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Milo v3
2015-07-13, 11:08 PM
Materialistic Fighter
If using these rules, the fighter should gain the following ability.
Material Training (Ex): At 5th level, a fighter has mastered a single material beyond that material's normal boundaries, gaining results that others can only dream about. He gains the material unlock powers (see below) for that material as appropriate for his base attack bonus. At 10th, 15th, and 20th levels, he chooses an additional material and gains material unlock powers for that material as well.

Material Unlocks
Material unlocks give characters new abilities and ways to use their materials upon reaching 5, 10, 15, and 20 base attack bonus. Any character with the Signature Material feat (see below) can earn material unlocks for a single material, and they are a feature of the fighter (see above). Alternatively, you might make material unlocks a universal part of the game, but you should be aware they add significant power and flexibility to material, so giving them for free to all classes would grant power boosts to other highly martial classes such as the slayer and magus, particularly in comparison to the fighter. Another alternative is to eliminate access to the Signature Material feat, limiting material unlocks to fighters and fighters alone.

Some material unlocks refer to an attack check, this is merely an attack roll with a weapon made from the unlocks material, but instead of attempting to hit an enemy, it is attempting to beat a set DC. You can take 10 and take 20 on attack checks; which is either you making 10 or 20 swings and getting more accurate each time, or you focusing for the duration of the take 10 or 20 and then doing one amazing strike, whichever would be more thematic. Note, even if a material unlock would copy a spells effect, it is extraordinary in nature rather than spell-like or supernatural.

Alloy Champion (Combat)
You can use talents you've learnt from different metals regardless of if your using the correct material.
Prerequisite: 10th level fighter
Benefit: Regardless of the material of the weapon or armour you're using, you gain the 5 BAB benefits of all the material unlocks you possess.

Signature Material (Combat)
Your ability with a particular material is the stuff of legends, and you can do things with that skill that others cannot.
Prerequisite: +5 base attack bonus.
Benefit: Choose one special material. You gain the ability listed in that material's 5 BAB entry. As you gain more base attack bonus, you gain additional abilities. If you have 10 or more base attack bonus, you gain the appropriate abilities immediately. This feat can be taken only once, but it stacks with the material training ability.

Adamantine
With sufficient base attack bonus, you can cut through anything.

5 BAB: When attacking with an adamatine weapon, bypass damage reduction less than a third of your base attack bonus. In addition adamantine shields grant damage reduction, with light shields counting as light armour and heavy shields counting as heavy armour for the purposes of determining how much damage reduction is gained. Damage reduction gained from adamantine armour and shields stack.
10 BAB: If an enemy attempts to sunder your adamantine weapon, you can automatically make a sunder attempt that doesn't provoke attack of opportunity against the weapon that is attacking it. If it is a natural attack that is attempting the sunder, treat this instead as an attack of opportunity that does not count towards your number of attacks of opportunity per round. In addition, as a full round action you can attempt to slice open a 5-20 ft. diameter rift in plane your travelling upon, this requires a successful attack check (DC 30). This rift functions much like a teleport spell, except that the travellers need not be touched—anyone who chooses to step through the rift is transported. The rift lasts for 1 round, and once it has been opened once in a day, another rift cannot be made by that character for 24 hours. At 15 and 20 BAB, the number of times this ability can be used per day is increased by 1.
15 BAB: When using an adamatine weapon or shield, you gain half your base attack bonus as a bonus to armour class against ranged touch attacks. This bonus is lost while you are denied your dexterity bonus to armour class. In addition, when you attempt to make a rift with an adamantine weapon, you can use to cross dimensions rather than distance by increasing the DC by +10, causing it to function like plane shift rather than teleport.
20 BAB: Your blade is so sharp it can cut immaterial threads. If you successfully hit a creature that is currently an astral projection with your adamantine weapon, it must make a fortitude save (DC 10 + your base attack bonus) or immediately be destroyed. In addition, a number of times per day equal to your base attack bonus, you can make an attack check as a full round action (DC 50) to cut the threads of time. A successful check grants you an additional 1d4 rounds of actions, during which you also cannot be sensed by any means (even magical senses). This ability cannot be used more than once per minute.


Alchemical Silver
With sufficient base attack bonus, you can attune yourself to this life and lunar associated metal.

5 BAB: Any silver weapon you wield gains the benefits of the ghost touch special ability. In addition, you gain a bonus on saves against disease and lycanthropy equal to half your base attack bonus.
10 BAB: If you successfully hit a creature of the shapechanger subtype with a silver weapon, it must make a fortitude save (DC 10 + your base attack bonus). If in it's natural form, the wound glows with silver radiance creating as much light as a candle, if it is not in it's natural form it immediately reverts into it's natural form. In addition, whenever you damage a lycanthrope with a silver weapon, it becomes susceptible to being cured of lycanthrope via remove disease or heal spell cast by a 12th level or higher divine spellcaster for 1 hour, as if it was within 3 days of the infecting lycanthrope's attack.
15 BAB: You can attune yourself to the silver you're wielding by making an attack check as a move-action (DC 20), you can travel to the ethereal realm with ease. This functions as ethereal jaunt with a caster level equal to your attack check result, and it doesn't provoke attacks of opportunity. This can be done a number of times per hour equal to half your base attack bonus. In addition, any armour or clothing you wear gains the benefits of the Ghost Touch special ability.
20 BAB: You have attuned yourself to silver you're currently wield so strongly that you gain the benefits of the incorporeal subtype while on planes that are coterminous with an ethereal plane, but also count as corporeal whenever it would benefit you. In addition, whenever wielding a silver weapon on the ethereal plane, the speeds of your movement modes are multiplied by 20 as your weapon cuts through the ethereal currents.


Angelskin
With sufficient base attack bonus, you earn the following.

5 BAB: While wearing angelskin, any evil aura radiated by you is reduced in strength by 15 Hit Dice. Auras reduced below 1 Hit Die can't be detected by means such as detect evil; causing you to not detect as evil, though this has no effect on other aspects of the creature's alignment. In addition, if the aura reduction would make it below 0 hit dice, add further reductions to your hit dice for the purpose of possessing a good aura.
10 BAB: While wearing angelskin you gain darkvision 60 ft., low-light vision, and energy resistance 10 against acid and cold damage. In addition, you constantly gain the benefits of the protection from evil spell with an effective caster level equal to your base attack bonus. Finally, you gain a bonus equal to your base attack bonus on intimidation checks against creatures with the evil alignment.
15 BAB: While wearing angelskin you gain the benefits of the Angel Subtype, and gain a bonus equal to half your base attack bonus on bluff and diplomacy checks against creatures with the good alignment. In addition, while wearing angelskin you can gain the benefits Monstrous Physiology IV at-will with a caster level equal to your base attack bonus, except that it only allows you to take the form of an outsider with the good subtype rather than monstrous humanoids.
20 BAB: You gain spellcasting as a good cleric with a class level equal to half your base attack bonus; except that the ability score used to determine the spells DC's, whether you can cast the spell, and how many bonus spells you obtain is whichever mental ability score is your highest, and that you cannot cast or prepare any spells unless currently wearing angelskin.


Blood Crystal
With sufficient base attack bonus, you earn the following. (Vampiric stuff, put crystal into people's blood and control the crystals)

5 BAB:
10 BAB:
15 BAB:
20 BAB:



Cold Iron
With sufficient base attack bonus, you earn the following. (Anti-Chaos, Anti-Magic)

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Darkleaf Cloth
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Darkwood
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Dragonhide
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Eel Hide
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Elysian Bronze
With sufficient base attack bonus, you can slay any monster.

5 BAB: While wielding an elysian bronze weapon you gain blindsense 60 ft., that can only sense creatures of the magical beast or monstrous humanoid type. In addition, select a creature type other than magical beast and monstrous humanoid, the damage reduction against natural and unarmed attacks granted by wearing elysian bronze armour applies to creatures that share that type.
10 BAB:
15 BAB:
20 BAB:


Fire-Forged Steel
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Frost-Forged Steel
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Greenwood
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Griffon Mane
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Living Steel
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Mithral
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Viridium
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Whipwood
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:


Wyroot
With sufficient base attack bonus, you earn the following.

5 BAB:
10 BAB:
15 BAB:
20 BAB:

Extra Anchovies
2015-07-14, 02:29 AM
Interested to see where this goes. It's inspired by the non-wuxia fighter thread, yes?

Adamantine:
BAB 15 and 20 should each let you create an additional rift per day. Cutting the threads of time needs a usage limit (1/minute?) because proper to-hit optimization can get a character who can hit that DC 50 pretty easily. Everything else is very good.

Milo v3
2015-07-14, 02:40 AM
Interested to see where this goes. It's inspired by the non-wuxia fighter thread, yes?

Adamantine:
BAB 15 and 20 should each let you create an additional rift per day. Cutting the threads of time needs a usage limit (1/minute?) because proper to-hit optimization can get a character who can hit that DC 50 pretty easily. Everything else is very good.

Okay, applied the changes. Though I did want it to be "relatively" easy to hit, especially with allowing take 20's and Full BAB classes.

Also was actually inspired by myths attributing materials with properties like... I think silver should be good against undead and probably have some life based powers because in myth it is associated with life and removing disease, so a guy with this can stab ghosts with a silver sword... maybe let you go ethereal by attuning yourself with the silver. So while reading unchained rogue today I realized I could alter skill unlocks to fit what I want. That non-wuxia thread was just me subtly plugging I guess. :smalltongue:

Also, I should say that if anyone has ideas for abilities, please say them since some materials are hard... thank god adamantine was first, it's definitely the easiest.

lade
2015-07-19, 06:35 PM
Please continue the good work I could use the savings on enchanting weapons,very interested in what you come up with.

Milo v3
2015-07-20, 10:21 AM
Please continue the good work I could use the savings on enchanting weapons,very interested in what you come up with.
I am slowly working on these, but I will continue. Just slow because of university stuff + Gm'ing stuff + making hybrid classes in the background.

lade
2015-07-20, 03:02 PM
I understand.Keep up the good work:smallsmile: