Home Creators Posts Import Register Favorites Logout

Content

New Archetypes

Fleshbrand (Promethean Archetype)

Delivering into forbidden magics has warped the promethean’s very flesh, corrupting it and allowing them to corrupt the flesh of others using akashic brands.

Branded Flesh (Su): The fleshbrand treats every veil with the [brand] or [fleshwarp] descriptor as their veil list. This does not allow them to shape veils in slots they do not have access to, such as Blood, Ring, or Storm veils.

Whenever the fleshbrand shapes a [brand] veil using one of their promethean veil slots, it gains the [fleshwarp] descriptor if it did not already possess it, does not take up one of the fleshbrand’s veil slots, and cannot be bound to their normal chakra slots. This ability does not allow the fleshbrand to shape the same brand multiple times, but does allow them to shape multiple brands that would normally be shaped in the same slot, along with any other veils they would normally shape in those slots.

Brands granted the [fleshwarp] descriptor are not subject to spell resistance and, unlike a normal brand, a fleshwarp brand is not removed if a creature leaves its range. It instead goes dormant, automatically reactivating if the fleshbrand comes within range of it again. Spell-like abilities produced by these veils are still supernatural effects, and follow the normal rules for spell-like abilities. If one of these veils emulates a spell effect, that effect is supernatural as well.

This modifies the promethean’s veilweaving class feature.

Low Chakra Binding: At 2nd level, the fleshbrand gains access to a low chakra bind. Each day when they shape their veils, they can choose whether they wish to bind veils to the Feet or Hands slot. At 6th level, they can choose two binds rather than one. At 5th level, they additionally can choose between the Head slot using this ability.

This replaces the promethean’s chakra binds class feature.

Brandbinding: At 4th level, the fleshbrand’s mastery over their dark arts allows them to bind their brands for greater effects. When the fleshbrand shapes their veils for the day, they can bind one of their brands shaped using their promethean veil slots. If a brand has multiple chakras it can be shaped to, the fleshbrand chooses which chakra slot they treat it as bound to when they shape the brand. At 8th, 12th, 16th, and 20th level the fleshbrand can bind an additional one of their [brand] veils shaped using their promethean veil slots.

Corrupting Flesh (Su): At 4th level, as a standard action the fleshbrand may make a single attack with a natural weapon, an unarmed strike, or a manufactured weapon created by or modified with one of their [fleshwarp] descriptor veils or a promethean class feature (such as a manufactured weapon under the effects of the Fleshwarped Reinforcements veil, or a manufactured weapon a living weapon promethean has incorporated within their body). If the attack is successful, they may attempt to brand the struck creature using one of their veils as a free action. That creature receives a saving throw against the brand if it normally grants one. This attack counts as an attack action for the purposes of feats and abilities (it counts as a special attack action if you are using the spheres of might system).

Assault of Corruption (Su): At 8th level, the fleshbrand use their corrupting flesh ability as part of a full-attack. They must choose which attack delivers the brand before the attacks are made, and this attack does not count as an attack action.

Middle Chakra Binding: At 10th level, the fleshbrand gains access to a middle chakra bind. Each day when they shape their veils, they can choose whether they wish to bind veils to the Wrists, Shoulders or Headband slots. At 14th level, they choose two binds rather than one.

Intensified Corruption (Su): At 12th level, whenever the fleshbrand uses their corrupting flesh ability as a standard action, they cause the creature to be affected by up to two of the fleshbrand’s brands on a successful hit, or one of those brands on a missed attack.

Relentless Corruption (Su): At 16th level, when the fleshbrand uses their corrupting flesh ability as part of a full-attack they no longer need to choose which attack delivers the brand; if at least one attack hits a target, they may cause one of the targets struck to be affected by one of their brands.

High Chakra Binding: At 18th level, the fleshbrand gains access to a high chakra bind. Each day when they shape their veils, they can choose whether they wish to bind veils to the Neck, or Belt slot.

Pinnacle Chakra Binding: At 20th level, the fleshbrand gains access to a pinnacle chakra bind. Each day when they shape their veils, they can choose whether they wish to bind veils to the Chest, or Body slot.

New Forbidden Knowledge

Amorphous Flesh (Ex)

Rituals and alchemy have allowed you greater control over your flesh, allowing it to crawl and ooze at your command.

Your flesh can become amorphous, allowing you to use it as a tool to escape binds, open locks, or disable devices. You may use your own flesh as if it were a set of masterwork thieve’s tools, and you may use your flesh to open locks or disable devices even if you have no free hands. You also apply the circumstance bonus granted by this ability (+2) to Escape Artist checks. You may also use your exposed flesh to grab and hold objects or make Disarm attempts even if you have no free hands.

Additionally, you treat Disable Device as a class skill, may use the higher of your Dexterity or Intelligence when making Disable Device checks, and gain a number of ranks of the Disable Device skill equal to your current promethean level, and then an additional rank at each additional promethean level. If you already have ranks in Disable Device, you may gain an equal number of ranks in other skills of your choice.

For each point of essence invested in this piece of forbidden knowledge, the circumstance bonus to Disable Device and Escape Artist granted by your amorphous flesh increases by +1.

Aquatic Transformation (Ex)

You have altered your eyes, lungs, and limbs to allow you to exist comfortably on both land and sea.

You can breathe both water and air, gain a swim speed equal to your base land speed, and treat Swim as a class skill. While underwater, you double the range at which you can see (normally 4d8 × 10 feet if the water is clear, and 1d8 × 10 feet if it’s murky).

Additionally, you gain a number of ranks of the Swim skill equal to your current promethean level, and then an additional rank at each additional promethean level. If you already have ranks in Swim, you may gain an equal number of ranks in other skills of your choice.

For each point of essence invested in this piece of forbidden knowledge, your swim speed increases by 10 feet, and you gain a +2 insight bonus on Swim checks.

Unnatural Reflexes (Ex)

Eldritch insight has dramatically improved your body's natural reflexes.

You gain an insight bonus to your AC, CMD, and Reflex saving throws equal to your Intelligence modifier while you are wearing no armor and carrying less than a medium load. This bonus to AC applies against touch attacks, but not while you are flat footed. These bonuses do not stack with the AC bonus ability of the Monk, or similar class features or abilities.

For each point of essence invested in this piece of forbidden knowledge, the insight bonuses granted by it increase by +1.

Vocal Modifications (Ex)

A being's voice is merely muscles interacting with air, and you have learned to modify those functions to emulate sounds and make yourself sound more believable.

You treat Bluff as a class skill and gain a number of ranks of the Bluff skill equal to your current promethean level, and then an additional rank at each additional promethean level. If you already have ranks in Bluff, you may gain an equal number of ranks in other skills of your choice.

Additionally, you can perfectly imitate certain sounds or even specific voices. When mimicking a sound or voice, you make a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. You gain a +8 circumstance bonus on your Bluff check to mimic sounds (including accents and speech patterns, if mimicking a voice) if you have listened to the sound for at least 10 minutes. You cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though you may be able to mimic the sound of those abilities. This ability does not allow you to speak or understand languages you don’t know.

For each point of essence invested in this piece of forbidden knowledge, you gain a +1 insight bonus to Bluff checks and the time you are required to hear a sound before you gain a bonus to mimic it is reduced by 1 minute. If this is reduced to 0 minutes, then you can mimic a sound if you have heard it for any amount of time.

New Veil

Devouring Maggots

Descriptors: Brand, Disease, Fleshwarp

Class: Huay, Promethean, Vizier, Volur

Slot: Shoulders

Saving Throw: Fortitude negates

Flies grow within your flesh, swarming a foe at your command to land upon a foe and continuously lay eggs filled with devouring maggots that quickly burrow into the victim to churn and writhe beneath their skin.

When this brand is successfully applied, the branded target takes 1d6 points of piercing and slashing damage and is sickened until the beginning of your next turn.

At the beginning of each of your turns, the branded creature must make a Fortitude saving throw or suffer these effects again on a failed save.

Since this brand is an extraordinary effect, the branded creature does not gain the benefits of its spell resistance against it.

Essence: For each odd point of essence invested in this veil, the damage suffered by the branded creature increases by 1d6. For every even point of essence invested, the penalties imposed by the sickened condition caused by this veil worsen by -1.

Chakra Bind (Shoulders): Binding this veil to your Shoulders chakra worsens the sickening effects of the veil’s devouring maggots. The duration of the sickened condition caused by this brand increases by 1 round. If a creature who is sickened fails a saving throw against this veil, in addition to the veils' normal effects that creature is nauseated until the beginning of your next turn.

Fleshwarped Reinforcements

Descriptors: Fleshwarp, Variant

Class: Daevic, Eclipse, Promethean

Slot: Hands, Wrists

Saving Throw: None

Your flesh churns and grows over your weapons, making them one with you. This process empowers them with bone, chitin, and viscera, granting them powerful and unique forms.

This veil is a variant of the Hardlight Reinforcements veil.

Shaping this veil grants you the ability to reinforce your armaments with your flesh. As a free action once per turn, you can choose any number of manufactured weapons or shields you are wielding in your hands and grant them the benefits of this veil. The chosen weapons or shields cannot have been created by a veil or other supernatural effect, or used to modify your unarmed strikes (such as handwraps). You can also choose to remove the effects of this veil from any of your wielded weapons as part of this action as well.

The affected armaments are reinforced with plates of bone and chitin, muscle, tendons, and viscera that connect it to your flesh and empower your strikes using it. The affected armaments cannot be disarmed, you cannot drop them or throw them (willingly or unwillingly) while they are under the effects of this veil, and your hands wielding these armaments cannot be used for anything besides wielding them (they can’t be used to interact with items, provide somatic material components for spells, and so on).

This reinforcement of flesh also alters the shape of armaments affected by this veil, allowing them to better serve your needs. Choose a weapon ability from the following list for each armament affected by this veil: blocking, brace, deadly, disarm, distracting, grapple, nonlethal, sunder, trip. The armament gains that ability. You can change the granted abilites as a free action once per turn.

When affecting a melee manufactured weapon, you may add the reach ability to the above list of abilities you may select. If the manufactured weapon already had reach, you can instead choose to remove its reach ability in place of a selected weapon ability.

When affecting a ranged manufactured weapon, the ability selected for that weapon ability instead applies to the ammo fired by that weapon. In addition, you can choose to have the weapon produce its own ammunition formed from your flesh and the essence of this veil rather than choosing a weapon ability. This causes the weapon to automatically reload after each shot is fired. This flesh-based ammo rapidly rots away into nothingness after the attack is resolved.

Essence: For each point of essence invested in this veil, armaments reinforced by this veil deal an additional 1 point of damage. For every even point of essence invested, any numerical bonuses provided by abilities granted by this veil are increased by +1. For example: if you invest 2 points of essence and choose the distracting ability, its bonus on Bluff checks to feint would be increased from +2 to +3.

Chakra Bind (Hands): Binding this veil to your Hands chakra further empowers your ability to wield armaments affected by this veil, increasing the damage they deal by an additional 1 point of damage per point of essence invested in this veil (to a total of +2 damage per point of essence invested).

Additionally, in place of a selected ability for your armaments you may change the type of damage dealt by the armament to one of the following types: bludgeoning, slashing, or piercing.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra grants you all the benefits of the Hands bind, and further improves the veil’s ability to alter your armaments.

You may select two weapon abilities for each of your reinforced armaments, rather than only one, and you can change the selected abilities as many times as you wish as a free action each turn, allowing you to change weapon abilities between your attacks.

Additionally, whenever you change the damage type dealt by one of your armaments using this veil you may choose two of those damage types instead of one, allowing its damage to be considered both types for the purposes of bypassing damage reduction or other special abilities based on weapon damage types.

Burst Pincers

Descriptors: Fleshwarp, Sonic

Class: Daevic, Eclipse Promethean

Slot: Wrists

Saving Throw: Fort half

Your arms warp and twist as bone and flesh reconfigure into a pair of chitin-plated pincers backed by incredible twitch muscle mass.

Your hands are replaced by a pair of pincers that function as two primary natural attacks appropriate to your size (1d6 medium, 1d4 small). You can cause these pincers to break up into hand-like appendages, or return to their shape as pincers, as a swift action. In that state they cannot be used as natural weapons, but can be used as well as your normal hands.

Once per round when you make an attack with one of these pincers, you can utilize the muscle mass granted by this veil to rapidly enhance the speed of the ferocity of the attack called a burst strike. You gain a +2 insight bonus to attack rolls with this burst strike, and it unleashes a burst of sonic pressure along with the attack. Whether the attack hits or misses, each creature (other than yourself) within a 5-foot radius burst centered on the attack’s target takes 1d6 points of sonic damage and is deafened for 1 round. A successful Fortitude saving throw halves this damage and negates the deafened condition. When determining the saving throw’s DC, you may use the higher of your veilweaving modifier or the ability score used to make this attack.

Essence: For each odd point of essence invested in this veil, the insight bonus to attack rolls granted to your burst strike increases by +1. For every 2 points invested, the sonic damage dealt by your burst strike increases by +1d6. For every 3 points of essence invested in this veil, the radius of the sonic burst caused by your burst strike increases by 5 feet.

Chakra Bind (Wrists): Binding this veil to your Wrists chakra allows you to better harness the muscles granted by this veil, allowing you to utilize burst strikes more often. You may make a burst strike using this veil up to twice per round. If you use a burst strike against a creature already deafened by this veil, if they fail their saving throw against the burst strike they are staggered until the beginning of your next turn.

New Feats

Implant Thoughts

Your warped mind has allowed you to interact with the minds you can read, implementing your thoughts into their minds.

Prerequisites: Promethean 5, hear thoughts, warped mind

Benefit: You can communicate your own thoughts telepathically to creatures within range of your hear thoughts ability. This does not allow said creatures to respond to your telepathic communication unless you are actively reading their surface thoughts.

Fortified Bodily Enhancements (Combat)

You have learned to further fortify the enhancements to your body granted by your obsession.

Prerequisites: Promethean 5, bodily enhancements

Benefit: You gain an additional 1 hit point per promethean level, and the natural armor granted by your bodily enhancements feature increases by +1.

Special: This feat can be selected an additional time at promethean level 13, and this feat counts as the Toughness feat for the purposes of prerequisites.

Shifting Dread (Combat)

You can alter your appearance to briefly strike dread in a foe, allowing you to deliver a particularly deadly strike against them.

Prerequisites: Promethean 5, mimicking dread, shifting shape

Benefit: You can briefly cause your face to take on a horrific visage as a swift action, forcing a single creature within 5 feet of you to make a Will saving throw (DC 10 + 1/2 your promethean level + your Intelligence modifier) or become shaken until the start of your next turn. This is a fear effect. This shaken condition cannot be worsened to frightened, nor can it worsen other applications of the shaken condition to frightened.

When attacking a creature who you are mimicking the appearance of who is also shaken by this ability, the bonus to attack rolls and the damage dealt by your dice of precision damage granted by your mimicking dread ability against that creature are both increased by 50% (rounded down).

If you have startling dread ability, this feat can instead be used as a free action once per turn and it cannot be used in the same round as your startling dread ability. If a creature has been shaken by that ability and fails a save against this feat, the duration of the shaken condition applied by that ability is instead increased by 1 round.

Variable Adaptation

Your adaptations are more variable than others of your kind, allowing you to further specialize your weapons towards defensive ends.

Prerequisites: Promethean 5, bodily adaptations

Benefit: You can increase the number of bodily adaptations you choose by 1 by reducing the number of weapon adaptations you choose by 1, or vice versa.

Any time you meditate to change your bodily adaptations you can choose to exchange a weapon adaptation for a bodily adaptation, turn an exchanged weapon adaptation back into a bodily adaptation, or both.

Any time you invest essence, you can choose to exchange a bodily adaptation for a weapon adaptation, turn an exchanged bodily adaptation back into a weapon adaptation, or both.

You may never have more than one adaptation exchanged at a time using this ability.

For example; a 5th level adaptationist promethean has the ability to choose 2 weapon adaptations and 1 bodily adaptation. Using this feat, they could have 3 weapon adaptations and 0 bodily adaptations, or 1 weapon adaptation and 2 bodily adaptations (or the original number of each type of adaptation).

Rapid Fleshsculpting

By utilizing your essence you can rapidly change a creature whose flesh you have sculpted.

Prerequisites: Promethean 5, improved fleshsculpting

Benefit: You can take 1 point of essence burn and touch a creature benefiting from your fleshsculpting feature and change the abilities you have granted them. For each use of this ability on that creature beyond the first, it requires an additional point of essence burn to use this ability (2 essence burn upon the second use, 3 upon the third, and so on).

Weapons of the Swarm (Combat)

You have learned to wield weapons using the vermin that make up your swarm as well as using your own limbs.

Prerequisites: Promethean 5, flesh of the man

Benefit: You can wield shields and make attacks using wielded weapons, or using your natural attacks or unarmed strikes while in your swarm form. You are considered to have the same number of limbs as your combined form when making weapon attacks and when wielding shields. If you are holding multiple weapons and shields within your swarm, you can choose which you are considered to be wielding at any time. If you attack with a two-handed weapon or with a weapon using each of your hands, you cannot benefit from a wielded shield until the beginning of your next turn.

Additionally, you can utilize your special swarm attack as if it were a primary natural attack. Unlike your normal special swarm attack, you only affect a single creature with this attack and must make a successful attack roll to deal damage to your target.

Rapid Incorporation (Combat)

Specialized training has allowed you to more rapidly incorporate objects within your body and call them forth.

Prerequisites: Promethean 5, incorporate within flesh

Benefit: You may incorporate objects within your body by spending one full round, rather than 1 minute, you can partially draw forth an incorporated object as a free action, and you can don and doff incorporated armor or clothing as a free action.

Special: This feat counts as the Quick Draw feat for the purposes of prerequisites. If one of your feats or abilities would allow you to draw your weapons or grant you bonuses when you draw your weapons, partially drawing forth a weapon you have incorporated qualifies for both.

Comments

No comments found for this post.