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vRP Secret Santa 23: Trogg

Dec 31st, 2022 (edited)
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  1. Archetype: A variant take on Gloomblade but not for Fighter. Apply the same general sorta gist but make it appropriate to a class of your choice.
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  3. Ironwood Armorist (Shifter Archetype)
  4. Modifies: Weapon and Armor Proficiency
  5. Replaces: Shifter Aspect, Shifter Claws, Wild Shape, Shifter's Fury, Chimeric Aspect, Greater Chimeric Aspect, Final Aspect
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  7. Weapon and Armor Proficiency:
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  9. An Ironwood Armorist is proficient with all simple and martial weapons. This ability alters the Shifter’s weapon and armor proficiency.
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  11. Verdant Weapon (Su):
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  13. Upon taking their first level of Shifter, an Ironwood Armorist transmutes a heartwood claw in place of one of their arms. An Ironwood Armorist can grow a weapon made of verdurous plant matter and ironwood in their heartwood claw as a move action. This can take the form of any melee weapon with which they are proficient. An Ironwood Armorist can have only one Verdant Weapon in existence at a time; creating a new Verdant Weapon causes an existing Verdant Weapon to wither and vanish.
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  15. At 3rd level, the Verdant Weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels an Ironwood Armorist has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.
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  17. At 7th level, an Ironwood Armorist can create (and maintain) two Verdant Weapons at a time as a move action; if they do, each weapon has an enhancement bonus 1 lower than normal. If an Ironwood Armorist creates only one weapon, it gains a weapon special ability of their choice (chosen upon creation); the ability must be valid for the Verdant Weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious.
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  19. At 11th level, an Ironwood Armorist’s Verdant Weapons each gain their full enhancement bonus if they create two weapons. If an Ironwood Armorist creates only one Verdant Weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The Ironwood Armorist can now choose from the list of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.
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  21. At 15th level, an Ironwood Armorist’s Verdant Weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If an Ironwood Armorist creates only one Verdant Weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The Ironwood Armorist adds brilliant energy, dancing, and speed to the options they can choose as weapon special abilities for their Verdant Weapon.
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  23. This replaces Shifter Aspect, Chimeric Aspect, Greater Chimeric Aspect, and Final Aspect.
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  25. Nature's Panoply (Ex):
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  27. At 1st level, an Ironwood Armorist can count Verdant Weapons as a type of weapon for the purpose of feats such as Weapon Focus.
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  29. At 9th level, whenever an Ironwood Armorist creates one or more Verdant Weapons, they can apply any one of the following effects (chosen upon creation) to one of them:
  30. • During the Ironwood Armorist’s turn, they can increase their reach with that weapon by 5 feet.
  31. • The Ironwood Armorist can increase a thrown Verdant Weapon’s range increment (if any) by 20 feet.
  32. • When they hit a foe with a melee attack with the weapon, they can use it to perform a reposition combat maneuver against the creature hit as a swift action. This does not provoke attacks of opportunity.
  33. • Attacks made with the weapon ignore hardness equal to or less than the Ironwood Armorist’s Shifter level.
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  35. For every 4 levels they have beyond 9th, an Ironwood Armorist can apply an additional effect to their Verdant Weapons, to a maximum of three effects at 17th level; these effects can be split between multiple Verdant Weapons as an Ironwood Armorist desires, but they don’t stack with themselves.
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  37. This replaces Shifter Claws.
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  39. Lignification (Su):
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  41. At 5th level, an Ironwood Armorist can lignify their limbs into heartwood and become rooted to the spot for a number of rounds per day equal to 12 + their Constitution modifier. For each level after 5th they possesses, the Ironwood Armorist can lignify for 2 additional rounds per day. Temporary increases to Constitution do not increase the total number of rounds that an Ironwood Armorist can lignify per day. An Ironwood Armorist can lignify as a free action but must be standing on the ground to use this ability. The total number of rounds of Lignification per day is renewed after resting for 8 hours, although these hours need not be consecutive.
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  43. While in Lignification, an Ironwood Armorist gains a +2 bonus on melee and thrown weapon attack rolls, melee and thrown weapon damage rolls, and Will saving throws. An Ironwood Armorist gain a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while in Lignification. In addition, they gain a +2 bonus to Armor Class and gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage and disappear when Lignification ends. While in Lignification, an Ironwood Armorist cannot move from their current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry him). If they enter Lignification while on a moving vehicle they do not control (such as a wagon or ship), they can maintain the Lignification even if the vehicle moves.
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  45. An Ironwood Armorist can end their Lignification as a free action and is fatigued after lignifying for a number of rounds equal to the number of rounds spent in the Lignification. An Ironwood Armorist can’t enter a new Lignification while fatigued or exhausted, but can otherwise lignify multiple times per day. If an Ironwood Armorist falls unconscious, their Lignification immediately ends.
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  47. This replaces Wild Shape.
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  49. Overgrowth (Su):
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  51. At 6th level, an Ironwood Armorist can imbue their heartwood claw with life energy as a swift action, allowing them to create Verdant Weapons more easily. While this effect is active, they can create new Verdant Weapons as a free action. This does not increase the number of Verdant Weapons they can maintain at a single time.
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  53. An Ironwood Armorist can use Overgrowth for a number of rounds per day equal to their Shifter level plus their ranks in Knowledge (Nature). These rounds need not be consecutive.
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  55. This replaces Shifter's Fury.
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  59. _____________________________________________________________________________________________________________________________________
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  61. Drow have a significantly lower sense of personal space compared to international norms. It is a common practice for friends to greet each other with a kiss upon the lips, holding hands while walking down the street, and unprompted - often lavish - gift giving. Public displays of affection between partners are so commonplace that even a Cimiquean kiss would go uncommented upon. On a related note, the Cimiquean kiss is a practice started by followers of Snykyl when she yet resided in Cimique - the association with the typically haughty Cimiquean Elves is a subject of great exasperation, often prompting them to declare that they would not act so lewdly. The Drow's low interpersonal boundaries have caused significant issues when interacting with other cultures due to differing standards. Spichtiglasfabriek has outlawed public handholding, carrying a 350gp fine if discovered. An international incident occurred in Fagia when a high-ranking Darrow official had kissed a Fagian diplomat upon the lips, prompting public accusations of infidelity and a subsequent murder attempt by the Fagian's wife that caused much embarrassment to both nations.
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