Akashic Might: Expanded Archetypes 2 (Patreon)
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Mechwarrior (Helmsman Archetype)
Proficiencies: Mechwarriors are proficient with simple weapons and light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
This modifies the helmsman's normal proficiencies.
Combat Training: Mechwarriors may combine combat spheres and talents to create powerful martial techniques. Convergent blades are considered Proficient combatants and use Intelligence as their practitioner modifier.
This replaces the helmsman’s hypercharge and akashic armaments class features.
Warrior Pilot: At 1st level, whenever the mechwarrior would regain lost hit points or gain temporary hit points from an ability of one of their combat spheres while they are piloting their bonded vessel, they can divide this healing or these temporary hit points freely between themselves and their bonded vessel.
Masterful Pilot (Ex): At 1st level, the mechwarrior gains a +1 bonus which they can apply to their bonded vessel while they are piloting it. This bonus can be allocated in any of the following features and can be reallocated as a standard action (or as a swift or immediate action by expending martial focus). At 3rd level and every 2 levels thereafter, the mechwarrior gains an additional +1 bonus which they can apply to either the same feature or another feature. The maximum value that can be assigned to a single feature is a +1, increasing by an additional +1 at 5th, 9th, 13th, and 17th level.
- Insight bonus to the bonded vessel’s AC.
- Insight bonus to attack and damage rolls with the bonded vessel’s weapons.
- Insight bonus on saving throws made by the mechwarrior while piloting their bonded vessel.
- Insight bonus to all Athletics, Acrobatics, Climb, Fly, Piloting, and Ride checks made by the mechwarrior while piloting their bonded vessel.
- A 5-foot increase in all of the bonded vessel’s movement speeds for every +1 allocated in this feature.
- An increase to the bonded vessel’s hardness equal to the number of bonuses allocated in this feature.
- The bonded vessel gains fast healing equal to the number of bonuses allocated in this feature.
Adaptive Pilot: At 6th level, the mechwarrior gains the ability to reallocate the bonuses granted by their masterful piloting ability once per day as a free action, even if it isn’t their turn. At 9th level, and every 3 levels thereafter, the mechwarrior can use this ability an additional time each day.
This replaces the helmsman’s adaptive response class feature.
Peerless Pilot: At 20th level, the mechwarrior has become a pilot without peer. They no longer need to expend their martial focus to reallocate the bonuses granted by their masterful pilot ability, and the maximum bonus they can assign to a single one of their masterful pilot abilities increases by +2.
This replaces the helmsman’s peerless strategist class feature.
Mightweaver (Spellweaver Archetype)
These spellweavers have turned their arts towards the mastery of might rather than the mastery of magic, shattering their veils to dramatically empower their physical forms for limited periods of time.
Proficiencies: Martial spellweavers are proficient with simple weapons, as well as light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. They can cast spells using their spellweaving ability while wearing light armor or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a spellweaver wearing heavy armor or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
This modifies the spellweaver’s weapon and armor proficiencies.
Combat Training (Ex): A mightweaver is considered an Expert practitioner, gaining spheres and talents as appropriate. Mightweavers use their Intelligence as their Practitioner modifier.
This replaces the spellweaver’s spellweaving, combat casting, improved combat casting, and greater combat casting class features.
Martial Intuition: At 1st level, the mightweaver gains a bonus combat talent.
This modifies the spellweaver’s cantrips class feature, but not for the purposes of archetypes compatibility. If an archetype would replace the spellweaver’s cantrips class feature it replaces this feature instead.
Mightweaving (Su): Whenever the mightweaver uses an ability of a combat sphere, they can choose to shatter one of their veils as part of using the effect. They can also shatter one of their veils as a swift action to enhance the abilities of a continuous effect granted by a combat sphere. Shattering their veil briefly empowers that ability with their essence, allowing them to treat their Base Attack Bonus or their skill ranks in any relevant skills to that ability as 2 higher. This bonus further increases by 1 at 4th level, and every 3 levels thereafter. For instantaneous abilities, this bonus lasts for the duration of the ability. For abilities with a duration or for constant abilities, this bonus lasts for the duration of the ability, or until the shattered veil is no longer suppressed (whichever happens first). This ability cannot be used with any ability that grants you a companion, such as the Tame ability of the Beastmastery sphere.
The mightweaver cannot shatter any veils gained from abilities, feats, racial features, or from other classes using this ability. A shattered veil has its effects completely suppressed for 10 minutes, and all of the essence invested in it at the time of its shattering is burned. This burned essence is not able to be normally recovered, but is recovered automatically when the veil is no longer suppressed. If the burned essence was bound to the shattered veil, it remains bound to the veil after this duration. The mightweaver then gains an additional benefit for 10 minutes, as shown on Table: Mightweaving Chakra Effects.
If an ability enhanced using mightweaving has a duration longer than 10 minutes (including abilities with a continuous effect), the mightweaver must choose whether to end the benefits of this ability after this 10 minute period, or whether they leave the veil suppressed for the remaining duration. If this benefit was used in the creation of an object (such as with a formulae of the Alchemy sphere), that object is destroyed as part of this bonus ending.
At any time, as part of investing their essence, the mightweaver can choose to end the bonus granted to that effect and unsuppress the veil (only after the initial 10 minutes has passed).
A mightweaver can never shatter a minor veil as part of their mightweaving ability.
This replaces the spellweaver’s automatic heightening class feature.
Combat Sphere Specialization: At 6th level, and again at 12th and 18th level, the mightweaver gains Combat Sphere Specialization as a bonus feat. Whenever the mightweaver meditate to shape their veils for the day, they can change which of their combat spheres they wish to benefit from these feats.
Alternatively, whenever they prepare their veils for the day they can choose to exchange one of these feats for Combat Sphere Focus, or vice versa. They may change which sphere is benefitting from these feats as part of shaping their veils as well.
This replaces the spellweaver’s metaweaving class feature.
Mightweaver’s Ascendance
At 20th level, the mightweaver has achieved total mastery of their art. Their veils can no longer be dealt enough damage to be sundered, and they cannot be suppressed by any effects weaker than a mage’s disjunction or antimagic field. Whenever the mightweaver shatters one of their veils to empower a combat ability, the mightweaver gains the chakra benefits for the shattered veil as if it were shaped in all of the slots that it could be shaped in. For example, if the veil is shaped in their Wrists slot, but could also be shaped in their Hands slots, they gain both the Wrists and Hands benefits for shattering it. This otherwise functions as normal for veils shattered using the mightweaving ability. In addition, the time it takes to recover one of their veils suppressed from shattering it is reduced to 1 minute.
This replaces the spellweaver’s ascendance class feature.
Voice of the Ruler (Fisherking Archetype)
Proficiencies: Voices of the ruler are proficient with simple weapons and light armor. In addition, if this is this character’s first level in any class, they gain two bonus combat talents of their choice.
This modifies the fisherking's normal proficiencies.
Combat Training: Voices of the ruler may combine combat spheres and talents to create powerful martial techniques. Voices of the ruler are considered Proficient combatants and use Charisma as their practitioner modifier.
This replaces the fisherking’s blessed land and peerless hex class features.
Ruler’s Voice: At 1st level, the voice of the ruler gains the Gladiator and Warleader spheres as bonus spheres. If they have one or both of these spheres, they may gain a bonus combat talent from one of these spheres for each duplicate. The voice of the ruler treats their base attack bonus from their fisherking levels when using these spheres as equal to their class level.
Whenever the voice of the ruler uses an ability of the Gladiator or Warleader spheres as a swift or immediate action, they may reinvest their essence as part of using that ability. They may choose whether they reinvest before or after the action that triggered this ability resolves.
A Voice That Carries (Su): At 3rd level, the voice of the ruler words can carry a farther distance than one who is lacking in authority. Whenever the voice of the ruler speaks, they can cause their voice to boom and carry easily over great distances, lowering the DC of any check to hear what is said by –15. They can also use this ability to increase the range of abilities that rely on their voice, but doing so requires the voice of the king to shout and carry their voice, potentially alerting distant foes to their presence. This ability adds 5 feet to the range of their boasts, their shouts, and their strike fear ability, and adds 10 feet to the range at which they can demoralize creatures using the Intimidate skill. The range increase provided by this ability increases by an additional 5 feet at 5th level, and every 4 levels thereafter.
Wildsoul (Volur Archetype)
Proficiencies: Wildsouls are proficient with simple weapons and light armor. In addition, if this is this character’s first level in any class, they gain two bonus combat talents of their choice.
This modifies the volur's normal proficiencies.
Combat Training: Wildsouls may combine combat spheres and talents to create powerful martial techniques. Wildsouls are considered Proficient combatants and use Charisma as their practitioner modifier.
This replaces the volur’s mass branding, and twinbranding class features.
Spirit of the Wild: The wildsoul gains the Beastmastery sphere with the Handle Animal package, but they do not gain the tame ability. They instead gain the Animal Companion talent twice. If they already have the Beastmastery sphere, they gain the Animal Companion talent twice instead. If they already have the Animal Companion talent, they may select a bonus combat talent in place of each duplicate talent. This restriction is equivalent to a sphere-specific drawback, and can be paid off using a combat talent as normal.
The wildsoul’s animal companion granted by their Beastmastery sphere becomes their spirit of the wild. Through the bond with this spirit, the wildsoul gains their veils. The wildsoul’s spirit of the wild no longer ages while affected by this bond. The spirit of the wild has its base Intelligence score increased to 10, and it can understand (but not speak) all of the wildsoul’s languages. This increase to the spirit of the wild’s base Intelligence grants it two skill ranks per Hit Die, rather than only 1. Existing animal companions who become a spirit of the wild from this ability retroactively gain skill ranks from this increase.
As a standard action the wildsoul can choose to merge their spirit of the wild with their essence, causing the spirit of the wild to become untargetable, intangible, and immune to all forms of damage. The spirit of the wild must share the wildsoul’s space or be within 5 feet of them for the wildsoul to use this ability. The wildsoul can end this effect as a free action on their turn, ejecting the spirit into a space within 5 feet of them (including sharing their space, if they wish).
If the spirit of the wild is slain, the wildsoul cannot reallocate their essence to or from veils shaped from volur class levels, and has the essence capacity of their brands shaped using their brandshaping class feature halved (rounded down, minimum 0). In addition, if any of their veils shaped from volur class levels are sundered or temporarily dismissed, they are instead destroyed. The wildsoul can reanimate their spirit of the wild by meditating for 1 hour, when they do so it is returned to life at 1 hit point in a square adjacent to them.
The spirit of the wild is automatically returned to full hit points (and revived, if it was slain) each time the wildsoul prepares their veils for the day. If the spirit of the wild was suffering from any damage or drain to its ability scores, from negative levels, or from any other negative condition, those injuries and conditions are also healed when the wildsoul prepares their veils for the day.
The wildsoul can break their bond with their spirit of the wild at any time by spending 1 hour in meditation, returning that creature to its normal state and allowing them to find a new animal companion to treat as their spirit of the wild using the normal rules for doing so. While they have broken they bond, they suffer all the penalties as if their spirit of the wild were slain.
This replaces the volur’s akashic spirit and spiritual alignment class features.
Wildclaw Brand (Su): At 4th level, once per turn whenever the wildsoul or their spirit of the wild successfully hits a creature using a natural attack, the wildsoul may attempt to apply one of their brands to the struck creature as a free action (even if it isn’t their turn). That creature makes a saving throw if required for the brand’s application. The struck creature must be within the range in which the wildsoul may apply their brands to use this ability.
Embodiment of the Wild (Su): At 6th level, the wildsoul can merge with their spirit of the wild and embody its aspects. This ability causes the spirit of the wild to merge with the wildsoul. The wildsoul and their spirit must be within 5 feet of each other (or the spirit can be merged with their essence) to use this ability. Embodying their spirit of the wild takes a move action, as does ending the embodiment. When the wildsoul stops embodying their spirit of the wild, the spirit chooses whether to appear in a square within 5 feet of the volur, or it can choose to merge with the wildsoul’s essence. If the wildsoul is rendered unconscious (such as if they are put to sleep from a magical effect, or reduced to fewer than 0 HP), their embodiment ends, and the spirit is merged with the wildsoul’s essence until the wildsoul regains consciousness. This ability is a polymorph effect.
While embodying their spirit of the wild, the wildsoul’s appearance is altered to emulate their spirit of the wilds, and they gain all of their spirit’s forms of movement, their natural attacks, and their bonus to natural armor. If the wildsoul would gain natural attacks or movement forms they don't possess limbs to use, they grow those limbs (such as wings, or a tail). If the volur gains a swim speed and their spirit of the wild could breathe water, they gain the ability to do so. The natural armor bonus granted by this ability stacks with other forms of natural armor. Any natural attacks the wildsoul gains have their damage dice adjusted to the wildsoul’s current size.
The wildsoul additionally gains a +1 bonus to attack rolls and CMD while embodying their spirit of the wild, increasing by an additional +1 at 7th level, and every 4 levels thereafter.
This replaces the volur’s spiritual embodiment class feature.
Wildclaw Twinbran (Su): At 10th level, whenever the wildsoul would apply a brand using their wildclaw brand ability, they may attempt to apply two brands to that creature instead of one.
One with the Wild: At 20th level, the wildsoul is treated as both their own creature type and their spirit of the wild’s creature type and they no longer age. They gain the benefits of their embodiment of the wild ability as a constant effect as long as their spirit of the wild is alive and on the same plane as them. They can choose to activate or deactivate this ability as a move action. They do not lose the effects of this ability if they are reduced to 0 HP or fewer or if they are rendered unconscious.
This replaces the volur’s one with the spirit class feature.
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