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d20 - Pathfinder - Avenger Archetypes.

Posted by ArkrimFor group 0
Arkrim
GM, 102 posts
Tue 8 Apr 2014
at 06:00
  • msg #1

d20 - Pathfinder - Avenger Archetypes

Random thoughts. Needs some work.


IRON MAGUS - Magus Archetype [IRON MAN]
Some magi are not bound to magical blades or rings, but to a suit of powerful armor...

http://www.d20pfsrd.com/classes/base-classes/magus

Take the Bladebound and Soul Forger Magus archetypes and combine them. Then make the following adjustments to it:
  • Armor-bound: Force both the "arcane bond item" and "blackblade" to be a suit of medium or heavy armor that includes gauntlets, greaves and helmet instead of the normal options. The "spell combat" and "spellstrike" restrictions of the Soul Forger apply to the gauntlets of the armor (and greaves if they use an unarmed strike to kick). Any time they use an effect to improve the hardness, hit points, saving throws or AC of their armor, it applies to their gauntlets, greaves and helmet as well (and any other magic item in those slots gains the benefits as well). The magus can normally don this armor in one-fifth the normal time without any penalties. In addition, the magus starts with light, medium and heavy armor proficiency at 1st level as well as the ability to cast magus spells normally without spell failure while wearing such armor. If the armor is made of mithril, it is still treated as one size lighter but the base armor itself must be medium or heavy to apply this ability.
    -"Black blade strike" instead of normal functions, applies only to the suit's gauntlets.
    -"Energy attunement" instead of normal functions, allows the iron magus to grant themselves 5 resistance until the end of their next turn instead of damage.
    -"Teleport blade" instead of normal functions, allows the magus to instantly don the armor as a standard action (if medium) or full-round action (if heavy).
    -"Lifedrinker" functions normally but does not require the death of a creature but instead requires the destruction of a magic item with a caster level equal to half your magus level or greater. Conjured items, summoned items and single-use items (like scrolls and potions) do not count.
  • Skills: Lose Ride and Swim class skills and gain Disable Device and Knowledge (engineering) class skill.
  • Spell List: Remove all Necromancy and Enchantment spells and force all Transmutation spells that target creatures to be "self only" spells (personal instead of target creature). Then add all Evocation spells from the sorcerer/wizard spell list to the Magus' spell list to get the Iron Magus spell list.




THUNDERLORD - Paladin Archetype [THOR]
The asgardians have protected the realms for many ages. Many of the greatest heroes master the powers granted to them by their herald and patron deity, Thor. They emulate his powers and combat prowess hoping to achieve glory in battle.

http://www.d20pfsrd.com/classes/core-classes/paladin

LOSE
  1. Detect Evil
  2. Channel Energy
  3. All divination, [acid], [fire], [good], [healing], [earth] and [law] spells on the Paladin spell list
  4. Special Mount (if selected)
  5. Lay on Hands
  6. Heal & Sense Motive class skills
  7. Smite Evil


GAIN
  1. Detect Elementals/Outsiders/Undead
  2. Elemental Channel (air/earth only) (as a Stonelord Paladin but in reverse)
  3. Add the following to Paladin spell list: endure elements, jump, levitation, fly, phantom mount, energy resistance, protection from energy and all druid spells of appropriate level that have the [Air], [Cold], [Electricity] or [Sonic] descriptor (excluding those that also have [acid], [fire] or the other descriptors previously removed).
  4. Gain bonus domain as a druid giving up their animal companion (if selecting special mount)
  5. Storm Touch: Functions as an anti-paladin's Touch of Corruption except that instead of negative energy damage it deals electricity damage and you can't choose Diseased or Poisoned from the Cruelties list. In addition, you can use it to heal creatures with the [air] subtype that are naturally immune to electricity (not just immune by a temporary effect).
  6. Fly & Knowledge (planes) class skills
  7. Gain some of the following abilities as a Storm Druid: http://www.d20pfsrd.com/classe...chetypes/storm-druid
    You gain both Windwalker and Stormvoice at 1st level. At 2nd level, you gain Cold, Electricity and Sonic resistance equal to half your thunderlord level. At 7th level you gain the native outsider subtype, at 10th level you gain the air subtype and at 13th level you gain Stormlord. At 16th and 19th level, you gain a bonus feat from the following list: Thunderous Blows, Throw Anything, Word of Thunder, Power Attack, Channel Force, Airy Step, Cloud Gazer, Elemental Jaunt, Improved Vital Strike, Inner Breath, Vital Strike, Wings of Air. Starting at 7th level, thunderlords are treated as both a sylph and aasimar for the purposes of these feats (even if they select them from other sources).

An adamantine +1 shocking returning warhammer is a must for the stormlord (as well as the Throw Anything feat).

NEW FEATS
Thunderous Blows: (requires Str 13, Cha 13, Martial Weapon Proficiency with any one-handed melee weapon, bab +8) Functions as Elemental Fist feat except it can only do electricity or sonic damage but it can transfer the damage directly through any melee weapon you wield. Thunderlords and stormdruids can select this feat without having to meet the BAB requirement and treat their thunderlord level as monk levels for the purposes of this feat. A weapon loses the benefits the instant it is separated from you. If it is a returning weapon, it does not lose these benefits when thrown as a thrown weapon but does lose them if it is separated from you for more than 1 round.

Word of Thunder: (Cha 13, Storm Touch class feature) You may use Storm Touch as a ranged touch attack with a range of 30 feet. When used this way, it deals half the normal number of damage die but otherwise functions normally.



UNSTOPPABLE HULK - Barbarian Archetype [HULK]
Some barbarians are seemingly normal and intelligent at first glance, but take rage to a whole new level when they lose it.

You must select Invulnerable Rager archetype and combine this archetype with it to get the Unstoppable Hulk archetype. You must have at least 15 Strength and 15 Constitution at 1st level to even take this archetype.

http://www.d20pfsrd.com/classes/core-classes/barbarian

LOSE
  1. Martial Weapon Proficiency feats
  2. Armor Proficiency feats
  3. Normal Rage Power options.


GAIN
  1. Unarmed strike and AC bonus as a monk of equivalent level and Catch Off-guard and Throw Anything as bonus feats.
  2. Weakling Form: Whenever you are not raging, you take a penalty to Strength and Constitution equal to your current score - 10 so that your Strength and Constitution scores are always 10 while you are not raging (though you use your normal Con score to determine your daily rounds of rage per day). In exchange, you gain a morale bonus to Intelligence equal to your Strength penalty and a bonus to Wisdom equal to your Constitution penalty (but only while not raging). You lose hit points temporarily from the Con loss. You also gain skill points appropriately from the Int boost as if wearing a headband of vast intelligence but only if you do not rage for at least 24 hours. In addition, while you are not raging, lose your class bonus to all barbarian skills and gain a class bonus to skills as if you were an alchemist instead. You lose your fast movement, invulnerable barbarian damage reduction and energy resistance while in weakling form. However, while in any form, you gain fast healing equal to half your barbarian level while you are at less than half your normal HP (but not while fatigued or exhausted).
  3. Rage Power options are restricted to the following: Beast Totem, Bestial Climber, Bestial Leaper, Bleeding Blow, Body Bludgeon, Clear Mind, Come and Get Me, Crippling Blow, Energy Resistance, Fearless Rage, Flesh Wound, Ground Breaker, Greater Ground Breaker, Hurling, Lesser Hurling, Greater Hurling, Greater Energy Resistance, Increased Damage Reduction, Internal Fortitude, Intimidating Glare, Knockback, Knockdown, Overbearing Advance, Powerful Blow, Raging Leaper, Raging Swimmer, Reckless Abandon, Regenerative Vigor, Renewed Vigor, Renewed Vitality, Roused Anger, Smasher, Sprint, Strength Surge, Swift Foot, Terrifying Howl and the new rage power options listed below.


Great Leap: (requires Raging Leaper) While raging you gain Great Leap as a 6th level monk but use your barbarian level instead of your monk level to determine the bonus. In addition, as a swift action, you can expend 4 rounds of rage to grant you a +20 bonus to jump checks for 1 round.

Great Speed: (requires Swift Foot) While raging your Swift Foot speed bonus increases to +10 feet when you charge or overrun. In addition, you can spend 4 rounds of rage to add an additional +20-foot increase to your base speed for 1 round (stacking with fast movement and swift foot).

Hulking Size (Su): (requires Powerful Build and Barbarian 6) When you begin a rage, you may choose to grow in size by 1 category as if by the Enlarge Person spell gaining all the normal benefits of the spell for the duration of the rage. If you do this, each round of rage you remain in hulking form consumes two of your daily rage rounds instead of just one. This is a supernatural effect.

Earthquake (Su): (requires Greater Ground-breaker and Barbarian 16) Once per day, while raging, you can use the Earthquake spell as a supernatural ability but your range is limited to your melee reach. Your effective caster level is equal to your barbarian level.

Powerful Build: While raging and subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. These benefits stack with the effects of powers, abilities, and spells that change the subject's size category.



HAWKEYE and BLACK WIDOW can easily be recreated with various possible Ranger or Rogue archetypes. CAPTAIN AMERICA an be recreated as a Shield Fighter with some social feats or a Paladin that has devoted all his feats to shield-fighting. A large adamantine +1 bashing returning shield is a must for the captain (as are the Throw Anything, Improved Unarmed Strike, Improved Shield Bash feats).
This message was last edited by the GM at 18:49, Sun 14 June 2015.
Arkrim
GM, 103 posts
Tue 8 Apr 2014
at 06:01
  • msg #2

Re: d20 - Pathfinder - Avenger Archetypes



Unstoppable Hulk - Barbarian Archetype [HULK]
Some barbarians are seemingly normal and intelligent at first glance, but take rage to a whole new level when they lose it.

LOSE
  1. Martial Weapon Proficiency feats
  2. Armor Proficiency feats
  3. Normal Rage Power options.
  4. You must select Invulnerable Rager archetype and combo this archetype with it.


GAIN
  1. Unarmed strike and AC bonus as a monk of equivalent level and Catch Off-guard and Throw Anything as bonus feats.
  2. Weakling Form: Whenever you are not raging, you take a penalty to Strength and Constitution equal to your current score - 10 so that your Strength and Constitution scores are always 10 while you are not raging. In exchange, you gain a morale bonus to Intelligence equal to your Strength penalty and a bonus to Wisdom equal to your Constitution penalty (but only while not raging). In addition, while you are not raging, you take a -3 penalty to all barbarian class skills but gain a +3 bonus to all alchemist class skills. You double these bonuses/penalties for skills that you have at least 10 ranks. You lose your fast movement, invulnerable barbarian damage reduction and energy resistance while in weakling form. However, you gain fast healing equal to half your barbarian level while raging and while you are at less than half your normal HP.
  3. Rage Power options are restricted to the following: Beast Totem, Bestial Climber, Bestial Leaper, Bleeding Blow, Body Bludgeon, Clear Mind, Come and Get Me, Crippling Blow, Energy Resistance, Fearless Rage, Flesh Wound, Ground Breaker, Greater Ground Breaker, Hurling, Lesser Hurling, Greater Hurling, Greater Energy Resistance, Increased Damage Reduction, Internal Fortitude, Intimidating Glare, Knockback, Knockdown, Overbearing Advance, Powerful Blow, Raging Leaper, Raging Swimmer, Reckless Abandon, Regenerative Vigor, Renewed Vigor, Renewed Vitality, Roused Anger, Smasher, Sprint, Strength Surge, Swift Foot, Terrifying Howl and the new rage power options listed below.


Great Leap: (requires Raging Leaper) While raging you can make standing leaps without a running head start (like a 6th level monk). In addition, you can spend 4 rounds of rage to add an additional +20 bonus to jump checks for 1 round.

Great Speed: (requires Swift Foot) While raging you your Swift Foot speed bonus increases to +10 feet when you charge or overrun. In addition, you can spend 4 rounds of rage to add an additional +20-foot increase to your base speed (stacking with fast movement and swift foot).

Powerful Build: While raging and subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. These benefits stack with the effects of powers, abilities, and spells that change the subject's size category.

Hulking Size: (requires Powerful Build and Barbarian 6) When you begin a rage, you may choose to grow in size by 1 category as if by the Enlarge Person spell gaining all the normal benefits of the spell for the duration of the rage. This is a supernatural effect.
Arkrim
GM, 104 posts
Tue 8 Apr 2014
at 06:01
  • msg #3

Re: d20 - Pathfinder - Avenger Archetypes

Player of mine liked this archetype so much I was asked to create the full class instead of the "how to make" I listed earlier.

IRON MAGUS - Magus Archetype [IRON MAN]
Some magi are not bound to magical blades or rings, but to a suit of powerful armor...

Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The magus’s class skills are Climb (Str), Craft (Int), Disable Device (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
Base Attack Bonus: Average (3/4 Class Level)
Base Fortitude Save: Good (2 + 1/2 Class Level)
Base Reflex Save: Poor (1/3 Class Level)
Base Will Save: Good (2 + 1/2 Class Level)
1st Level: armor-bound, cantrips, spell combat, spells/day (3/1)
2nd Level: spellstrike, spells/day (4/2)
3rd Level: arcane resilience, spells/day (4/3)
4th Level: fortify bond, spells/day (4/3/1)
5th Level: bonus feat, spells/day (4/4/2)
6th Level: magus arcana, spells/day (5/4/3)
7th Level: master smith, spells/day (5/4/3/1)
8th Level: improved spell combat, spells/day (5/4/4/2)
9th Level: energy adaptation, spells/day (5/5/4/3)
10th Level: bonus feat, fighter training, spells/day (5/5/4/3/1)
11th Level: animate armor, spells/day (5/5/4/4/2)
12th Level: magus arcana, spells/day (5/5/5/4/3)
13th Level: reforge, spells/day (5/5/5/4/3/1)
14th Level: greater spell combat, spells/day (5/5/5/4/4/2)
15th Level: bonus feat, spells/day (5/5/5/5/4/3)
16th Level: destructive counterstrike, spells/day (5/5/5/5/4/3/1)
17th Level: arcane consumption, spells/day (5/5/5/5/4/4/2)
18th Level: magus arcana, spells/day (5/5/5/5/5/4/3)
19th Level: instantaneous reconstruction, spells/day (5/5/5/5/5/5/4)
20th Level: true magus, bonus feat, spells/day (5/5/5/5/5/5/5)

WEAPON AND ARMOR PROFICIENCY
A magus is proficient with all simple and martial weapons. A magus is also proficient with light, medium and heavy armor. He can cast magus spells while wearing their bonded armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus incurs a chance of arcane spell failure if the spell in question has a somatic component and they wear an armor or use a shield that is not their bonded armor. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.


ARMOR BOUND
The iron magus is bonded to a suit of medium or heavy armor that includes gauntlets, greaves and helmet. The magus can normally don this armor in one-fifth the normal time without any penalties. They suffer no arcane penalties from their bonded armor. Their bonded armor has a name and ego including an Intelligence score equal to 10 + 1/2 their iron magus level and Wisdom and Charisma scores equal to 6 + 1/2 their iron magus level and an ego equal to 4 + their iron magus level. The armor can speak telepathically with the iron magus as long as they are within 1 mile of each other. The iron magus has arcane pool with a number of arcane points equal to 1/2 their iron magus level + their Intelligence modifier which they can use for several special abilities. This pool refreshes every night when the magus rests.
    Arcane Strike (Sp): As a swift action, the magus can spend 1 arcane point from their arcane pool to grant themselves a +1 enhancement bonus to their armor's gauntlets for 1 minute. For every 5 levels the iron magus possesses, this bonus increases by +1. It stacks with existing enhancements up to a maximum enhancement equal to 1 + 1/4th the magus' level.

    Arcane Resilience (Sp): As a swift action, the magus can spend 1 arcane point from their arcane pool to grant themselves a +1 enhancement bonus to their armor for 1 minute. For every 5 levels the iron magus possesses, this bonus increases by +1. It stacks with existing enhancements up to a maximum enhancement equal to 1 + 1/4th the magus' level.

    Unbreakable (Su): So long as a magus has at least 1 arcane point and their armor is within melee reach of them, their bonded armor and its components are immune to the broken condition, though they can still be destroyed. As an immediate action a magus can expend 1 arcane point to reduce damage their armor and its components would otherwise take from a single attack by a number of points equal to 10 + double their magus level to a minimum of 0.

    Summon Armor (Sp): At 3rd level a magus can spend 1 arcane point from their arcane pool and summon their armor to them so long as it is within 1 mile of them. The armor immediately dons upon them with no penalty. This is a full-round action if they have heavy armor, a standard action if they have medium armor and a move action if they have light armor.

    Fortify Bond (Su): At 4th level, as a swift action an iron magus may spend 1 point from his arcane pool to increase the hardness and hit points of his bonded item by an amount equal to his magus level. These hit points last until expended or until the magus next prepares spells. Multiple uses of this ability do not stack.

    Energy Adaptation (Sp): At 9th level, as an immediate action, the magus can spend 1 arcane point from their arcane pool to grant themselves energy resistance 5 to one damage type (cold, fire, electricity or sonic) until the end of their next turn. For every 5 levels the iron magus possesses, this resistance increases by 5. It stacks with existing resistance up to a maximum resistance equal to 5 + the magus' class level.

    Animate Armor (Sp): At 11th level, an iron magus may spend 2 points from his arcane pool to animate their armor as if by the animate object spell. Their caster level with this effect is equal to their iron magus level. Thus, the armor has an amount of construction points equal to their iron magus level. Unlike normal animated objects, the armor is not mindless but retains its ego and makes decisions for itself, though being bonded and allied with the iron magus it is mostly likely going to obey their commands and attempt to defend them. When the armor is animated, the gauntlets, helmet and greaves go with it and all special effects added to those items slots as well (including magic items). While animated, the armor can still be donned upon the magus, though if this is done only one of them can act each round.

    Reforge (Su): At 13th level, as a standard action, an iron magus can restore a number of hit points equal to his magus level to a damaged object by touching it and spending 1 point from his arcane pool. Repairing a destroyed object takes 1 minute and materials equal to 1/4 the item’s sale price value, and restores the object to 1 hit point. Restoring the enchantments of a destroyed magical item requires additional points from the magus’s arcane pool equal to one-half the item’s caster level. An iron magus cannot reforge an item with a caster level above his own.


SPELLS
Iron magi cast spells just like a normal magus except as follows: Remove all Necromancy and Enchantment spells and force all Transmutation spells that target creatures to be "self only" spells (personal instead of target creature). Then add all Evocation spells from the sorcerer/wizard spell list to the Magus' spell list to get the Iron Magus spell list.


SPELL COMBAT
This functions as the normal Magus class feature. This includes improved spell combat and greater spell combat.


SPELLSTRIKE
This functions as the normal Magus class feature.


MAGUS ARCANA
This functions as the normal Magus class feature.


BONUS FEATS
An iron magus can only select Item Creation feats, Combat Casting, Skill Focus (Craft) or (Spellcraft) as their bonus feats.


MASTER SMITH (Ex)
An iron magus adds half his class level on Craft checks to manufacture armor, shields, and weapons and Spellcraft checks to craft magic items. At 7th level, an iron magus uses the 1/10 gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to enchant magical arms and armor.


DESTRUCTIVE COUNTERSTRIKE (Su)
At 16th level, an opponent who activates a magical item while threatened by an iron magus provokes an attack of opportunity, either against the target or to sunder the item. If the item is destroyed, its effects are negated.


ARCANE CONSUMPTION (Su)
At 17th level, an iron magus can choose to utterly destroy and incinerate a magic item that they have reduced to 0 hit points or less that is within their melee reach. When they choose to do so, they regain a number of arcane points in their arcane pool equal to half the caster level of the magic item (up to their normal maximum). One-use items such as potions, elixirs, oils and scrolls grant no benefit if destroyed. Charge-use items such as wands grant only half the normal amount of arcane points if they are not completely full on charges at the time. Items destroyed this way cannot be reforged or reconstructed.


INSTANTANEOUS RECONSTRUCTION (Su)
At 19th level, an iron magus can reforge a destroyed item by touch as a standard action that does not provoke attacks of opportunity. They cannot reforge an item destroyed via their arcane consumption ability.


TRUE MAGUS
This functions as the normal Magus class feature.
Arkrim
GM, 105 posts
Tue 8 Apr 2014
at 06:01
  • msg #4

Re: d20 - Pathfinder - Avenger Archetypes

Player of mine liked this archetype so much I was asked to create the full class instead of the "how to make" I listed earlier.

THUNDERLORD - Paladin Archetype [THOR]
The asgardians have protected the realms for many ages. Many of the greatest heroes master the powers granted to them by their herald and patron deity, Thor. They emulate his powers and combat prowess hoping to achieve glory in battle.

Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The thunderlord's class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Base Attack Bonus: Good (= Class Level)
Base Fortitude Save: Good (2 + 1/2 Class Level)
Base Reflex Save: Poor (1/3 Class Level)
Base Will Save: Good (2 + 1/2 Class Level)
1st Level: Aura, Detect Alignment, Smite Nemesis 1/day
2nd Level: Storm Touch, Divine Grace
3rd Level: Aura of Courage, Divine Health, Windwalker
4th Level: Elemental Channeling (Air), Smite Outsider 2/day, Spells/day (-/0)
5th Level: Divine Bond, Spells/day (-/1)
6th Level: Stormvoice, Spells/day (-/1)
7th Level: Smite Nemesis 3/day, Spells/day (-/1/0)
8th Level: Aura of Resolve, Spells/day (-/1/1)
9th Level: Eyes of the Storm, Spells/day (-/2/1)
10th Level: Smite Nemesis 4/day, Spells/day (-/2/1/0)
11th Level: Aura of Justice, Spells/day (-/2/1/1)
12th Level: Windlord, Spells/day (-/2/2/1)
13th Level: Smite Nemesis 5/day, Spells/day (-/3/2/1/0)
14th Level: Aura of Faith, Spells/day (-/3/2/1/1)
15th Level: Stormlord, Spells/day (-/3/2/2/1)
16th Level: Smite Nemesis 6/day, Spells/day (-/3/3/2/1)
17th Level: Aura of Righteousness, Spells/day (-/4/3/2/1)
18th Level: Control Weather 1/day, Spells/day (-/4/3/2/2)
19th Level: Smite Nemesis 7/day, Spells/day (-/4/3/3/2)
20th Level: Holy Champion, Spells/day (-/4/4/3/3)

http://www.d20pfsrd.com/classes/core-classes/paladin

http://www.d20pfsrd.com/classe...chetypes/storm-druid

WEAPON AND ARMOR PROFICIENCY
Stormlords are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

AURA
The power of a stormlord's aura (see the detect evilspell) is equal to his stormlord level.

DETECT ALIGNMENT
At will, a thunderlord can use detect chaos, detect evil, detect good, or detect law. He can only use one of these at any given time. However, this only works on creatures and objects that the thunderlord can physically perceive. If glamered or hidden by an illusion or physical object in the way thicker than a sheet of parchment, the thunderlord does not detect the aura.

SMITE NEMESIS
A stormlord can smite those whom she possesses a long-standing rivalry or vendetta against. This functions as a paladin's smite except that rather than targeting evil creatures, it can target any sentient creature that has attacked, hit and damaged the stormlord or one of the stormlord's allies within the last hour. This cannot affect mindless creatures or creatures with 2 or less Intelligence. Also, rather than doubling damage against outsiders, undead and dragons, the damage doubles only if the target has been smote by the stormlord before (such as a reoccuring villain or rival).

SPELLS
The stormlord gains and casts spells as a paladin. However, their spell list does not include the normal paladin spells. Instead, it includes the following spells: bear's endurance, bull's strength, divine power, endure elements, jump, levitation, lightning bolt, fly, greater magic weapon, magic weapon, phantom mount, energy resistance, protection from energy, shield of faith and all druid and ranger spells of appropriate level that have the [Air], [Cold], [Electricity] or [Sonic] descriptor.

STORM TOUCH
As a standard action a thunderlord can make a melee touch attack against a target and deal 1d6 electricity damage upon a hit. This damage increases by 1d6 for every 2 thunderlord levels (2d6 at 4th level, 3d6 at 6th level and so on and so forth). The thunderlord can use this ability a number of times per day equal to 1/2 this thunderlord level + his Charisma modifier. The thunderlord may expend 2 uses of their storm touch in order to do one of the following:
-As a swift action, add their storm touch damage to the damage dealt by their next melee attack that hits. If they don't hit a target before the the end of their next turn, the effect is wasted.
-As a standard action, make a storm touch attack and convert half or all of its damage to sonic or cold.
-As a standard action make a storm touch attack as a ranged attack instead of a melee attack with a range of 25 feet + 5 feet per two thunderlord levels.
-As a standard action, make a normal storm touch attack. A hit target must make a Fortitude save DC10 + 1/2 stormlord level + Charisma modifier. If they fail, they are knocked prone. If they fail by 5 or more, they are also pushed back away from the stormlord 5 feet (1 square) per 5 points they fail the DC.
You can expend multiple uses of storm touch to combine these effects. For example, for 3 daily uses you could make a storm touch deal cold damage and be a ranged effect or for 4 storm touches you could make it knock down a target in addition to these effects.

ELEMENTAL CHANNELING (AIR)
A stormlord gains Elemental Channel (earth) as a bonus feat, which she may activate by spending two uses of her storm touch ability, using her stormlord level -3 as her effective cleric level.
This message was last edited by the GM at 01:47, Fri 05 Sept 2014.
Arkrim
GM, 218 posts
Mon 1 Sep 2014
at 03:16
  • msg #5

Re: d20 - Pathfinder - Avenger Archetypes

UNSTOPPABLE HULK - Barbarian Archetype [HULK]
Some barbarians are seemingly normal and intelligent at first glance, but take rage to a whole new level when they lose it.

You must select Invulnerable Rager archetype and combine this archetype with it to get the Unstoppable Hulk archetype. You must have at least 15 Strength and 15 Constitution at 1st level to even take this archetype.

Alignment: Any Chaotic.
Hit Die: d12.
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The unstoppable hulk's class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (any) (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Base Attack Bonus: Good (= Class Level)
Base Fortitude Save: Good (2 + 1/2 Class Level)
Base Reflex Save: Poor (1/3 Class Level)
Base Will Save: Poor (1/3 Class Level)
1st Level: Fast movement, invulnerability, rage, weakling form, AC bonus (wis), unarmed damage 1d6
2nd Level: Rage power, invulnerability (DR 1/-), angry mind
3rd Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
4th Level: Rage power, invulnerability (DR 2/-), AC bonus +1, unarmed damage 1d8
5th Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
6th Level: Rage power, invulnerability (DR 3/-)
7th Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
8th Level: Rage power, invulnerability (DR 4/-), AC bonus +2, unarmed damage 1d10
9th Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
10th Level: Rage power, invulnerability (DR 5/-)
11th Level: Greater Rage, extreme endurance (resist +1 vs. cold or fire, stackable)
12th Level: Rage power, invulnerability (DR 6/-), AC bonus +3, unarmed damage 2d6
13th Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
14th Level: Rage power, invulnerability (DR 7/-), indomitable will
15th Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
16th Level: Rage power, invulnerability (DR 8/-), AC bonus +4, unarmed damage 2d8
17th Level: Tireless rage, extreme endurance (resist +1 vs. cold or fire, stackable)
18th Level: Rage power, invulnerability (DR 9/-)
19th Level: Extreme endurance (resist +1 vs. cold or fire, stackable)
20th Level: Rage power, invulnerability (DR 10/-), mighty rage, AC bonus +5, unarmed damage 2d10

http://www.d20pfsrd.com/classes/core-classes/barbarian

http://www.d20pfsrd.com/classe...s/invulnerable-rager

WEAPON AND ARMOR PROFICIENCY
Unstoppable hulks are proficient with simple weapons. They begin with Improved Unarmed Strike, Catch Off-guard, Endurance and Throw Anything as bonus feats instead of the weapon and armor proficiency feats of normal barbarians. They also gain increased unarmed damage and an AC bonus as a monk of equal level, though they only gain the increased unarmed damage while raging.

WEAKLING FORM:
Whenever you are not raging, you take a penalty to Strength and Constitution equal to your current score - 10 so that your Strength and Constitution scores are always 10 while you are not raging (though you use your normal Con score to determine your daily rounds of rage per day). In exchange, you gain a morale bonus to Intelligence equal to your Strength penalty and a bonus to Wisdom equal to your Constitution penalty (but only while not raging). You lose hit points temporarily from the Con loss. You also gain skill ranks appropriately from the Int boost as if wearing a headband of vast intelligence but only if you do not rage for at least 24 hours. You must select which skills are gained/lost with this transition and once chosen, they cannot be changed. You lose your fast movement, invulnerable barbarian damage reduction and energy resistance while in weakling form. However, in any form you gain fast healing equal to half your barbarian level while you are at less than half your normal HP (but not while fatigued or exhausted). In addition, you may learn Rogue Talents instead of Rage powers. However, your Rogue Talents only function while you are NOT raging and your Rage powers only function while you are raging.

ANGRY MIND
This functions like Indomitable Will except that it does not apply against confusion or rage effects. Against confusion and rage effects, you instead take a -4 penalty to Will saves. At 14th level this improves to function as Indomitable Will normally instead.

RAGE POWERS
Unlike other barbarians, an unstoppable hulk's rage power options are limited to the following: Rage Power options are restricted to the following:</b> Beast Totem, Bestial Climber, Bestial Leaper, Bleeding Blow, Body Bludgeon, Clear Mind, Come and Get Me, Crippling Blow, Energy Resistance, Fearless Rage, Flesh Wound, Ground Breaker, Greater Ground Breaker, Hurling, Lesser Hurling, Greater Hurling, Greater Energy Resistance, Increased Damage Reduction, Internal Fortitude, Intimidating Glare, Knockback, Knockdown, Overbearing Advance, Powerful Blow, Raging Leaper, Raging Swimmer, Reckless Abandon, Regenerative Vigor, Renewed Vigor, Renewed Vitality, Roused Anger, Smasher, Sprint, Strength Surge, Swift Foot, Terrifying Howl and the new rage power options listed below.

Great Leap: (requires Raging Leaper) While raging you gain Great Leap as a 6th level monk but use your barbarian level instead of your monk level to determine the bonus. In addition, as a swift action, you can expend 2 rounds of rage to grant you a +20 bonus to jump checks for 1 round.

Great Speed: (requires Swift Foot) While raging your Swift Foot speed bonus increases to +10 feet when you charge or overrun. In addition, you can spend 2 rounds of rage to add an additional +20-foot increase to your base speed for 1 round (stacking with fast movement and swift foot).

Hulking Size (Su): (requires Barbarian 6)
When you begin a rage, you may choose to grow in size by 1 category as if by the Enlarge Person spell gaining all the normal benefits of the spell for the duration of the rage. If you do this, each round of rage you remain in hulking form consumes two of your daily rage rounds instead of just one. This is a supernatural effect. You can opt to select Unstoppable Size instead, which functions the same way except that you do not have the option to NOT grow in size when you transform. Instead, you are always forced to grow in size when you rage, but the cost is only 3 rounds of rage per 2 rounds you remain raging instead of double (4 per 2).

Greater Hulking Size (Su): (requires Hulking Size and Barbarian 12)
When you use Hulking Size, your Strength size bonus increases to +4 (instead of +2). In addition, you can double your size bonus to +8 if you expend 3 rounds of rage perday per 1 round of Hulking Size Rage.

Earthquake: (requires Greater Ground-breaker and Barbarian 16) Once per day, while raging, you can use the Earthquake spell as a supernatural ability but your range is limited to your melee reach. Your effective caster level is equal to your barbarian level.

Powerful Build: While raging and subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. These benefits stack with the effects of powers, abilities, and spells that change the subject's size category.

Greater Powerful Build: (requires Powerful Build and Barbarian 6)
While raging, as an immediate action you can improve the benefits of your Powerful Build by up to two size categories instead of one size category until the end of your next turn. Doing this costs you 2 rounds of your daily rage.

Reactive Healing: (requires Regenerative Vigor, Renewed Vigor, Barbarian 12)
While raging, you always have Fast Healing 1. This stacks with Regenerative Vigor. In addition, you can still begin raging and use Renewed Vigor, even while unconscious.
This message was last edited by the GM at 02:04, Fri 05 Sept 2014.
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