Prometheist (Apath)
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: d6.
Class Features
This prometheist has all normal spiritualist class features, except as noted.
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.
Alchemy (Su)
Prometheists are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an prometheist gains a competence bonus equal to his class level on the skill check. In addition, an prometheist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an prometheist prepares his spells by mixing ingredients and a tiny fraction of his 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. His base daily allotment of extracts per day is given on Table: Prometheist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an prometheist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the prometheist's possession, reactivating as soon as it returns to his keeping—an prometheist cannot pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an prometheist must reprepare his 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 he can know. An prometheist can prepare an extract of any formulae he 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. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an prometheist starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new prometheist level, he gains one new formula for any level that he can create. An prometheist can also add formulae to his book just like a wizard adds spells to his 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 the spiritualits's psyche or be banished to the ethereal plane. Instead it can be forced into an inert state, where it changes and shrivels into a small lump of their base material from which they can later be summoned. 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 a hardness 5 + the promethean's Hit Dice and the same hit points as the protean at full health. It is made of solid material resembling the material the promethean is made of.
If the promethean is destroyed in its inert form, it is forever destroyed and the prometheist must create a new one, a process which takes 1 day and 200 gold pieces per Hit Die the promethan has.
This replaces shared consciousness.
Elemental Phantom Channel (Su)
At 3rd level, the prometheist gains the ability to temporarily transfer her mind into their elemental phantom'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.
In this state, the elemental phantom 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 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, as well as keeping their bonded senses.
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.
A promethean's body has the following abilities:
Damage Reduction: A promethean’s damage reduction is similar to a phantom’s ectoplasmic form, except that at 5th, 10th and 15th level their damage reduction is against adamantine weapons instead of magic.
Unstoppable: A promethean is adept at smashing down barriers. They gain a bonus to damage equal to their hit die when attacking objects.
This replaces phase lurch and damage reduction.
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
The following phantom abilities are modified or changed.
Store Infusion (Su): Unlike a phantom, a promethean cannot transfer spells from its caster without preparation. At the start of the day, the prometheist can store any of their infusions inside the promethean, allowing them to implement them either on themselves or a target of the prometheist's choice (provided that the recipient of the infusion would be a valid target for the ability). When using an infusion against an unwilling subject, the promethean must make a ranged touch attack.
This modifies both share spells and deliver touch spells.
Disquieting Aura (Su): A promethean gives off an unnatural aura which frightens mundane animals. Normal animals will not come within 50 feet of the promethean. Magically bonded animals like familiars, paladin mounts or animal companions, receive a Will save DC 10 + the promethean's Hit Die plus its Charisma modifier in order to approach them, but will still be terrified and are considered shaken while in the promethean's presence. A promethean can suppress this as a standard action on order of their master.
This replaces incorporeal flight.
Promethean Base Statistics
A promethean has the following features.
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.
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 promethean prometheist can choose two additional skills to be class skills for his promethean.
Feats: This is the total number of feats the promethean has. A promethean can select any feats it qualifies for, but must possess the appropriate appendages in order to use some feats.
Str/Dex Bonus: Add this modifier to the promethean's Strength and Dexterity.
Special: As the promethean increases in power, it gains the special abilities described below.
Darkvision (Ex): The promethean has darkvision out to a range of 60 feet.
Low-Light Vision (Ex): Homunculi see twice as far as humans in dim light.
Sympathetic Alchemy (Su): The bond between a promethean prometheist and his 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.
Telepathic Link (Su): A promethean can't initially speak, but shares a telepathic link with its creator. It knows what its master knows and can convey to him everything it sees and hears, out to a range of 1,500 feet.
Weapon and Armor Proficiency (Ex): A promethean is proficient with simple weapons, but not with any armor or shields.
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.
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.
Promethean 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 (1d6 plus poison), 2 claws (1d6); Ability Scores Str +4, Dex –2; Special Attacks poison (bite—injury frequency 1/minute for 60 minutes, effect sleep for 1 minute, cure 1 save, Con-based DC with a +2 racial bonus).
Table: Prometheans
Level | HD | BAB | Saves | Skills | Feats | Str/Dex Bonus | Special |
1st | 1 | +1 | +0 | 2 | 1 | +0 | Darkvision, 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 | — |
5th | 4 | +4 | +1 | 10 | 2 | +1 | Ability score increase |
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 |
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, 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 |
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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