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iTookUrNick
2013-11-14, 01:38 PM
Introduction
Full casters often get a bad rep as attention-seeking prima donnas, stepping casually on the remains of a world broken by their magical might while everyone else at the table fades uselessly in the background. This collection of archetypes is meant to encourage the opposite, bringing others in the forefront.


War Weaver (Wizard Archetype): The war weaver was a beloved prestige class in 3.5 (link here (http://dndtools.eu/classes/war-weaver/)), and allowed wizards (and other casters) to buff their party with a vengeance.Here I am proposing my own version for PF, hopefully keeping the power level in check while bringing back all the things we know and love about the class.
Spell Channeler (Cleric Archetype): With this particular archetype I bring back an all-time favorite: divine metamagic. Of course, this adaptation (hopefully) strips it of most of its potential for abuse and channels it (pun intended) into a constructive ability.
Spellsinger (Sorcerer Archetype): This is an attempt at a buff-centric sorcerer, something that is not easily achieved otherwise. The bloodline is a little broader than the rest of the archetypes, adding some bardic music abilities to the mix, but I feel the complete package has added value over an hypotetical Spellsinger LITE version providing only the bare minimum.
Magic Beacon (Oracle Archetype): As with the sorcerer, the oracle greatly improves their effectiveness by adding the option of multi-target spells they already know. The curse is something I'm not certain about.
Pack Guide (Druid Archetype): The image of a pack lord boosting their allies in a forest ambush is inspiring, at least to me. It is certainly possible to do so with the tools already available in PF, but this archetype can make it a focus of the druid. The selection of domains available to the druid might need a revision.
Coven Witch (Witch Archetype): The witch does not really lends herself to team-play, but the option presented here might convince a few to give it a try. Any tip to improve this one is very welcome.
In order to streamline things, I have added a couple of feats at the end, and I reference them in all archetype presented.


I am hoping to receive a little feedback regarding balance before using it in a game, so comments in that regard will be greatly appreciated. At the time of writing, it looks like they might all need to be taken down a notch...

War Weaver

Modified Class: Wizard.

War weavers are a type of arcanist trained in fighting within a squad, lending their magic to enhance their allies' fighting capability by weaving them together into an eldritch tapestry.

WEAVE BOND (Su): a war weave can perform a special ritual to create a magical connection, a silver cord (like the one from the astral projection spell), between himself and a group of willing creatures. The ritual takes 10 minute of concentration, and the maximum number of creatures involved, excluding the creator, is equal to the war weaver casting modifier (usually Intelligence). The magical connection lasts for 24 hours or until a new one is made. If at any point the number of creature linked exceed the casting modifier, the war weaver must release one or more members of their choice from the weave, until balance is restored. A war weaver gains a number of abilities tied to the weave:


Share Spells: At 1st level, the war weaver can share spells with members of the weave; this otherwise function as the familiar ability of the same name.

Empathic Link (Su): The war weaver has an empathic link with the other members of the tapestry; this otherwise function as the familiar ability of the same name.

Deliver Touch Spells (Su): At 3rd level, a war weaver can let one of their linked companions deliver a touch spell for them; this otherwise function as the familiar ability of the same name.

This ability counts as and replaces arcane bond.

WEAVE SPELL (Su): at 1st level, a war weaver can cast a spell into the tapestry as a ritual taking up one minute of concentration. The spell remains dormant until the weaver activates it, completing the spell as a standard action that does not provokes attacks of opportunity. The range of woven spells is equal to the tapestry itself, meaning that all members are considered in range. Spells woven into the tapestry cannot be dispelled until activated.
The weaver can have one woven at a time, plus one for every 5 levels (up to 5 spells at 20th level).

This ability replaces scribe scroll.

COMMUNAL SPELL (Su): you gain the communal spell metamagic feat. If you already have this feat, you can immediately retrain that feat into a different feat for which you qualify. When you target one or more members of your weave (and none other), you can spontaneously apply this feat to any spell you cast, but the casting time becomes a full-round action.

This ability replaces the bonus feat gained at this level.

REACH SPELL (Su): You gain the reach spell metamagic feat. If you already have this feat, you can immediately retrain that feat into a different feat for which you qualify. When you target one or more members of your weave (and none other), you can spontaneously apply this feat to any spell you cast, but the casting time becomes a full-round action. You can combine this ability with the communal spell ability gained previously.

This ability replaces the bonus feat gained at this level.

MASS SPELL (Su): You gain the mass spell metamagic feat. If you already have this feat, you can immediately retrain that feat into a different feat for which you qualify. When you target one or more members of your weave (and none other), you can spontaneously apply this feat to any spell you cast, but the castingtime becomes a full-round action. You can combine this ability with the reach spell ability gained previously.

This ability replaces the bonus feat gained at this level.

Spell Channeler

Modified Class: Cleric.

Spell Channelers play a support role within small military units. Their ability to rapidly buff their allies makes them invaluable both in military and adventuring settings.

SHARING FOCUS: a spell channeler focuses her skills and learning on sharing magic rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain. She uses the slow progression for her base attack bonus (like a wizard); her weapon proficiencies are limited to the following weapons: club, heavy mace, light mace, quarterstaff, and sling.

CHANNEL ENERGY (Su): As the cleric ability, save that a spell channeler must channel positive energy, and when she does, she cannot choose to target undead. If the spell channeler is undead, the opposite is true instead. This ability is otherwise identical to the cleric ability of the same name.

CHANNEL SPELL (Su): as a standard action a spell channeler can channel a spell, sharing with creatures within 30ft of her. This action consume one use of her channel energy ability as normal, but instead of healing, a number of willing creatures up to the channeler level is affected by the spell, as if affected by the communal spell metamagic feat. The channeler can decide wether or not to include herself in the effect. If more than the maximum number of creatures are present in the area, closer creatures are affected first.

At 8th level, by spending 3 uses of channel energy, the channeler can apply the mass spell metamagic feat instead.

A spell channeler does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells.

Bloodline: Spellsinger

The spiritual power of art and song runs strongly through your family line. However, instead of using this power to rise yourself above others like many of the maestro bloodline do, your natural inclination is to share it with your allies.

Class Skill: Perform (all).

Bonus Spells: Saving Finale (http://www.d20pfsrd.com/magic/all-spells/s/saving-finale) (3rd), Gallant Inspiration (http://www.d20pfsrd.com/magic/all-spells/g/gallant-inspiration) (5th), Heroism (http://www.d20pfsrd.com/magic/all-spells/h/heroism) (7th), Good Hope (http://www.d20pfsrd.com/magic/all-spells/g/good-hope) (9th), Heroic Finale (http://www.d20pfsrd.com/magic/all-spells/h/heroic-finale) (11th), Greater Heroism (http://www.d20pfsrd.com/magic/all-spells/h/heroism) (13th), Brilliant Inspiration (http://www.d20pfsrd.com/magic/all-spells/b/brilliant-inspiration) (15th), Mind Blank (http://www.d20pfsrd.com/magic/all-spells/m/mind-blank) (17th), Foresight (http://www.d20pfsrd.com/magic/all-spells/f/foresight) (19th).

Bonus Feats: Discordant Voice (http://www.d20pfsrd.com/feats/general-feats/discordant-voice), Extend Spell (http://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic---final), Extra Performance (http://www.d20pfsrd.com/feats/general-feats/extra-performance---final), Harmonic Spell (http://www.d20pfsrd.com/feats/general-feats/harmonic-spell), Lingering Performance (http://www.d20pfsrd.com/feats/general-feats/lingering-performance), Reach Spell (http://www.d20pfsrd.com/feats/metamagic-feats/reach-spell-metamagic), Skill Focus (http://www.d20pfsrd.com/feats/general-feats/skill-focus---final) (Perform (http://www.d20pfsrd.com/skills/perform)), Spellsong (http://www.d20pfsrd.com/feats/general-feats/spellsong).

Bloodline Arcana: You can modify buffs spells on the fly and spread their effects across allies with ease. Whenever casting a spell targeting a single ally and with a duration longer than instantaneous, you can cast it as a communal or mass version affecting multiple allies (see the description of those feats).

Bloodline Powers: You can use your artistry to create magic effects and bolster your allies in battle. You gain a limited form of the Bardic Performance ability of the bard. You use your spellsinger level in place of your bard level to determine rounds of performance per day, the effects of performances and the action required to start a performance.


Inspire Courage (Su): A 1st level spellsinger can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the spellsinger's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six spellsinger levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The spellsinger must choose which component to use when starting his performance.

Inspire Competence (Su): A spellsinger of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the spellsinger. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A spellsinger can't inspire competence in himself. Inspire competence relies on audible components.

Inspire Greatness (Su): A spellsinger of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a spellsinger attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the spellsinger. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Inspire Heroics (Su): A spellsinger of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three spellsinger levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the spellsinger. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Grand performer (Su): At 20th level, the power of pure magic music flows through you. You can sustain two bardic performances at the same time by spending 3 rounds of bardic performance each round. You are immune to sonic and mind-affecting spells and effects.

Special: you can select the racial favored class option of the bard instead of the one of the sorcerer, but only if it relates to bardic performance in general or a barding performance available to you.
Middle-aged Human Sorcerer [Spellsinger] 6
TN Medium humanoid (human)
Init +5; Senses Perception +10; Speed 30ft

AC18, touch 12, flat-footed 17 (+4 armor, +0 size, +1 Dex +1 shield, +1 nat, + deflect)
hp 39 (6d6+15) Fort +5, Refl +4, Will +6

Melee mw dagger +2 (1d4–2/18-20)
Performance: 21r/day. Inspire courage +2, inspire competence +2
Cantrips: (7|at-will): Detect Magic, Dancing Lights, Ghost Sound, Guidance, Light, Mage Hand, Prestidigitation.
Spells:
(4+3|6+2) Saving Finale*, Charm Person, Grease, Mage Armor, Silent Image, Feather Fall, Vanish
(2+2|5+2) Gallant Inspiration*, Bull's Strength, Mirror Image, Invisibility
(1|3+2) Haste

PB(20): STR: 6 DEX: 12 CON: 14 INT: 13 WIS: 10 CHA: 24
Bab: +3 CMB +1 CMD 12
Feats (3+1): Eschew Materials (B), Impr. initiative, Lingering Performance, Reach Spell
Traits: Perception, UMD as class skills +1
Skills (3): Perception +10, Spellcraft +10, UMD +17
Items (up to 16k): [4k] Cha +2, [1k] Resistance +1, mwk dagger, [3k] lesser rod of extend 3/day, darkwood buckler, [2k] Nat. Armor +1, [2k] Deflection +1; scrolls, potions & miscellaneous.


Magic Beacon

Modified Class: Oracle.
Oracle’s Curse (Su): A magic beacon must choose a curse at 1st level as normal. In addition, it gains the following extra curse:

Removed: the beacon functions as if under a continuous, two-way sanctuary spell, whose DC is equal to 10 + half her oracle level + her cha modifier. She must pass a Will check to target enemies just like enemies have to to target her.

Class Skills: A magic beacon gains no additional class skills from her mystery.

Revelations: A magic beacon gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the magic beacon may select the following revelations in place of a mystery revelation.


Communal spell (Su): You gain the Communal Spell (metamagic) feat. If you already have this feat, you can retrain it immediately at no cost. You can apply this feat spontaneously without increasing casting time.

Reach spell (Su): You gain the Reach Spell (metamagic) feat. If you already have this feat, you can retrain it immediately at no cost. You can apply this feat spontaneously without increasing casting time.

Mass spell (Su): You gain the Mass Spell (metamagic) feat. If you already have this feat, you can retrain it immediately at no cost. You can apply this feat spontaneously without increasing casting time. You must have the Communal spell revelation in order to select this one.

Recommended Mysteries: Any, except probably battle.

Pack Guide

Modified Class: Druid.

Pack Bond (Ex): At 1st level, a pack guide forms a bond with their pack-mates. She selects a cleric domain among those available to her and receives additional domain spell slots, just like a cleric, but none of the domain powers. In addition, she can select a number of friendly creatures up to her Wisdom modifier, excluding the guide herself, to be her pack-mates.

At 1st level, she gains communal spell (metamagic) as a bonus feat. A number of times equal to 3+ her Charisma modifier, she can share a spell with members of the pack within 30ft of her. The spell is as if affected by the communal spell metamagic feat, but without increasing the casting time. The guide can decide wether or not to include herself in the effect. If more than the maximum number of creatures are present in the area, closer creatures are affected first.

At 8th level, by spending 3 uses of this ability, the guide can apply the mass spell metamagic feat instead.

This ability otherwise function as and replaces Nature's bond and Spontaneous summoning: a pack guide cannot channel stored spell energy into summoning spells that she hasn't prepared ahead of time.

Pack empathy (Su): At 1st level, the pack guide has an empathic link with their pack-mates; this otherwise function as the familiar ability of the same name. At 4th level, this link function as a continuous status spell.

This ability replaces wild empathy and resist nature's lure.

Coven Witch

Modified Class: Witch.

COVENANT (Su): a coven witch can perform a special ritual to create a magical connection within a group of willing creature. The ritual takes 10 minutes of concentration, and the maximum number of creatures involved, excluding the creator, is equal to the coven witch casting modifier (usually Intelligence). The magical connection lasts for 24 hours or until a new one is made. If at any point the number of creature linked exceed the casting modifier, the coven witch must release one or more members of their choice from the weave, until balance is restored. A war weaver gains a number of abilities tied to the weave:


Share Spells: At 1st level, the coven witch can share spells with members of the coven; this otherwise function as the familiar ability of the same name.

Empathic Link (Su): The witch has an empathic link with her coven members; this otherwise function as the familiar ability of the same name.

Deliver Touch Spells (Su): At 3rd level, a coven witch can let one of their coven members deliver a touch spell for them; this otherwise function as the familiar ability of the same name.

In order to prepare spells, the witch must meditate for one hour in the presence of one or more members of her coven from the previous meditation. If none are available, she can call forth her patron spirit in a new coven with a special ritual, which follows the rules for replacing lost familiars.

This ability counts as and replaces the Witch’s Familiar.

COVENANT HEXES: A coven witch can select the following hexes:


Communal Spell (Su): you gain the communal spell metamagic feat. If you already have this feat, you can immediately retrain that feat into a different feat for which you qualify. When you target one or more members of your coven (and none other), you can spontaneously apply this feat to any spell you cast, but the casting becomes a full-round action. You can combine this ability with the reach spell hex.

Reach spell(Su): You gain the reach spell metamagic feat. If you already have this feat, you can immediately retrain that feat into a different feat for which you qualify. When you target one or more members of your coven (and none other), you can spontaneously apply this feat to any spell you cast, but the casting becomes a full-round action. You can combine this ability with the other abilities presented here.

Mass spell (Su): You gain the mass spell metamagic feat. If you already have this feat, you can immediately retrain that feat into a different feat for which you qualify. When you target one or more members of your coven (and none other), you can spontaneously apply this feat to any spell you cast, but the casting becomes a full-round action. You can combine this ability with the reach spell hex.

New Feats

Communal spell (metamagic)
Benefit: you can turn a spell targeting a single creature and with a duration other than instantaneous into a communal spell, targeting a number of willing creatures equal up to the CL of the spell. The duration of the spell is divided among the participants. A communal spell takes up a spell slot one level higher than the original spell.

Mass spell (metamagic):
Prerequisite: Communal spell
Benefit: you can turn a spell targeting a single creature into a mass spell, targeting a number of creatures within range up to its caster level. A mass spell takes up a spell slot three levels higher than the original spell.

Expansive group:
Prerequisite: weave bond, pack bond or covenant
Benefit: you can include an extra member in one of the aforementioned groups. If you have more than one group you can qualify for, you must choose which one you wish to apply this to; this choice is final and cannot be changed.