While most spiritualists work to quell the unquiet dead and command powerful phantoms, the prometheist is a person of science, who seeks out and wrangles unruly constructs with the aid of their guardians, artificial humanoids known as prometheans.
This is a spiritualist archetype with a construct servant called a promethean instead of a phantom.
Publisher: d20pfsrd Publishing based on the works of Jessie Staffler.
Hit Die: d8.
This prometheist has all normal spiritualist class features, except as noted.
A prometheist can use Craft (alchemy) to identify potions as if using detect magic. She must hold the potion for 1 round to attempt such a check.
A prometheists learns, prepares, and uses extracts in the same way an alchemist does, using the alchemist's formula list. Extracts are a part of the alchemist's alchemy class feature. Unlike an alchemist, the prometheist cannot improve her extracts with discoveries. Lack of the Infusion discovery is partially made up for by the promethean's sympathetic alchemy ability.
Like an alchemist, an prometheist prepares her spells by mixing ingredients and a tiny fraction of her own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the prometheist's level as the caster level.
An prometheist can create only a certain number of extracts of each level per day. Her base daily allotment of extracts per day is given on Table: Prometheist. In addition, she receives bonus extracts per day if she has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an prometheist mixes an extract, she infuses the chemicals and reagents in the extract with magic siphoned from her own magical aura. An extract immediately become inert if it leaves the prometheist's possession, reactivating as soon as it returns to her keeping—an prometheist cannot pass out her extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an prometheist must re-prepare her extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An prometheist uses the alchemist formulae list to determine the extracts she can know. An prometheist can prepare an extract of any formulae she knows. To learn or use an extract, an prometheist must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an prometheist's extract is equal to 10 + the extract's level + the prometheist's Intelligence modifier.
An prometheist may know any number of formulae. She stores her formulae in a special tome called a formula book. She must refer to this book whenever she prepares an extract. At 1st level, an prometheist starts with two 1st-level formulae of her choice, plus a number of additional formulae equal to her Intelligence modifier. At each new prometheist level, she gains one new formula for any level that she can create. An prometheist can also add formulae to her book just like a wizard adds spells to her spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An prometheist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An prometheist can also learn formulae from an alchemist's, investigator's, or prometheist's formula book (and vice versa). An prometheist does not need to decipher arcane writing before copying that formulae, but needs to know the language the formula is written in.
Alchemy replaces spells and knacks. Prometheists are not psychic spellcasters and thus cannot use psychic skill unlocks.
Unlike other spiritualists, prometheists do not gain access to a phantom, but rather a powerful humanoid-shaped construct called a promethean. Prometheans are described in their own section below.
This replaces phantom.
Inert State (Su)
Promethean cannot enter a spiritualists's psyche or be banished to the ethereal plane. Instead it can be made to assume an inert state, where it changes and shrivels into a small lump of their base material from which they can later be reformed. A promethean in inert state cannot take any action except to revert, but can use its senses normally. It is a standard action for the promethean to change to or from the inert state.
When the prometheist carries her promethean in inert state, she gains all the abilities a spiritualist gains when a phantom is inside her consciousness.
If the promethean is reduced to negative hit points or is otherwise destroyed, it reverts to its inert form, and can't resume its normal form until the protean master next prepares spells.
This lump is typically about a foot tall and weighs 10 pounds. The inert state has AC 8, hardness 5 + the promethean's Hit Dice, and the same hit points as the promethean at full health. It is solid and resembles the material the promethean is made of. If the promethean is destroyed in its inert form, it is forever destroyed and must be replaced. The prometheist can also choose to break the link with her promethean, which makes the promethean an independent creature and allows the prometheist to create a new one. Making a new promethean is only possible if the prometheist currently does not have one. The process which takes 1 day and 200 gold pieces per Hit Die the promethean has.
This replaces shared consciousness.
Promethean Identity (Sp)
Whenever her promethean is with 50 ft. and takes enough damage to render it unconscious or force it into inert state, as a reaction to the damage, the prometheist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the promethean.
Unlike a phantom, promethean is not dependent on a link to the prometheist to exist, it is a separate sentient creature and capable of making its own decisions. It normally remains loyal, but conflict is conceivable. As long as the promethean and prometheist remain in telepathic contact, the prometheist has a constant dominate person heightened (as Heighten Spell) to half the prometheist's caster level (maximum 9). The prometheist can re-establish this control as a swift action as long as the two are in telepathic contact, but if the promethean successfully saves against this domination, the telepathic link is broken and not reestablished until 24 hours later; during this time the prometheist needs to target her dominate person on the promethean normally to control it.
This replaces etheric tether.
|The promethean is a separate sentient creature and capable of making its own decisions. Its mind begins as an immature reflection of its creator, but over time it grows and matures. The promethean is not slavishly devoted to its creator, it soon learns that it can be destroyed and can form bonds with others. It is not a humanoid and depending on its material and the GMs whim, it can grow into quite an alien intelligence. How much to play this out depends on campaign and player preferences; it should be a subplot, not a fun-killer.|
Promethean Channel (Su)
At 3rd level, the prometheist gains the ability to temporarily channel her mind into their promethean's body so long as it is within 50 feet. This requires a standard action each round to maintain. The prometheist can maintain this channel for a number of rounds per day equal to 3 + her prometheist level. A prometheist cannot channel her mind unless the promethean is either willing or dominated.
In this state, the promethean gets access to all the master's skill ranks, and gets a +2 bonus to armor class and attack rolls. At 8th level these bonuses increase to +4, at 13th level they increase to +6, and at 18th level they increase to +8.
This replaces bonded manifestation.
Detect Constructs (Sp)
At 5th level, a prometheist's connection with constructs becomes so strong that she can detect constructs. This works as detect undead with a caster level equal to her prometheist level, except that it detects constructs instead of undead.
This replaces detect undead.
Promethean Recall (Su)
At 6th level, as either a swift or an immediate action, a prometheist can call her promethean to her side or back into inert form.
This ability functions as dimension door (including range restrictions), using the prometheist's class level as the caster level. When the prometheist calls the promethean in this way, the promethean appears adjacent to the prometheist (or as close as possible, if all adjacent spaces are occupied) or in her hands if it is in inert form. At her option, the prometheist can make the promethean change into inert form as she does this.
The prometheist can use this ability once per day at 6th level, plus one additional time per day for every 4 prometheist levels she possesses beyond 6th.
This replaces phantom recall.
Ward Construct (Sp)
At 7th level, the prometheist can ward construct (from the spells chapter of this book) as a spell-like ability once per day. At 11th level and every 4 levels thereafter she can use this ability an additional time per day, up to four times per day at level 19.
This replaces calm spirit.
At 9th level, the prometheist intuitively understands the instructions of a non-intelligent construct within 100 ft. This can be done a swift or move action and reveals the tactics of the construct, what causes it to attack, and any limits on pursuit.
This replaces see invisibility.
Promethean Bonding (Su)
At 10th level, at any time the promethean is within 50 ft., the prometheist gains the benefits of bonded senses and the Skill Focus feats and other benefits of carrying the promethean in inert state.
This replaces fused consciousness.
Control Construct (Sp)
At 16th level, the prometheist can cast control constructUM once per day.
This replaces call spirit.
Master Channel (Su)
At 17th level the prometheist can use their promethean channel ability a number of rounds per day equal to 3 plus their prometheist level x 2.
This replaces dual bond.
Construct Body (Ex)
At 20th level the prometheist gains damage reduction 10/adamantine at all times and SR equal to 5 plus their prometheist level when their promethean is within 5 feet of them.
This replaces empowered consciousness.
Prometheans are sapient, semi free-willed golem-like constructs in a rough humanoid shape created by the prometheist. Unlike phantoms, prometheans cannot become incorporeal. In addition, they are constructs instead of outsiders. Like phantoms, prometheans are creatures of passion, but as elemental spirits these emotions are hard for humanoids to relate to.
|1st||1||+1||+0||2||1||+0||1d4||1d6||Darkvision, low-light vision, sympathetic alchemy, telepathic link, weapon and armor proficiency|
|5th||4||+4||+1||10||2||+1||1d6||1d8||Ability score increase|
|10th||8||+8||+2||18||4||+3||1d8||1d10||Ability score increase|
|11th||9||+9||+3||20||5||+3||1d8||1d10||Magic attacks (aligned)|
|15th||12||+12||+4||26||6||+5||1d10||2d6||Ability score increase|
|20th||15||+15||+5||32||8||+6||2d6||2d8||Ability score increase|
A promethean has the following features.
Type: The promethean is a construct, and gains the following construct traits. It does not gain any abilities from its type unless it is mentioned here.
- No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty). The promethean doesn't gain a Constitution bonus to hit points, but it gains bonus hit points based on its size. A Small promethean gains 10 bonus hit points, a Medium promethean gains 20.
- Darkvision (Ex) The promethean has darkvision out to a range of 60 feet.
- Low-Light Vision (Ex) Prometheans see twice as far as humans in dim light.
- Immunity to all mind-affecting effects (charms, compulsions, emotion effects, fear effects, morale effects, patterns, and phantasms). This does not apply against effects used by the promethean's master.
- Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
- Cannot heal damage on its own, but can be repaired by effects that repairs objects and by it's masters healing extracts. The master can repair the promethean by spending one hour and making a Craft (alchemy) check, restoring a number of hit points equal to the result of the check.
- Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
- Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
- Not at risk of death from massive damage.
- Cannot be raised or resurrected.
- Does not breathe, eat, or sleep.
Sympathetic Alchemy (Su): The bond between a prometheist and her promethean is so close that the prometheist's extracts function for the promethean as if it were the prometheist, allowing the promethean to benefit from extracts without the prometheist needing the infusion discovery. This overrides the promethean's construct immunities, allowing the promethean to use extracts of spells with a target of "You" and spells that do not normally affect constructs, such as cure spells.
Telepathic Link (Su): A promethean can't speak until the prometheist reaches 6th level, but shares a telepathic link with its creator. It knows what its master knows and can convey to her everything it sees and hears, out to a range of 1,500 feet. This link can be broken as outlined under the promethean identity class feature.
Unstoppable (Ex): A promethean is adept at smashing down barriers. They gain a bonus to damage equal to their number of Hit Dice when attacking objects.
Weapon and Armor Proficiency (Ex): A promethean is proficient with simple weapons, but not with any armor or shields.
Like a phantom, a promethean has an emotional focus, however, instead of representing what drives the promethean, it corresponds to what kind of material they were made from. The promethean construct and the emotional focuses correspond as follows:
Clay: dedication, flesh: anger*, gold: zeal, iron: hatred, jade: jealousy, stone: despair, wood: fear.
* Flesh prometheans replace the anger phantom's strength focus with Power Attack: The promethean gains Power Attack as a bonus feat.
Size Small; Speed 30 ft.; AC +2 natural armor; Attack 2 slams; Ability Scores Str 10, Dex 15, Con —, Int 10, Wis 12, Cha 7; Special Qualities darkvision, low-light vision; Languages Common (can't speak).
4th-Level Advancement Size Medium; Attack 2 slams; Ability Scores Str +4, Dex –2. Instead of taking the listed benefit at 4th level, you can instead choose to increase the promethean's Strength by 2.
As the promethean increases in power, it gains the special abilities described below.
Level: This is the promethean's master's prometheist level.
HD: This is the promethean's total number of 10-sided (d10) Hit Dice. The promethean doesn't have a Constitution score, but it gains bonus hit points based on its size. A Small promethean gains 10 bonus hit points, a Medium promethean gains 20.
BAB: This is the base attack bonus of the promethean, which is equal to its number of Hit Dice.
Saves: These are the base saving throw bonuses of the promethean.
Skills: This entry lists the promethean's total number of skill ranks. A promethean with a high Intelligence score modifies these totals as normal (the promethean gains a number of skill ranks equal to 2 + its Intelligence modifier per HD). A promethean can't have more ranks in a skill than it has Hit Dice.
Promethean Class Skills: The following skills are class skills for a promethean: Bluff (Cha), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). In addition, at 1st level, the prometheist can choose one additional skill as a class skill for her promethean. The promethean also gains two class skills based on its material. The promethean automatically gains bonus ranks in these two skills as the prometheist increases in level—its number of ranks in these skills is always equal to its number of Hit Dice.
Feats: This is the total number of feats the promethean has. A promethean can select any feats it qualifies for.
Str/Dex Bonus: Add this modifier to the promethean's Strength and Dexterity. Prometheans of all kinds gain bonuses to these two ability scores and no others, irrespective of material.
Slam Damage: Prometheans have two slam natural weapon attacks. Those attacks' damage is based on the size of the promethean and is sometimes modified by the abilities of the phantom's emotional focus. Table: Prometheans gives the damage by prometheist level of the slam attacks made by a Small and Medium prometheans.
Damage Reduction (Ex) A promethean has DR 5/slashing. When the prometheist reaches 5th level, the phantom gains DR 5/admantine. At 10th level, the damage resistance increases to 10/admantine. At 15th level, it increases to 15/admantine, and at 20th level, the damage reduction becomes DR 15/—.
Evasion (Ex): At 3rd level, if a promethean is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw. A helpless promethean, or one in medium or heavy armor or encumbrance cannot use evasion.
Magic Attacks (Su) The promethean treats its slam attacks as if they were magic for the purposes of overcoming damage reduction. If the prometheist is 11th level or higher, all of the promethean's weapons are treated as the alignment of the promethean for the purpose of overcoming damage reduction.
Ability Score Increase (Ex): The promethean adds 1 to one of its ability scores (because of its increasing HD) at 5th level and every 5 levels thereafter.
Speech (Ex): At 6th level, the promethean gains the ability to speak any languages it knows.
Spell Resistance (Su): At 9th level, the promethean gains spell resistance equal to 11 + its master's prometheist level. This does not apply to the extracts of its master.
Improved Evasion (Ex): At 16th level, when subjected to an attack that allows a Reflex save for half damage, the promethean takes no damage if it succeeds at the saving throw and only half damage if it fails the saving throw. A helpless promethean, or one in medium or heavy armor or encumbrance cannot use evasion.
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Shared Consciousness
- Etheric Tether
- Bonded Manifestation
- Detect Undead
- Phantom Recall
- Calm Spirit
- See invisiblilty
- Fused Consciousness
- Call Spirit
- Dual Bond
- Empowered Consciousness
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