperior does not gain the grappled condition if he grapples a foe with his mechanical arms nor incur the –20 penalty to maintain the grapple using only his mechanical arms. An octoperior does not suffer penalty for grappling multiple creatures at the same time with his mechanical arms and make a single grapple check and apply the result against the CMD of all the grappled foes when maintaining the grapple.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">The damage his arms deal increases when he reach 5th level (1d8), 11th level (2d6), and 17th level (2d8). This damage is for a Medium octoperior.</p> </li> </ul><p>This replaces alchemy, bomb, and persistent mutagen.</p><p></p><p><strong>Machine Crafter (Ex):</strong> An octoperior’s skills in crafting are legendary. He gains Craft Cybertech, Craft Construct, Craft Robot, Craft Pharmaceutical, Craft Technological Arms and Armor, Craft Technological Item, and Technologist as a bonus feats without the need to meet their prerequisites.</p><p>An octoperior use his alchemist class level as his caster level for meet the prerequisites of crafting construct and always count as having access to cybernetics, graviton, medical, military, nanotech, production, and robot labs at maximum charges for the purpose of crafting.</p><p>He also gains access to a unique Craft skill: Craft (technology). An octoperior 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. An octoperior 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. An octoperior 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>An octoperior 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 mutagen and throw anything.</p><p></p><p><strong>Eureka!:</strong> An octoperior is uniquely capable of crafting items. At 2nd level, he adds ½ his alchemist level to all Craft checks and one Profession skill (chosen at second level).</p><p>This replaces poison resistance, poison use, and poison immunity.</p><p></p><p><strong>Giving Yourself a Hand (Ex):</strong> At 6th level, having extra limbs makes all the difference. An octoperior can travel through difficult terrain as if it were normal as long at least 2 mechanical arms are free. The reach for his mechanical arms increase to the one of octoperior as if he were two size larger (15 ft. usually for a Medium octoperior), however he can only make attacks of opportunity with the arms against creatures within the previous range increment of the arms (10 ft. usually for a Medium octoperior). Additionally, the octoperior can still control his mechanical arms even if he’s knocked unconscious.</p><p>This replaces swift poisoning.</p><p></p><p><strong>Techno Lord (Ex):</strong> At 20th level, the octoperior reach for his mechanical arms increase to the one of octoperior as if he were three size larger (20 ft. usually for a Medium octoperior), however he can only make attacks of opportunity with the arms against creatures within the previous range increment of the arms (15 ft. usually for a Medium octoperior). He may now craft technological artifacts like extinction wave device and powered armor, but the process for crafting such items is long, difficult, and unique to each item. Forging an artifact could require rare and unique materials, visits to other planes, communication with gods, fire from the heart of an active volcano, or any number of special prerequisites.</p><p>This replaces grand discovery.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Feats</span></strong></p><p></p><p><strong>Adaptive Servo-Array</strong></p><p><strong>Prerequisites:</strong> Alchemist 6th level, Mechanical Arms class feature.</p><p><strong>Benefit:</strong> Your mechanical arms evolve to respond fluidly to your thoughts, granting you superior versatility in combat and utility.</p><p>You may configure your arms as a standard action into one of three modes:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Combat Mode:</em> You gain a +2 bonus on attack rolls with your mechanical arms’ slam attacks and the reach at which you can make attacks of opportunity with your arms become equal to the full reach of the arms.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Defense Mode</em>: You gain a +2 shield bonus to AC, and your mechanical arms can attempt to deflect one ranged attack per round (as the Deflect Arrows feat).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Utility Mode:</em> Your arms gain fine manipulation capability, allowing you to perform Dex-based and Int-based skills checks plus Use Magic Device checks with a +4 competence bonus.</p> </li> </ul><p>The mode functions for as long as the Octoperior wishes to maintain that configuration.</p><p></p><p><strong>Improved Adaptive Servo-Array</strong></p><p><strong>Prerequisites:</strong> Alchemist 11th level, Adaptive Servo-Array.</p><p><strong>Benefit:</strong> You can now change configuration as a move action and can have two of them active at the same time.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9802560, member: 7035194"] An archetype based on Doctor Octopus of Spider-Man. I have take inspirations from this 2 subclasses of the artificier for 5e. [URL='https://www.reddit.com/r/UnearthedArcana/comments/rrtjhs/artificer_octoperior_high_eight/']1[/URL] [URL='https://homebrewery.naturalcrit.com/share/fcxB94PFXWCX']2[/URL] [CENTER][B][SIZE=7]Octoperior (Alchemist Archetype)[/SIZE][/B][/CENTER] [B]Alters[/B] class skills, weapon and armor proficiencies; [B]Replaces[/B] alchemy, mutagen, throw anything, bomb, poison resistance, poison use, swift poisoning, poison immunity, persistent mutagen, grand discovery [RIGHT]“[I]Why rely on fallible flesh when superior steel can obey your every command?”[/I][/RIGHT] The octoperior is a master of mechanical genius and technological obsession — a visionary who believes that perfection lies not in alchemy’s unstable mutagens or bombs, but in cold precision and engineered power. Where other alchemists wield vials and poisons, the octoperior builds wonders of steel and circuitry, extending his will through an array of intelligent mechanical arms. Driven by a need for control and the perfection of his craft, an octoperior blurs the line between man and machine. His creations serve not only as tools, but as an extension of his very body — each joint, claw, and servo moving in perfect synchronicity with his mind. Some octoperiors are brilliant inventors seeking to push mortal limits, while others descend into madness, believing their creations are the only true path to greatness. In battle, the octoperior becomes a terrifying whirlwind of metal and intellect. His arms strike and grasp with inhuman speed, carrying him across walls and ceilings as easily as the ground. In his workshop, he is an unparalleled craftsman — capable of building constructs, cybernetics, and artificial intelligences with terrifying efficiency. The octoperior’s mind is his forge, and his inventions are his children. Where the traditional alchemist sees the mutagen as the pinnacle of self-improvement, the octoperior sees it as crude and unstable. True evolution, he believes, is achieved not through chemistry, but through engineering — by merging the mechanical with the biological until the two are indistinguishable. [B]Role:[/B] Octoperiors excel as battlefield controllers and crafters of advanced technology. Their mechanical limbs grant them reach, mobility, and grappling prowess, while their unmatched crafting abilities let them create and modify constructs, cybernetics, and even artificial intelligences. Whether as a calculating villain, a visionary technologist, or a reluctant inventor consumed by his own creations, the octoperior brings intellect and innovation to both combat and creation. [B]Class Skills:[/B] An octoperior removes Knowledge (nature) and Survival from his class skills and replaces them with Knowledge (engineering). [B]Weapon and Armor Proficiency:[/B] An octoperior is automatically proficient in simple weapons and all technological weapons, armors and shields. He is not competent in bombs or normal light armor. This alters the alchemist’s normal weapon and armor proficiencies. [B]Mechanical Arms:[/B] Instead of infusions and bombs, an octoperior craft for himself a harness which has four tentacle-like arms attached to it. The arms provide the following additional benefits: [LIST] [*][LEFT]These mechanical arms cannot be removed, count as a part of his body (and thus cannot be sundered), and are fully under the octoperior control and cannot be concealed except with magic or bulky clothing. The arms do not give the octoperior any extra attacks or actions per round, though the arms can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The mechanical arms can manipulate or hold items as well as the octoperior’s original arms. The mechanical arms do not have their own “hand” and “ring” magic item slots. The reach of the mechanical arms is the one of octoperior as if he were one size larger (10 ft. usually for a Medium octoperior).[/LEFT] [*][LEFT]As long at least 2 mechanical arms are free his land speed increase by 5 ft. and gains a climb speed of 30 ft. He can climb any vertical surface or even traverse ceiling with ease and never has to attempt Climb checks to avoid falling as a result of taking damage.[/LEFT] [*][LEFT]Each mechanical arm can carry up to a number of pounds equal to 25 times his alchemist level.[/LEFT] [*][LEFT]The mechanical arms give a single primary melee slam attack (1d6 damage for a Medium octoperior) with the grab ability to the octoperior as long one of them is not holding anything. The octoperior can use his Intelligence for the attack and damage rolls of this slam instead of his Strength (including to his CMB and CMD for grapple made with the mechanical arms or escape them). At 6th, 12th, and 18th levels the octoperior can make an additional slam attack with them during a full-attack action as long he has the appropriate numbers of free mechanical arms.[/LEFT] [*][LEFT]An octoperior does not gain the grappled condition if he grapples a foe with his mechanical arms nor incur the –20 penalty to maintain the grapple using only his mechanical arms. An octoperior does not suffer penalty for grappling multiple creatures at the same time with his mechanical arms and make a single grapple check and apply the result against the CMD of all the grappled foes when maintaining the grapple.[/LEFT] [*][LEFT]The damage his arms deal increases when he reach 5th level (1d8), 11th level (2d6), and 17th level (2d8). This damage is for a Medium octoperior.[/LEFT] [/LIST] This replaces alchemy, bomb, and persistent mutagen. [B]Machine Crafter (Ex):[/B] An octoperior’s skills in crafting are legendary. He gains Craft Cybertech, Craft Construct, Craft Robot, Craft Pharmaceutical, Craft Technological Arms and Armor, Craft Technological Item, and Technologist as a bonus feats without the need to meet their prerequisites. An octoperior use his alchemist class level as his caster level for meet the prerequisites of crafting construct and always count as having access to cybernetics, graviton, medical, military, nanotech, production, and robot labs at maximum charges for the purpose of crafting. He also gains access to a unique Craft skill: Craft (technology). An octoperior 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. An octoperior 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. An octoperior 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. An octoperior 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 mutagen and throw anything. [B]Eureka!:[/B] An octoperior is uniquely capable of crafting items. At 2nd level, he adds ½ his alchemist level to all Craft checks and one Profession skill (chosen at second level). This replaces poison resistance, poison use, and poison immunity. [B]Giving Yourself a Hand (Ex):[/B] At 6th level, having extra limbs makes all the difference. An octoperior can travel through difficult terrain as if it were normal as long at least 2 mechanical arms are free. The reach for his mechanical arms increase to the one of octoperior as if he were two size larger (15 ft. usually for a Medium octoperior), however he can only make attacks of opportunity with the arms against creatures within the previous range increment of the arms (10 ft. usually for a Medium octoperior). Additionally, the octoperior can still control his mechanical arms even if he’s knocked unconscious. This replaces swift poisoning. [B]Techno Lord (Ex):[/B] At 20th level, the octoperior reach for his mechanical arms increase to the one of octoperior as if he were three size larger (20 ft. usually for a Medium octoperior), however he can only make attacks of opportunity with the arms against creatures within the previous range increment of the arms (15 ft. usually for a Medium octoperior). He may now craft technological artifacts like extinction wave device and powered armor, but the process for crafting such items is long, difficult, and unique to each item. Forging an artifact could require rare and unique materials, visits to other planes, communication with gods, fire from the heart of an active volcano, or any number of special prerequisites. This replaces grand discovery. [CENTER][B][SIZE=7]Feats[/SIZE][/B][/CENTER] [B]Adaptive Servo-Array Prerequisites:[/B] Alchemist 6th level, Mechanical Arms class feature. [B]Benefit:[/B] Your mechanical arms evolve to respond fluidly to your thoughts, granting you superior versatility in combat and utility. You may configure your arms as a standard action into one of three modes: [LIST] [*][LEFT][I]Combat Mode:[/I] You gain a +2 bonus on attack rolls with your mechanical arms’ slam attacks and the reach at which you can make attacks of opportunity with your arms become equal to the full reach of the arms.[/LEFT] [*][LEFT][I]Defense Mode[/I]: You gain a +2 shield bonus to AC, and your mechanical arms can attempt to deflect one ranged attack per round (as the Deflect Arrows feat).[/LEFT] [*][LEFT][I]Utility Mode:[/I] Your arms gain fine manipulation capability, allowing you to perform Dex-based and Int-based skills checks plus Use Magic Device checks with a +4 competence bonus.[/LEFT] [/LIST] The mode functions for as long as the Octoperior wishes to maintain that configuration. [B]Improved Adaptive Servo-Array Prerequisites:[/B] Alchemist 11th level, Adaptive Servo-Array. [B]Benefit:[/B] You can now change configuration as a move action and can have two of them active at the same time. [/QUOTE]
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