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tyrants grasp archetypes

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Feb 21st, 2019
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  1. ARCHETYPES AND CLASS FEATURES The following archetypes and class features are common among those who traffic with denizens of the Boneyard or manage to receive training from its inhabitants.
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  3. GRAveslinGeR (GunslinGeR ARcheType)
  4. Graveslingers craft signature bullets to hunt down wandering undead. With this infused ammunition, they can take on the most resilient spectral foes with ease.
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  6. Deeds: A graveslinger gains the following deeds.
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  8. Ghostbane Shot (Ex): At 1st level, once per day by spending 10 minutes to combine mundane ammunition with a mixture of grave dirt and powdered bone, the graveslinger can prepare a number of special bullets equal to her graveslinger level plus her Wisdom modifier (minimum 1). When attacking incorporeal undead, these bullets are treated as if they had the ghost touch special ability. These bullets function only for the graveslinger, and if not fired within 24 hours, the bullets become inert, losing their ghost touch special ability. This deed replaces the deadeye deed.
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  10. Ectoplasmic Anchor (Su): At 7th level, an incorporeal undead creature hit by one of the graveslinger’s ghostbane shots becomes infused with ectoplasm, interfering with its defenses and mobility. The creature must succeed at a Will save (DC = 10 + half the graveslinger’s level + the graveslinger’s Wisdom modifier) or become semicorporeal for 1 round. A semicorporeal creature takes half damage (50%) from nonmagical attack forms, and it takes full damage from magic weapons, spells, spell-like effects, and supernatural effects. During this time, it cannot enter or pass through solid objects. This deed replaces the startling shot deed.
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  12. Undead Hunter (Ex): At 11th level, the graveslinger’s ghostbane shots are treated as if they also had the undead bane special ability. This deed replaces the bleeding wound deed.
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  14. Staggering Shot (Ex): At 15th level, when a graveslinger confirms a critical hit against an undead creature with one of her ghostbane shots, the creature is staggered for 1 round. This deed replaces the menacing shot deed.
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  16. Supernatural Awareness (Ex): At 4th level, the graveslinger gains Blind-Fight as a bonus feat. Additionally, as long as she has 1 grit point, she can always act in surprise rounds that are triggered by haunts and incorporeal undead, even if she fails to notice them. This replaces the bonus feat gained at 4th level.
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  21. soul shepheRd (monk ARcheType) Whether studying at the feet of psychopomps or merely imitating the creatures’ philosophy and methods, soul shepherds believe in safeguarding the Cycle of Souls.
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  23. Calming Strike (Su): As an immediate action after hitting an incorporeal undead creature with an unarmed strike, a soul shepherd can attempt to calm the creature, encouraging it to move peacefully to the next stage of its metaphysical journey. The target must succeed at a Will save (DC = 10 + half soul shepherd’s level + the soul shepherd’s Wisdom modifier) or be calmed, as calm spiritOA, for 1 minute. The soul shepherd can use this ability against a haunt by making a touch attack against an AC of 10 + the haunt’s CR. A haunt does not receive a saving throw against this ability, but the ability’s duration changes to concentration + 1 round, up to 1 round per level. A soul shepherd can use this ability a number of times per day equal to his soul shepherd level. This replaces stunning fist.
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  25. Otherworldly Resilience (Ex): At 2nd level, a soul shepherd gains DR 2/adamantine, cold resistance 5, and electricity resistance 5. At 9th level, this improves to DR 5/adamantine, cold resistance 10, and electricity resistance 10. This replaces evasion and improved evasion.
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  27. Spirit Sense (Su): At 12th level, a soul shepherd can spend 1 point from his ki pool as a swift action to grant himself the ability to notice, locate, and distinguish between living and undead creatures within 30 feet, just as if he had a psychopomp’s spiritsense ability (Pathfinder RPG Bestiary 4 308) for a number of rounds equal to his Wisdom modifier (minimum 1). This replaces abundant step. (For the unchained monk from Pathfinder Unchained, this replaces the ki power gained at 12th level.)
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  29. Yamaraj’s Judgment (Sp): At 15th level, a soul shepherd can spend 1 point from his ki pool as a standard action to attempt to free an enslaved soul from an effect that is imprisoning it, such as soul bind or trap the soul. This functions as a targeted dispel magic spell with a caster level equal to the soul shepherd’s level. He can spend an additional ki point when he activates this ability to gain a +4 bonus on the caster level check. If the soul is held prisoner by a creature or a non-spell effect, the soul shepherd frees it if his caster level check result is at least 11 + the creature or effect’s CR. This replaces quivering palm. (For the unchained monk from Pathfinder Unchained, this ability is gained at 16th level and replaces the ki power gained at 16th level.)
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  33. ReApeR (oRAcle mysTeRy) Oracles with the reaper mystery strive to quiet restless souls, end lives, and send souls to their final reward.
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  35. Deities: Achaekek, Groetus, Pharasma.
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  37. Class Skills: An oracle with this mystery adds Intimidate, Perception, Stealth, and Survival to her list of class skills.
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  39. Bonus Spells: Chill touch (2nd), calm spiritOA (4th), sands of timeUM (6th), purge spiritOA (8th), slay living (10th), undeath to death (12th), destruction (14th), horrid withering (16th), wail of the banshee (18th).
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  41. Revelations: An oracle with the reaper mystery can choose from any of the following revelations.
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  43. Death’s Embrace (Su): You gain Improved Grapple as a bonus feat, even if you do not meet its prerequisites. Once per round when you succeed at a grapple combat maneuver check, you can deal 1d6 points of negative energy damage to the target of your grapple. This damage increases by 1d6 at 5th level and every 5 levels thereafter, to a maximum of 5d6 at 20th level.
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  45. Haunt Channeler (Su): You gain the medium’s haunt channeler class feature (Pathfinder RPG Occult Adventures 31) with an effective medium level equal to your oracle level –2. You must be at least 5th level to select this revelation.
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  47. Moral Crisis (Su): As a standard action, you can target a living creature within 30 feet of you, reminding it of its moral failings. The target must succeed at a Will save or be staggered for a number of rounds equal to your oracle level. The target can attempt a new saving throw at the end of each of its turns to end this effect. This is a mindaffecting emotion effect.
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  49. Obliterate Memory (Sp): As a standard action, you can target a creature within 30 feet and eliminate all memory of an event the target experienced, as modify memory. A target can attempt a Will save to negate this effect. In addition, you can cause an account of the memory erased by this ability to appear on a blank page of any book you are carrying. You can use this ability once per day, plus one additional time per day at 15th level. You must be at least 11th level to select this revelation.
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  51. Pale Horse (Sp): You can summon a phantom steed, as the spell, to serve you for a number of hours per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments. You must be at least 5th level to select this revelation.
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  53. Return to Dust (Su): You call upon the inexorable ravages of time and entropy to damage an object or undead creature within 30 feet, dealing 1d6 points of damage per 2 oracle levels you have, ignoring hardness and damage reduction. If used against an undead creature or an object in another creature’s possession, the undead creature or the creature possessing the object can attempt a Reflex saving throw to halve the damage. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
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  55. Spectral Spells (Su): You gain Ectoplasmic SpellAPG as a bonus feat. In addition, once per day, you can cast a spell with the Ectoplasmic Spell metamagic feat as a standard action that does not increase the level of the spell. You can use this ability one additional time per day at 7th level and every 4 levels thereafter.
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  57. Spirit Touch (Su): As a standard action, you can touch one weapon to grant it the ghost touch special ability for a number of rounds equal to your Charisma modifier. At 11th level, you can spend two uses of this ability to grant it the ghost touch and undead bane special abilities. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
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  59. Terminal Aura (Su): You gain an aura with a 10-foot radius; any creature within that has fewer than 0 hit points but is stable must succeed at a Will save or be affected by the spell bleed. A dying creature within range of this aura does not receive a Constitution check to stabilize unless it succeeds at a Will save, but it can still be healed as normal. A creature with fast healing or regeneration must also succeed at a Will save every round or that ability does not function for 1 round. You can suppress and resume this aura as a free action. You must be at least 11th level to select this revelation.
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  61. True Death (Su): Those slain by your spells or by one of your attacks that deals negative energy becomes more difficult to bring back from the dead. Spellcasters attempting to bring such a creature back from the dead using raise dead or similar magic must succeed at a caster level check with a DC equal to 15 + your oracle level or the spell fails and the material component is wasted. A successful casting of remove curse (DC = 10 + your oracle level) before attempting to bring the creature back from the dead suppresses this effect for 1 minute.
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  65. BARBARiAn RAGe poWeRs The following rage powers are available to any barbarian or skald who meets their prerequisites. Barbarians who select the psychopomp totem seek to guide souls to their last rest.
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  67. Inured to the Dead: Once per rage, when the barbarian fails a saving throw against an effect created by an undead creature, she can reroll the saving throw. She must use the second result, even if it is worse. This does not require spending an action. A barbarian must be at least 4th level to select this rage power.
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  69. Psychopomp Totem: The first time each round a creature with regeneration or fast healing is struck by the barbarian while she is raging, the creature must succeed at a Will save (DC = 10 + half the barbarian’s level + the barbarian’s Strength modifier) or that ability is suppressed for 1 round. A barbarian must have the lesser psychopomp totem rage power and be at least 6th level to select this rage power.
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  71. Psychopomp Totem, Greater: While raging, the barbarian can detect and locate undead creatures within 30 feet, just as if it had the blindsight ability, and any weapons she wields are treated as if they had the ghost touch special ability. A barbarian must have the psychopomp totem rage power and be at least 10th level to select this rage power.
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  73. Psychopomp Totem, Lesser: While raging, the barbarian gains a +1 deflection bonus to AC against the attacks of undead creatures and a +1 bonus on saving throws against death effects, diseases, and poisons. This bonus increases by 1 for each psychopomp totem rage power she has, excepting this one.
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  75. Spiritual Awareness: While raging, the barbarian’s dodge bonus to AC from trap sense applies against attacks made by incorporeal creatures. The barbarian must have trap sense to select this ability.
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  77. Unrestrained Rage: While raging, the barbarian is immune to paralysis. If the barbarian is targeted by an effect that would cause her to become paralyzed, she can enter a rage as an immediate action, as long as she still has rounds of rage remaining. A barbarian must be at least 12th level to select this rage power.
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