Difference between revisions of "Prometheist (Apath)"
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== Class Features == | == Class Features == | ||
This prometheist has all normal spiritualist class features, except as noted. | This prometheist has all normal spiritualist class features, except as noted. | ||
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=== Alchemy (Su) === | === Alchemy (Su) === |
Revision as of 12:05, 1 February 2017
Unofficial rules compendium | |
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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.
Class Information
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.
Publisher: Legendary Games.
Hit Die: d8.
Class Features
This prometheist has all normal spiritualist class features, except as noted.
Alchemy (Su)
Prometheists are highly trained in the creation of magical potion-like extracts.
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. 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, investiogator'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 cannot use psychic skill unlocks.
Promethean
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 summoned. A promethean in inert state cannot take any action except to rever, but can use its senses normally. It is a standard action for the promethean 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 the promethean is inside her consciousness.
If the promethean is reduced to negative hit points exceeding its Constitution score or is otherwise killed or would be sent to the Ethereal Plane, it reverts to its inert form, and can't reactivate 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 promethean. 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)
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 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 forms bonds with other depending on how it has been treated, yet it is not a humanoid and depending on its material and the GMs whim, it can grow into quite an alien intelligence. |
Promethean Channel (Su)
At 3rd level, the prometheist gains the ability to temporarily transfer her mind into their promethean's body so long as it is within 50 feet. This requires a full-round 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 bonuses, 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.
Calm Construct (Sp)
At 7th level, the prometheist can calm construct (from the spells chapter of this book) as a spell-like ability once per day. At 11th level and every 4 levels thereafter they can use this ability an additional time per day, up to four times per day at level 19.
This replaces calm spirit.
Promethean Bonding (Su)
At 10th level the prometheist always gains their additional hit points from their promethean ally, even when it is not inert, and can use bonded senses an unlimited time per day.
This replaces fused consciousness.
Control Construct (Sp)
At 16th level, the prometheist can cast control construct 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 and SR equal to 5 plus their prometheist level when their promethean is within 5 feet of them.
This replaces empowered consciousness.
The Promethean
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.
Features
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).
- 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.
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/—.
Sympathetic Alchemy (Su): The bond between a promethean 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. The promethean is treated as a humanoid or a construct—whichever is more beneficial—for the purposes of what extracts can affect it, and it can use extracts of personal spells. This overrides the promethean's construct immunities, allowing the prometheist to use extracts to use healing and many other effects on her promethean.
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 only be broken as outlined under the promethean identity ability.
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.
Promethean Materials
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:
Anger: flesh, dedication: clay, despair: stone, fear: wood, hatred: iron, jealousy: jade, zeal: gold.
Starting Statistics
Size Small; Speed 20 ft., fly 30 ft. (poor); AC +2 natural armor; Attack bite (1d4); 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; Speed 30 ft., fly 40 ft. (average); Attack bite, 2 claws (1d6); Ability Scores Str +4, Dex –2.
Advancement
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, a prometheist can choose two additional skills to be class skills for her promethean.
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.
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.
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.
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 10th level or higher, all of the phantom's weapons are treated as the alignment of the phantom for the purpose of overcoming damage reduction.
Ability Score Increase (Ex): The promethean adds 1 to one of its ability scores 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.
Improved Evasion (Ex): At 15th 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.
Table:Prometheans
Level | HD | BAB | Saves | Skills | Feats | Str/Dex Bonus | Special |
1st | 1 | +1 | +0 | 2 | 1 | +0 | Darkvision, DR 5/slashing, low-light vision, sympathetic alchemy, telepathic link, weapon and armor proficiency |
2nd | 2 | +2 | +0 | 4 | 1 | +0 | — |
3rd | 3 | +3 | +1 | 8 | 2 | +1 | Evasion |
4th | 3 | +3 | +1 | 8 | 2 | +1 | Magic attacks |
5th | 4 | +4 | +1 | 10 | 2 | +1 | Ability score increase, DR 5/admantine |
6th | 5 | +5 | +1 | 12 | 3 | +2 | Speech |
7th | 6 | +6 | +2 | 14 | 3 | +2 | — |
8th | 6 | +6 | +2 | 14 | 3 | +2 | — |
9th | 7 | +7 | +2 | 16 | 4 | +3 | Spell resistance |
10th | 8 | +8 | +2 | 18 | 4 | +3 | Ability score increase, DR 10/admantine, magic attacks (aligned) |
11th | 9 | +9 | +3 | 20 | 5 | +3 | — |
12th | 9 | +9 | +3 | 20 | 5 | +4 | — |
13th | 10 | +10 | +3 | 22 | 5 | +4 | — |
14th | 11 | +11 | +3 | 24 | 6 | +4 | — |
15th | 12 | +12 | +4 | 26 | 6 | +5 | Ability score increase, DR 15/admantine, improved evasion |
16th | 12 | +12 | +4 | 26 | 6 | +5 | — |
17th | 13 | +13 | +4 | 28 | 7 | +5 | — |
18th | 14 | +14 | +4 | 30 | 7 | +6 | — |
19th | 15 | +15 | +5 | 32 | 8 | +6 | — |
20th | 15 | +15 | +5 | 32 | 8 | +6 | Ability score increase, DR 20/- |
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Spells
- Knacks
- Phantom
- Shared Consciousness
- Bonded Manifestation
- Calm Spirit
- Fused Consciousness
- Call Spirit
- Dual Bond
- Empowered Consciousness
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