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Showing posts with label Pathfinder Unchained. Show all posts
Showing posts with label Pathfinder Unchained. Show all posts

Tuesday, August 4, 2015

Unearthed Errata: Oathsworn

by Tim Wallace

Here is my conversion of the oathsworn as an archetype for both the core and unchained versions of the monk class. I also created a few new ki powers to mimic a few of the oathsworn class abilities not yet replicated by the unchained monk class.

Ki Powers: The following new ki powers can be taken by any qinggong or unchained monk who meets the prerequisites. Unless otherwise noted, a monk must have attained 4th level to select a ki power below, and a monk cannot select an individual ki power more than once.

Energy Adaptation (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to gain energy resistance 10 against whichever type of energy he selects: acid, cold, electricity, or fire. Once activated, this ability lasts for 1 minute per monk level. The value of the energy resistance granted increases to 20 points at 7th level, and to a maximum of 30 points at 11th level.
Environmental Adaptation (Ex): As long a monk with this ki power has at least 1 point in his ki pool, he suffers no harm from being in a hot or cold environment, as the endure elements spell.
Planar Adaptation (Su): A monk with this ki power can spend 3 points from his ki pool as a swift action to gain the effects of the planar adaptation spell. Once activated, this ability lasts for 1 minute per monk level. A monk must be at least 12th level and must possess both the energy adaptation and environmental adaption ki powers before selecting this ki power.

Oathsworn (Monk)
Perhaps the most dedicated and steadfast individuals in all the land, oathsworn pick a task and then set out to accomplish it—no matter what stands in their way. Oathsworn are skilled martial artists and unarmed combatants, and their supernatural devotion to their oath allows them to survive in the most hostile environments.

Oath (Su): At 1st level, an oathsworn disciplines his body to hold more ki by swearing to uphold an oath—a very specific task—he will accomplish in no more than one year’s time. Swearing this oath grants the oathsworn an extra 1 ki point for every monk level he possesses. The oathsworn gains this extra ki even before he gains his ki pool at 4th level. If the oathsworn has at least 1 point of ki, he gains a +2 bonus on all Acrobatics, Climb, Escape Artist, Stealth, and Swim. As a swift action, the oathsworn can spend 1 ki point immediately before making an ability or skill check to gain a +4 insight bonus on the check.
Oaths can be singular tasks (destroy the Ebon Pinnacle) or ongoing (keep Suen Ng-hung alive). Ongoing oaths can be renewed at the end of each year. An oath must be something measurable, so the character knows whether it has been fulfilled. If the Ebon Pinnacle still stands after one year, or if Suen Ng-hung dies, the oathsworn who made those oaths clearly failed. If the Ebon Pinnacle lies in ruins or if Suen Ng-hung remains alive at the end of the year (never having died at any point during the year), the oaths were fulfilled and the oathsworn successful.
It is crucial that the player of an oathsworn character work out the details of his oath with the GM. The GM should make sure that the oath does not run counter to the direction of the campaign or prevent the character from taking part in planned adventures.
If the task is not completed within one year, or if conditions arise that indicate the failure of the oath, the oathsworn’s ki pool is reduced to 0 (as if he had spent all of his ki points) and he cannot replenish his pool or use abilities that require ki or a ki pool until he has redeemed himself. Redemption requires he swear an oath again (it can be either the same oath or a new one) accompanied by an atonement spell. After the redemption, the oathsworn’s normal ki pool (without the bonus from the oath or the ability to perform an oath strike) returns. If he upholds the oath for a full month, his ki pool regains the additional points from swearing the oath as well his ability to perform an oath strike.
This ability replaces the bonus feat gained at 1st level, the still mind class feature, and alters the ki pool class feature.

Oath Strike (Su): Starting at 16th level, an oathsworn in an endeavor that directly pertains to the fulfillment of his oath, the oathsworn may perform an oathstrike. Using this ability is a standard action that costs 4 ki points, and the oathsworn must announce his intent to use this ability (and spend the ki points) before making the attack roll. The oath strike is resolved as a touch attack that ignores damage reduction (or hardness, if attacking an object).
If the oathsworn is a core monk, this ability replaces quivering palm. If the oathsworn is an unchained monk, this ability replaces the ki power he would gain at 16th level.


Tuesday, July 28, 2015

Unearthed Errata: Greenbond

by Tim Wallace

The greenbond is another of the Arcana Evolved classes that is already very similar to, and share some features of, an existing Pathfinder RPG class: the druid. Hence, I decided to make it an archetype instead of a new class.

Greenbond (Druid)
To understand the greenbond, one first must understand the Green. The Green is the source of life, fertility, and health. Those learned in the ways of magic often refer to its power as “positive energy,” but greenbonds know it as much more. The Green infuses the world, connecting all living things. It ebbs and flows with the coming and going of life.

Plant Bond (Ex): At 1st level, a greenbond forms a mystic bond with plant life. This bond can take one of two forms. The first grants the greenbond one of the following domains: Growth, Jungle, Plant, or Swamp. When determining the powers and bonus spells granted by this domain, the greenbond's effective cleric level is equal to her druid level. A greenbond who selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot, and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with a plant companion. A greenbond may begin play with any of the plants listed in Plant Companions (see below). This plant is a loyal companion that accompanies the greenbond on her adventures. Except for the companion being a creature of the plant type, drawn from the list of plant companions, this ability otherwise works like the standard druid's animal companion ability. This ability replaces nature bond.

Green Empathy (Ex): At 1st level, a greenbond can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The greenbond rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent.
To use green empathy, the greenbond and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
A greenbond can also use this ability to influence an animal, but she takes a –4 penalty on the check. This ability replaces wild empathy.

Greenbond Power: At 4th level and every 2 levels thereafter, a greenbond selects a greenbond power. This ability replaces all iterations of wild shape except for wild shape (at will).

Erosion Touch (Su): As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. If used against an object in another creature's possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus one time per day for every three levels you possess.
Life Leach (Su): You can draw life force from the bodies of enemies and channel it into yourself. As a standard action, you can drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can't gain more than the target's current hit points + the target's Constitution score (which is enough to kill the subject). The temporary hit points last a number of hours equal to your Wisdom modifier. The target receives a Fortitude save (DC 10 + 1/2 your druid level + your Wisdom modifier) to halve the damage (and the temporary hit points you gain). You may use this ability once per day at 8th level, plus one additional time per day for every 4 levels you possess beyond 8th. You must be at least 8th level before selecting this greenbond power.
Massmorph (Sp): As a full-round action, you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per druid level (no two of which can be more than 30 feet apart) as tree shape. You may transform creatures as plant shape I at 15th level, or plant shape II at 20th level. You can transform non-plant creatures using this power once per day. You must be at least 10th level before selecting this greenbond power.
Natural Divination (Ex): By observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Alternatively, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four druid levels you have attained.
Nature's Intuition (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Wisdom modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Wisdom modifier to your Armor Class.
Rooting (Ex): As a move action, you can extend roots into the ground. Your speed is reduced to 5 feet, but you gain a +4 bonus to natural armor and a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers. You also gain tremorsense 30 feet and fast healing 1. You can use this power for a number of minutes per day equal to your druid level. This duration need not be consecutive, but it must be used in 1-minute increments. You must be at least 16th level before selecting this greenbond power.
Speak with Animals (Ex): Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of speak with animals. You gain the ability to communicate with an additional kind of animal for every 4 druid levels you have attained.
Speak with Plants (Ex): You gain the ability to converse plants as if you were under the effects of speak with plants.
Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 8th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 12th level, the ability works everywhere, even in civilized or wholly artificial realms. At 16th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points.
Tanglevine (Sp): As a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your druid level plus your Wisdom modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your druid level as if using telepathic bond. You may designate a number of creatures as your ally equal to your Wisdom modifier. Designating a creature is a standard action that requires a touch. At 12th level, you may use this bond to cast a touch spell on a designated ally once per day.
Undo Artifice (Sp): You gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and nonmagical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving throw (DC 10 + 1/2 your druid level + your Wisdom modifier) to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the item's value. You may use undo artifice a number of times per day equal to your Wisdom modifier. You must be at least 12th level before selecting this greenbond power.

Photosynthesis (Ex): At 9th level, you feed upon nature's raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +4 racial bonus on saving throws made against poison and sleep effects. This ability replaces venom immunity.

One with the Green: At 20th level, the greenbond has discovered the intrinsic secrets of life itself, granting her incredible control over her own body. Once per day, she can surround herself with an organic cocoon as a full-round action. While enclosed in the cocoon, she is considered helpless.
Eight hours later, she emerges having changed her type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate. This change does not alter her Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made; she is cleansed of all poisons or diseases, is restored to full hit points, and heals all ability damage. She must select a new type every time the transformation is made. This ability replaces wild shape (at will).

Plant Companions
Each plant companion has different starting sizes, speed, attacks, ability scores, and special qualities. All plant attacks are made using the creature's full base attack bonus unless otherwise noted. Plant attacks add the plant's Strength modifier on the damage roll, unless it has only one attack, in which case it adds 1-1/2 times its Strength modifier. Some plant companions have special abilities, such as scent. Plant companions cannot gain armor or weapon proficiency feats, even as they advance in hit dice, and cannot use manufactured weapons at all unless their description says otherwise.
As you gain levels, your plant companion grows in power as well. It gains the same bonuses that are gained by animal companions. Each plant companion gains an additional bonus, usually at 4th or 7th level, as listed with each plant choice. Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion's Strength and Constitution by 2.

Carnivorous Flower
Starting Statistics: Size Small; Speed 30 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Medium; Attack bite (2d6); Ability Scores Str +4, Dex –2, Con +2; Special Attacks rage (1/day, as the barbarian class feature for 6 rounds).

Crawling Vine
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack slam (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Attacks grab; Special Qualities low-light vision, scent.
4th-Level Advancement: Size Large; AC +1 natural armor; Attack slam (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks constrict 1d6.

Puffball (Floating Fungus)
Starting Statistics: Size Small; Speed 20 ft., fly 60 ft. (average); AC +1 natural armor; Attack thorn (1d4 plus poison); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Attacks poison (Frequency 1 round [6], Effect 1 Con damage, Cure 1 save, Con-based DC);Special Qualities low-light vision.
4th-Level Advancement: Ability Scores Str +2, Con +2.

Sapling Treant
Starting Statistics: Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack 2 slams (1d6); Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7; Special Qualities double damage against objects, low-light vision.
4th-Level Advancement: Size Large; AC +2 natural armor; Attack 2 slams (1d8); Ability Scores Str +8, Dex –2, Con +4.