[URBIS] New Epic Prestige Class: Archetypical Beings [LONG]

Jürgen Hubert

First Post
From my homebrew setting:

Archetypical Being [Epic Prestige Class]

Some of the mightiest spellcasters and pschics find way of transcending their human limitations and become entities that are more forces of nature than mortal beings. The exact form of these "archetypical forms" varies, but they all have in common that they are physically powerful and highly magical. Each archetype goes through nine metamorphosis rituals that physically change the character and make him shed his mortal nature like a snake sheds its skin. After the ninth metamorphosis ritual, the character has reached the archetype's final form and is soon after challenged by the Guardian of the Threshold, an otherworldly entity with terrifying powers. Those who manage to defeat it - the minority - recieve the spark of divinity and become demipowers. Those who loose to it are obliterated utterly.
There can only be one being at a time who can represent a single archetype. As a result, would-be archetypical beings often try to attack the current holder of this title. This causes archetypical beings to either shun human civilisation, or to live there in magical disguise. For while they can usually easily defeat any challenger, the constant distraction from their quest for divinity can be quite annoying.
Hit Dice: d4

Requirements
To qualify becoming an archetypical being, a character must fulfill all the following requirements:
Knowledge (Arcana): 25 ranks
Spellcasting/Psionics: Ability to cast 9th level spells or manifest 9th level psionic powers
Special: No other entity may represent the archetype that the character is trying to become. If there already is such an archetypical being out there, it must be slain first - though not neccessarily by the character wishing to become the archetype.
Additional prerequisites can be found in the entries for the individual archetypes.

Class skills:
The archetypical being class skills (and the key abilities for each skill) are Alchemy (Int), Concentration (Con), Knowledge (all skills, taken individually) (Int), Scry (Int, exclusive skill), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier

Class Features:
All of the following are features of the archetypical being prestige class:
Weapon and Armor Proficiency: Archetypical beings gain proficiency with any natural attacks they gain during a metamorphosis ritual. They gain no other weapon and armor proficiencies.
Spells per Day: An archetypical being continues training in magic as well as in its quest for divinity. Thus, at every second level of the archetypical being prestige class it gains, the character gains new spells per day as if she had also gained a level in a spellcasting class it belonged to before she added the prestige class. It does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking un_dead, metamagic or item creation feats, and so on). This essentially means that it adds half the level (rounded down) of archetypical being to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly. For pyschic characters, the manifester level can be increased in an equivalent way.
Metamorphosis Feat: Every uneven level (1st, 3rd, 5th, etc.) in the archetypical being prestige class, the character recieves a "virtual feat" from a list which depends on the specific archetype in question. This feat does not start to come into play immediately - instead, they need to be triggered by the next metamorphosis ritual (see below). Once the ritual is completed, the feats function normally. All normal prerequisites for spells still apply.
In addition to the feats listed under the individual archetypes, all archetypical beings can choose the Extended Life Span epic feat as a metamorphosis feat.
Metamorphosis Ritual: Once the character has accumulated one or more metamorphosis feats that haven't manifested themselves yet, he can cast a metamorphosis ritual as long as it has done the neccessary research. The exact nature of this research varies depending on the campaign and archetype in question, but should always be lengthy and potentially dangerous - in short, it should provide plenty of opportunities for adventures. Good starting points for research are characters who have gone through this or other metamorphosis rituals before.
Once the research is complete, the archetypical being can cast the ritual. This takes a number of days equal to the number of the current metamorphosis ritual - if it is the character's first ritual, it will take one day, if it is the second ritual, it will take two days, and so on. This ritual must not be disturbed under any circumstances, or the magical energies will consume the character and kill it. Prudent archetypical beings withdraw to isolated demiplanes or similar remote locales for this reason.
Once the ritual is complete, the character's physical form will change to make it resemble the archetypical form. Broad guidelines are given in the individual archetype descriptions, but the DM is encouraged to further detail and individualize the descriptions, especially to represent the various metamorphosis feats the character has taken. An archetypical being that takes the Armor Skin or Damage Reduction feats, for example, might gain thick armor scales all over its body. All the metamorphosis feats accumulated since the last metamorphosis ritual become activated at this point.
The character also grows one size cateogry after each third ritual (in other words, after the 3rd, 6th, and 9th ritual). This changes the character's Str, Dex, Con, Natural Armor, and size modifiers to AC and attacks as on the table on page 12 of the Monster Manual (and the Massive Damage Threshold, if the DM uses the optional "Death from Massive Damage Based On Size" rule from page 66 in the Dungeon Master's Guide).
Note that these transformations will eventually make some actions - like disguising oneself, or using equipment made for humans - next to impossible without the aid of magic. The DM sets the exact penalties for such actions.
After the 9th ritual, the character is challenged by the Guardian of the Threshold. The exact nature and powers of this entity are left up to the DM (and indeed, these powers might vary over time), but it should represent a terrifying challenge to the archetypical being, and the duel can potentially devastate entire landscapes. Those who are defeated by the Guardian are destroyed beyond any hope of ressurection, even with the aid of wishes. Those who defeat the Guardian become demipowers (they gain divine rank 1, to use the terms of Deities and Demigods). Unless the DM has access to Deities and Demigods and is willing to allow the character remain in play as an actual deity, the character is retired and becomes an NPC under the control of the DM.


Sample Archetypes

The following examples are just some of the possible archetypes, and DMs are encouraged to come up with new ones. The entries follow this format:
Description: How the character will look like after the 9th metamorphosis ritual. All rituals will change the character in some way towards this ideal.
Prerequisites: Any neccessary prerequisites in addition to those common to all archetypical beings.
Metamorphosis Feats: The list of metamorphosis feats available to the archetype.
Metamorphosis Rituals: The physical changes that happen to the character after each ritual. This list is not exhaustive - the DM is encouraged to come up with new effects that are purely cosmetic. If the archetype gains any natural attacks, use the table "Dragon Attacks" on page 61 of the monster manual to figure out the base damage according to the size of the character and the type of the attack.
Special: Any additional rules that apply to the archetype


Ice Demon

Description: The Ice Demon is a large, fur-covered humanoid of bestial appearance
Prerequisites: Must be able to cast at least four of the following spells: air walk, cone of cold, control weather, control winds, gust of wind, hallucinatory terrain, ice storm, misdirection, onscuring mist, otiluke's freezing sphere, sleet storm, solid fog, wall of ice, whirlwind, wind wall.
Metamorphosis Feats: Damage Reduction, Endurance, Energy Resistance (ice only), Epic Endurance. Epic Fortitide, Epic Skill Focus (Jump), Epic Speed, Epic Toughness, Fast Healing, Great Constitution, Great Strength, Improved Low-Light Vision, Legendary Leaper, Mighty Rage, Penetrate Damage Reduction, Permanent Emanation, Ruionous Rage, Run, Self-Concealment, Terrifying Rage, Thunderin Rage.
Metamorphosis Rituals: 1st: The character grows fur all over his body. Its type changes to "monstrous humanoid".2nd: The character gains two claw attacks. 3rd: The character gains a bite attack. 2nd to 9th: The character grows larger, and its body becomes more fur-coverd and bestial in appearance.
Special: The Ice Demon recieves Hide, Jump, and Move Silently as class skills.
The Ice Demon can take the Epic Speed Feat without meeting the Dexterity prerequisite.
The Ice Demon can take the Self-Concealment feat without meeting the normal prerequisites. This effect manifests as a cloud of whirling snow that obscure its form (this effect can be dismissed at will, but then the Ice Demon looses the concealment bonus).

Nightstalker

Description: The Nightstalker is a dark cloud with glowing red eyes that is roughly shaped like a humanoid.
Prerequisite: Must be undead.
Metamorphosis Feats: Bane of Enemies, Blinding Speed, Damage Reduction, Epic Dodge, Epic Reflexes, Epic Skill Focus (Hide), Epic Skill Focus (Move Silently), Epic Speed, Fast Healing, Great Smiting, Improved Aura of Despair, Improved Combat Reflexes, Improved Darkvision, Improved Death Attack, Improved Sneak Attack, Improved Spell Resistance, Lingering Damage, Negative Energy Burst, Self-Concealment, Spectral Strike, Undead Mastery, Unholy Strike, Widen Aura of Despair, Zone of Animation.
Metamorphosis Rituals: 3rd: The character gains two claw attacks, if it didn't had any before. 1st to 9th: The character's "skin" (or whatever equivalent it has) gradually becomes darker and more fog-like.
Special: The Nightstalker recieves Hide, Move Silently, and Tumble as class skills.
The Nightstalker can take any Metamorphosis Feats without having the prerequisite Constitution (if there is such a prerequisite).

Tatzelwurm

Description: The Tatzelwurm is a hideous many-legged serpent with a large, fanged mouth.
Prerequisites: Ability to cast at least five of the following spells: Antilife shell, antipathy, barkskin, bull's strength, contagion, eyebite, fear, mage armor, poison, scare, stinking cloud, stoneskin.
Metamorphosis Feats: Armor Skin, Damage Reduction, Devastation Critical (bite attack only), Dire Charge, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Toughness, Epic Weapon Foculs (bite attack only), Epic Weapon Specialization (bite attack only), Fast Healing, Great Constitution, Great Strength, Improved Aura of Despair, Improved Darkvision, Improved Low-Light Vision, Mighty Rage, Penetrate Damage Reduction, Perfect Health, Ruinous Rage, Terrifying Rage, Thundering Rage.
Metamorphosis Rituals: 1st: The neck and arms lengthen, and the character gains a noticeable "hunchback" appearance. The character's type changes to "dragon". 2nd: The character's teeth become fangs, and it gains a bite attack. It develops a second pair of legs that give it a centauroid appearance. 3rd: The character develops another pair of legs, and its hands are now useable as feet as well. It can still use them as hands and use items with them, but this becomes uncomfortable after a short time. The character's posture is now fully horizontal. 4th: The character has now up to 10 pairs of legs. Its arms have changed into another pair of legs, rendering the hands useless. Its legs become shorter, and the body becomes rounder and hangs closer to the ground. 5th-9th ritual: The Tatzelwurm develops more and more pairs of legs, and its body becomes longer, rounder, and closer to the ground.

Thunderbird

Description: The Thunderbird is an extremely large bird of prey constantly sheathed in sparks of electricity.
Prerequisites: Ability to cast at least three of the following spells: Air walk, call lightning, chain lightning, control weather, control winds, fly, lightning bolt, whirlwind, wind walk.
Metamorphosis Feats: Alertness, Blinding Speed, Combat Reflexes, Deafening Song, Deflect Arrows, Dexterous Fortitude, Dexterous Will, Energy Resistance (electricity only), Epic Dodge, Epic Reflexes, Epic Skill Focus (Spot), Epic Skill Focus (Tumble), Epic Speed (flight only), Exceptional Deflection, Great Dexterity, Improved Combat Reflexes, Infinite Deflection, Permanent Emanation, Reflect Arrows, Self-Concealment, Superior Initiative, Uncanny Accuracy.
Metamorphosis Rituals: 1st: Mouth and nose elongate. Legs shorten in proportion to the rest of the body. The character's type changes to "magical beast". 2nd: Any body hair turns into feathers. 3rd: The character's mouth and nose transform into a beak, and it gains a bite attack. The body becomes feathered everywhere. 4th: The arms transform into wings and allow the character to fly at a speed of 30 ft. (clumsy). 5th: The character's feet transform into talons, and it gains to claw attacks. 6th: The flight speed improves to 60 ft. (poor). The hands are lost in the wings, and become unuseable. 7th-9th ritual: All hints of an originally humanoid appearance are gradually lost.
Special: The Thunderbird recieves Spot and Tumble as class skills.
The Thunderbird can take the Deafening Song epic feat without meeting the normal prerequisites. Its effective class level for this feat is its bard level (if any), plus its level in Thunderbird.
The Thunderbird can take the Epic Speed feat without having the Run feat, but its effects apply to flight only.
The Thunderbird can take the Deflect Arrows, Exceptional Deflection, Infinite Deflection, and Reflect Arrows feats without having the Improved Unarmed Strike feat.
The Thunderbird can take the Self-Concealment feat without meeting the normal prerequisites. This effect manifests as a cloud of electrical sparks that obscure its form (this effect can be dismissed at will, but then the Thunderbird looses the concealment bonus).

Comments? Suggestions? Is this too powerful/too weak?


(Oh, and three bonus points for anyone who can guess what inspired me to this prestige class... ;) )
 

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