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d20 - Pathfinder - Prestige Archetypes.

Posted by ArkrimFor group 0
Arkrim
GM, 127 posts
Wed 9 Apr 2014
at 03:56
  • msg #1

d20 - Pathfinder - Prestige Archetypes

Rather than using prestige classes, the following are archetypes that allow characters to play the prestige classes they like without actually having to use the prestige class mechanics.



ARCANE ARCHER [Magus Archetype]
The magus treats half their class level as their effective arcane archer level for all arcane archer abilities. An arcane archer magus's Spell Combat ability emulates the Rapid Shot feat instead of the Two-Weapon Fighting feat and they do not need a free hand to cast a spell so long as they are wielding only a ranged weapon. Note that using this form of spellcombat means that the spell cast does not use up an arrow or bolt (unless also using spellstrike). In addition, they do not gain any Magus Arcana, Bonus Feats, Medium Armor Proficiency or Heavy Armor Proficiency. At every level that they would've gained these abilities, they instead gain a class feature from arcane archer as if they had acquired a level in the prestige class (except BAB, HD, skill points and base saves which still progress as a Magus): http://www.d20pfsrd.com/classe...OC-Enhance-Arrows-Su-. The exception is of course the "+1 to existing class level" and the arcane archer magus still continues to advance as a magus normally. In addition, the arcane archer magus' Arcane Pool functions more like an arcane archer's Enhance Arrows with them only being able to apply it to ranged weapons instead of melee weapons and its effects do not stack with existing magical ammo/weapons.



ARCANE TRICKSTER [Rogue Archetype]
Add the following to the list of rogue talents and advanced talents:
  • Ranged Legerdemain: A rogue can select this feature as a rogue talent using half their rogue level as their effective arcane trickster level. They must first acquire Minor Magic (Mage Hand) before this can be selected.
  • Impromptu Sneak Attack: A rogue can select this feature as a rogue talent using half their rogue level as their effective arcane trickster level.
  • Tricky Spells: This ability is replaced by Sudden Metamagic effects. A rogue with Minor Magic can select the following metamagic feats in place of a rogue talent: Bouncing Spell, Dazing Spell, Disruptive Spell, Ectoplasmic Spell, Shadow Grasp, Silent Spell, Still Spell, Tenebrous Spell, Umbral Spell. In addition, there is a new Advanced Rogue Talent:
    Improved Major Magic; Prerequisites: Int 12, Minor Magic, Major Magic; Cast a 2nd-level sorcerer/wizard spell once per day.
  • Invisible Thief: A rogue can select this feature as an advanced rogue talent using half their rogue level as their effective arcane trickster level. They must first select Major Magic (Vanish) rogue talent.
  • Surprise Spells: A rogue can select this feature as an advanced rogue talent using half their rogue level as their effective arcane trickster level. They must first select Tricky Spells.




ASSASSIN [Rogue Archetype]
Add the following to the list of rogue talents and advanced talents:
  • Death Attack: A rogue can select this feature as an advanced rogue talent using half their rogue level as their effective assassin level.
  • Hidden Weapons: A rogue can select this feature as a rogue talent using half their rogue level as their effective assassin level.
  • Quiet Death: A rogue can select this feature as an advanced rogue talent using half their rogue level as their effective assassin level. They must first select Death Attack.
  • True Death: A rogue can select this feature as an advanced rogue talent using half their rogue level as their effective assassin level.
  • Swift Death: A rogue can select this feature as an advanced rogue talent using half their rogue level as their effective assassin level. They must first select Death Attack and Quiet Death.
  • Angel of Death: A rogue can select this feature as an advanced rogue talent using half their rogue level as their effective assassin level. They must first select Death Attack and True Death.



DRAGON DISCIPLE [Sorcerer Archetype]
This functions exactly like a sorcerer with the draconic bloodline except that they do not gain the normal Bloodline Spells. Instead, they gain the following:
3rd: Ability boost (+1 Str)
5th: Ability boost (+1 Con)
7th: Ability boost (+1 Str)
9th: Ability boost (+1 Int)
11th: Energy Resistance Increase (+5 more than normal for your bloodline)
13th: Ability boost (+1 Cha)
15th: Ability boost (+1 Str)
17th: Ability boost (+1 Con)
19th: Ability boost (+1 Str)
In addition, Dragon Disciples do not get to choose their own Bloodline feats, but have theirs chosen for them in the following order: Toughness (7th), Great Fortitude (13th) and Blind-Fight (19th).



DUELIST [Fighter Archetype]
A duelist fighter has a good Reflex save instead of a good Fortitude save. In addition, they give up their medium and heavy armor proficiency feats and their shield proficiency feats at 1st level. In exchange, they start with Dodge as a bonus feat and Canny Defense and Elaborate Defense as a Duelist. Their effective duelist level is equal to half their fighter level. Unlike a normal duelist, this version's Canny Defense does not limit its Intelligence bonus to AC by level.

A duelist fighter with Dodge, Mobility, Weapon Finesse and 2 ranks in Acrobatics and Perform (any) can give up a bonus feat in exchange to gain one of the following abilities, provided they meet the requirements for the Duelist class:
  • Precise Strike (damage bonus = BAB)
  • Improved Reaction +4 (as an 8th level duelist)
  • Parry (requires Improved Reaction)
  • Enhanced Mobility
  • Grace
  • Riposte (requires Improved Reaction, Parry and Enhanced Mobility)
  • Acrobatic Charge (requires Improved Reaction, Enhanced Mobility and Grace)
  • Deflect Arrows (duelist) (requires Improved Reaction, Parry)
  • No Retreat (requires Enhanced Mobility and Improved Reaction)
  • Crippling Critical: You learn only one of the possible conditions each time this is selected (though you can create only 1 of them at a time).



ELDRITCH KNIGHT [Magus Archetype]
A magus can trade a Magus Arcana for a fighter bonus feat. A magus of 15th level can acquire Spell Critical in place of a Magus Arcana.




LOREMASTER [Wizard Archetype]
A loremaster wizard loses their Arcane Bond and their Wizard Bonus Feats. They gain Lore, Greater Lore and True Lore as a loremaster with an effective level equal to their wizard level. In addition, at 1st level and every level they would've otherwise gained a Wizard Bonus Feat (5th, 10th, 15th and 20th) the wizard instead gains a Loremaster Secret. Their effective loremaster level for the purposes of determining which secrets they can select is equal to half their wizard level.




MYSTIC THEURGE [Arcane Feat]
Prerequisites: Sorcerer or Wizard 1st, Knowledge (Religion) 1 rank +2 more ranks per time this feat is taken (cleric, inquisitor, oracle, paladin) or knowledge (nature) 1 rank + 2 more ranks per time this feat is taken (druid, ranger).
Benefit: The Mystic Theurge feat allows you to select one divine spellcasting class. You learn one 0-level spell from that class and can learn other 0-level spells normally (by spellbook or spells-known limit). These spells take up your normal Sorcerer/Wizard spell slots. In order to learn and cast these spells, you must meet all the same prerequisites of the chosen class (can't cast druid spells while wearing metal armor, must be neutral to learn druid spells and can't cast cleric spells of opposed alignment). The Mystic Theurge feat can be taken multiple times but cannot be taken to select multiple divine spellcasting classes beyond the first. Each time it is taken after the first, 1 spell slot higher becomes open to you. For example, if Mystic Theurge is taken twice, you can learn up to 1st level spells from your chosen divine spellcasting class in place of your normal arcane spells. If it's taken four times, you can learn up to 3rd level spells and if it's taken eight times you can learn up to 7th level spells and so on and so forth. When you cast the selected spells, you still use the selected divine spellcasting class's normal ability modifier to determine your spell DCs, though you use your original arcane spellcasting class's spellcasting ability modifier to determine your spells per day.




SHADOWDANCER [Rogue Archetype]
A rogue may always trade a feat for an extra rogue talent. In addition, treat half the rogue's class level as their effective shadowdancer level and add the following abilities to the rogue's Talent choices:

ROGUE TALENTS

DARKVISION: http://www.d20pfsrd.com/classe...er#TOC-Darkvision-Ex-
(requires Stealth or Perception 5 ranks)

SHADOW ILLUSION: http://www.d20pfsrd.com/classe...C-Shadow-Illusion-Sp-
(requires Minor Magic (any illusion spell or prestidigitation), Darkvision)

SHADOW JUMP: http://www.d20pfsrd.com/classe...r#TOC-Shadow-Jump-Su-
(requires Minor Magic, Combat Reflexes, Dodge, Mobility, Stealth 5 ranks)

ADVANCED ROGUE TALENTS

HIDE IN PLAIN SIGHT: Add "shadows" as a possible favored terrain option. Shadows means that the rogue is hiding in dimly lit areas or areas of total darkness.

SHADOW CALL: http://www.d20pfsrd.com/classe...r#TOC-Shadow-Call-Sp-
(requires Shadow Illusion)

SHADOW MASTER: You gain DR2/- while in dimly lit areas. While in total darkness or magical darkness, you increase this to DR5/- and gain a +1 luck bonus to all saving throws. This talent can be selected up to twice, doubling its bonuses.
(requires Shadow Illusion, Shadow Call, Shadow Jump, Shadow Power)

SHADOW POWER: http://www.d20pfsrd.com/classe...#TOC-Shadow-Power-Sp-
(requires Shadow Illusion, Shadow Call)

SUMMON SHADOW: http://www.d20pfsrd.com/classe...TOC-Summon-Shadow-Su-
(requires Shadow Illusion)
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