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    Default Re: [3.5/PF] GitP Regulars as Alternate Class Features/Racial Class Features/Alternat

    Quote Originally Posted by Socratov View Post
    re-re-iterating permapermission
    Eldritch Brewmaster (Warlock Archetype):

    Levels: 8, 13, and 18.

    Replaces: Fiendish Resilience 1, 2, and 5.

    Effects:

    Medicinal Alcohols (Ex): By spending an hour distilling alcohols (this requires an alchemistís lab or similar tools; and raw materials of negligible cost) an eldritch brewmaster can create up to 1 dose of medicinal alcohol per three warlock levels. Each dose heals 2d6 damage per three warlock levels to a creature drinking it, or heals 1 point of damage to each ability score +1 per 6 warlock levels (chosen when the dose is created); drinking a dose of medicinal alcohol is considered the same kind of action as drinking potion, or it may be used as part of a Drunken Masterís Drink Like a Demon ability (in which case they gain the healing effect in addition to the effects of that ability).

    Liquid Courage (Ex): An eldritch brewmaster learns to distill more and more forms of extraordinary alcohol. Beginning at 13th level they may, as part of the same 1 hour distilling process as creating their medicinal alcohol (or a 1 hour distilling process of its own) distill 1 dose of Liquid Courage per four class levels. A creature which drinks a dose of liquid courage gains immunity to fear for 1 minute per 4 warlock levels you possess, and any fear effect currently affecting them is immediately ended. Like Medicinal Alcohols, Liquid Courage loses its potency 24 hours after its creation. Drinking a dose of Liquid Courage is considered the same kind of action as drinking potion, or it may be used as part of a Drunken Masterís Drink like a Demon ability (in which case they gain the fear immunity/ending effect in addition to the effects of that ability).

    Distill Vitality (Ex):
    Beginning at 18th an eldritch brewmaster adds another special brew to their repartee, one that increases the vitality and vigor of the drinker. An eldritch brewmaster can make this drink, up to 1 dose per four class levels each day, as part of making their medicinal alcohol and/or liquid courage, or as a 1 hour action of its own. Each dose of distilled vitality grants the drinker +2 to Strength and Constitution for 1 minute, but deals 2 points of damage to each mental ability score which cannot be healed until the beneficial effects of the distilled vitality end; a creature immune to ability damage suffers a stacking penalty to their mental ability scores (which may reduce their score to 0) for the duration of the benefits, a creature immune to ability damage and penalties must either waive the immunity to ability score penalties or gain neither benefits nor disadvantages from Distilled Vitality. Each additional dose of distilled vitality stacks with previous doses and resets the duration. Drinking a dose of Distilled Vitality is the same action as drinking a potion, or it may be used as part of a Drunken Masterís Drink like a Demon ability (in which case they gain the effects stack with each other).

    Quote Originally Posted by Marlowe View Post
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    Cyber-Newtype (Mecha-Ace Archetype)

    Warning my knowledge of Cyber-Newtypes comes from a Koei game.

    Levels: 2nd, 5th, 12th.

    Replaces: Build points gained at 2nd, 5th, and 12th level.

    Effect:

    Heightened Spatial Senses (Su): Beginning at 2nd level a Cyber-Newtype gains Uncanny Dodge both in and out of their Ace Mecha, as well as gaining 2 power points.

    Maddening Telepathy (Su): At 5th level a Cyber-Newtype gains the ability to sense and hear thoughts out to 100-ft. If there are no more thinking creatures within range than the Cyber-Newtype's mecha ace level they may attempt to read a creature's surface thoughts (as if with Detect Thoughts) as a standard action. A Will save (DC 10 + 1/2 mecha-ace level + Cha modifier) negates this effect and renders the target immune to the cyber-newtype's mind reading for 1 hour. However if there are more thinking creatures within range than the cyber-newtype's class level they suffer a -1 penalty to attacks, AC, skill, and ability checks due to the thoughts pouring into their head. The cyber-newtype gains an additional 5 power points.

    Psycommu Systems (Su): At 12th level a Cyber-Newtype gains the Funnels Module on any Ace Mecha they pilot for at least 1 week. In addition the Cyber-Newtype gains 8 power points.
    Last edited by Zaydos; 2015-06-13 at 10:47 AM.
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