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    Orc in the Playground
     
    RedKnightGirl

    Join Date
    Oct 2016
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    Post Re: Base Class Contest XXXX - Happy Little Accidents

    Antiquarian Feats

    These feats are available to any character who meets the prerequisites but typically depend on or enhance mechanics of the Antiquarian class.

    Ancestral Artifact
    Benefit: You gain a number of skill ranks equal to your level, these ranks must be invested in Craft (Antique Restoration), and any ranks already invested in that skill are refunded beforehand. Each time you gain a level, you gain an additional rank in Craft (Antique Restoration). Additionally, you gain an antiquarian artifact of your choice but none of its powers are available, for the purpose of that artifact you are counted as the antiquarian who owns it even though you are not an antiquarian.
    Special: If you have the Antique Restoration class feature you may not choose this feat. If you later gain the Antique Restoration class feature, this feat is replaced with Skill Focus (Craft (Antique Restoration)) and the artifact you gained from these feat must be chosen as one of your starting artifacts.

    Ancestral Awakening
    Prerequisites: Ancestral Artifact, Character level 4th or higher.
    Benefit: You gain the ability to restore and maintain one artifact of your choice. The artifact has a number of hit points equal to ten times your Hit Dice, and a hardness equal to three times your Hit Dice. You gain the base power of the artifact and an essence pool equal to 1 plus 1 for every 4 levels you possesses. You start each day with 0 essence.
    Special:If you have the Antique Restoration class feature you may not choose this feat. If you later gain the Antique Restoration class feature, this feat is lost and may be replaced with any feat you qualified for when you first took it.

    Ancestral Power
    Prerequisites: Ancestral Awakening, Character level 6th or higher.
    Benefit: You gain the ability to use the ancient power of your ancestral artifact. Additionally, you begin each day with 1 essence and gain an additional point of essence whenever you roll for initiative.
    Special: If you have the Antique Restoration class feature you may not choose this feat. If you later gain the Antique Restoration class feature, this feat is lost and may be replaced with any feat you qualified for when you first took it.

    Battle Sense
    Prerequisite: Trap Sense
    Benefit: You gain a bonus on initiative rolls equal to your Trap Sense bonus.

    Essence Purge
    Prerequisite: Must have an essence pool.
    Benefit: As a full round action you make forsake all your essence, losing all essence immediately and becoming exhausted for 1 hour. You are immediately freed from any enchantment, transmutation or curse, including instantaneous ones.

    Essence Discharge
    Prerequisite: Must have an essence pool.
    Special: As a full round action you may forsake all your essence, losing all essence immediately and becoming exhausted for 1 hour. The essence discharges in a 10 ft. burst centered on you. All creatures in the area (besides yourself) takes 2d6 force damage for each point of essence you forsook with a fortitude save to halve the damage. The DC for this ability is 10 + the essence you forsook + your Constitution modifier.

    Pitch-Black Spirit
    Prerequisites: Dark Power Class feature
    Benefit: You gain one point of essence at the beginning of each day. Additionally, you may use your darkness spell-like ability two additional times each day.

    Collection Feats
    Collection Feats are unique feats that apply a benefit to the wielder of their three prerequisite artifacts. The benefit only applies when all three artifacts are being utilized by the same character. The character does not need to possess these artifacts as part of their class to choose one of these feats, and may instead rely on a friendly antiquarian to provide them. A character may only have one collection feat.

    Ancient Servitors [Collection]
    Prerequisite: Grimoire of the Antediluvians, Heart of the Lich, Ring of Undead Kinship, Character level 6th or higher.
    Benefit: You may animate up to two additional servants using the Grimoire of the Antediluvian's base power.

    Concord with Destiny [Collection]
    Prerequisite: Infernal Keepsake, Clockwork Armor, Sword of Truth, Character level 6th or higher.
    Benefit: You gain damage reduction 1/chaos for each point of essence you possess. Additionally, you may use your true strike spell-like ability two additional times each day.

    Essence Spellweaving [Collection]
    Prerequisite: Grimoire of the Antediluvians, Bracers of the Magician, Ring of the Elementalist, Character level 6th or higher.
    Benefit: You gain two additional spells known from the Sorcerer/Wizard list for each spell level you can cast from the Bracers of the Magician. Once these spells are chosen the decision cannot be changed later on.

    Heroic Spirit [Collection]
    Prerequisites: Gauntlets of Heroic Might, Field Medic’s Plate, Dwarven Boots, Character level 6th or higher.
    Benefit: Whenever you are reduced to 0 hit points or fewer you may remain conscious and continue to fight, though you are still staggered and lose 1 hit point each round. You gain a bonus on all attack and damage rolls equal to your negative hit points.

    Nature’s Favor [Collection]
    Prerequisite: Amulet of the Deep Ones, Feathered Sandals, Staff of the Great Circle, Character level 6th or higher.
    Benefit:Your base land speed increases by 10 ft. and you gain a +1 bonus to natural armor for each point of essence you possess.

    Uncanny Agility [Collection]
    Prerequisites: Armor of the Dungeoneer, Force Boots, Gloves of the Pugilist, Character level 6th or higher.
    Benefit: Climb becomes a class skill for you, you gain a +1 bonus to climb checks for each point of essence you possess and any cross-class ranks you have in Climb double. You gain the ability to make a force platform (as the force boots base power) at the level of your hands and use them to climb (these platforms follow the same rules as the ones created at your feet). Finally, whenever you make a full attack using only unarmed strikes you may climb, move and/or jump at your base land speed before or after the attack as long as you a wearing the force boots.

    Racial Substitution Levels

    Tiefling (MM) and Zenythri (MM2) Antiquarians are provided with additional options to highlight their unique abilities as well as mitigate some of the pitfalls of starting a level behind their peers.

    Tiefling Antiquarian Racial Substitution Levels
    Tiefling Antiquarians often find themselves being called by forces beyond their control to collect artifacts for a greater and darker purpose. They give up some of their natural ability to find and react to traps in order to benefit from the dark spirits that plague their lives.
    Hit Die: d8.

    Requirements
    To take a Tiefling Antiquarian substitution level, a character must be a Tiefling and about to take their 1st, 4th, or 6th level of Antiquarian.

    Class Skills
    Tiefling antiquarian substitution levels have the class skills of the standard antiquarian class plus Bluff, Hide and Move Silently.
    Skill Points at Each Level: 6 + Int Modifier (or four times this number as a beginning character).

    Class Features
    All the following are features of the tiefling antiquarian’s racial substitution levels.

    Tiefling Antiquarian Racial Substitution Levels
    Dark Spirit (Su): At 1st level, the tiefling gains a dark spirit that is bound to their body and offers forbidden wisdom. The dark spirit can be detected with detect evil and has an aura of evil equal to an outsider of the tiefling’s level. The dark spirit can be exorcise, banishing it back to the lower planes but it returns in 24 hours unharmed. The dark spirit speaks Abyssal and Infernal and grants the tiefling the ability to take 10 on Knowledge (Arcana), Knowledge (Religion), Knowledge (The Planes), and Spellcraft skill checks even when it stressful situations.
    This benefit replaces Trapfinding.
    Spirit Claimed (Su): At 4th level, the dark spirit gains the ability to ward off other evil forces from controlling the tiefling. As long as the dark spirit exists on the same plane as the tiefling, the tiefling gains a +1 bonus to Will Saves against the spells, supernatural abilities, and spell-like abilities of evil outsiders and a +1 dodge bonus to AC against attacks made by evil outsiders. These bonuses rise to +2 when the tiefling antiquarian reaches 8th level , to +3 when they reach 12th level, to +4 when they reach 16th level, and to +5 when they reach 20th level.
    This benefit replaces Trap Sense.
    Dark Power: At 6th level, the tiefling’s ability to create an area of darkness becomes a supernatural ability with an equivalent spell level equal to ½ the tieflings HD -1. Enemies in this area must make a saving throw (DC 10 + equivalent spell level + the tiefling Intelligence modifier) or else be infected by the tiefling’s dark spirit, giving them a -2 penalty to Will Saves.
    This benefit replaces the tiefling’s first ancient power.

    Zenythri Antiquarian Racial Substitution Levels
    Zenythri origin is a long forgotten mystery that many zenythri antiquarian’s obsess over. These antiquarian’s forgo the typical broadness of their more traditional peers and instead collect artifacts from alien angels, eldritch inevitables and long sealed away devils in an attempt to unearth the history of their ancient heritage. This leads them to greater martial prowess than their peers, but a stricter set of rules which suits the zenythri’s nature all too well.
    Hit Die: d8.

    Requirements
    To take a Zenythri Antiquarian substitution level, a character must be a Zenythri and about to take their 1st, 2nd, or 6th level of Antiquarian.

    Class Skills
    Zenythri antiquarian substitution levels have the class skills of the standard antiquarian class plus Climb, Jump and Swim.
    Skill Points at Each Level: 6 + Int Modifier (or four times this number as a beginning character).

    Class Features
    All the following are features of the zenythri antiquarian’s racial substitution levels.
    Weapon and Armor Proficiency: Zenythri antiquarians are proficient with simple weapons, longswords, and light armor, but not with shields. Antiquarian spells are not hindered by armor they are proficient with.
    Resonate Artifacts: Rather than choose any three artifacts, at 1st level the Zenythri antiquarians acquires the Infernal Keepsake, Clockwork Armor, and Sword of Truth. These artifacts are details below.
    Mettle: At 2nd level, the zenythri antiquarian can resist magical and unusual attacks with great willpower or fortitude. If they make a successful Will or Fortitude saves against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry or Will partial or Fortitude half), they instead completely negate the effect. An unconscious or sleeping zenyhri antiquarian does not gain the benefit of mettle.
    This ability replaces the standard antiquarian’s evasion class feature.
    Resonate Power: Rather than choose an ancient power to unlock, at 6th level, the Zenyhri antiquarian may use the ancient power of all of her resonate artifacts, but only when they are all restored and worn together.
    This ability replaces the standard antiquarian’s first ancient power.

    Zenythri Antiquarian Artifacts

    These artifacts are granted by Zenthri Antiquarian substitution levels, but may be made available to other antiquarians at the DM's discretion.

    Infernal Keepsake
    Slot: Neck
    School: Abjuration, Conjuration
    Weight: -
    Description: This golden locket hangs from a thin gold chain and feels hot to the touch regardless of weather conditions. The complex lock (DC 40) holds within is the pictures of a long lost child whose heritage can be traced back to the lower planes. Typically a tiefling, half-fiend, cambion, or unholy scion.
    Base Power: The locket provides a clarity of purpose and protective aura when worn. Giving the wearer a +2 bonus to Will saves against mind-affecting spells or abilities.
    Essence: For each point of essence the antiquarian possesses, the wearer’s bonus to Will saves increases by +1.
    Ancient Power: The ancient power of the infernal keepsake may be used to bolster the defense of a companion. The antiquarian may expend a use of their true strike spell-like ability and touch a chosen ally to bestow them with a +20 deflection bonus to AC for one round.

    Clockwork Armor
    Slot: Body
    School: Abjuration
    Weight: -
    Description: This suit of clockwork armor looks like it was cobbles together from a variety of strange and alien devices. It provides a +6 bonus to AC, a -6 armor check penalty, and a maximum dexterity bonus of +0. It has no arcane spell failure chance if worn by someone with proficiency, but a 40% chance if worn by a nonproficent user. This suit of armor is considered heavy armor.
    Base Power: The clockwork armor does not reduce the run speed of its wearer.
    Essence: For each point of essence the antiquarian possesses, the armor provides it’s wearer with a 5% chance to negate sneak attacks and critical hits, forcing the damage to be rolled normally.
    Ancient Power: The ancient power of the clockwork armor grants the wearer a 50% chance to negate sneak attacks and critical hits. This is in addition to the benefit granted by the antiquarian’s essence.

    Sword of Truth
    Slot: None
    School: Enchantment
    Weight: -
    Description: This glimmering sword has a golden handle and a blade made from mithril. It functions as a typical longsword except that it may bypass damage reduction that is negated by silver.
    Base Power: Any creature touching the sword’s blade is forced to tell the truth as if affecting by a Zone of Truth spell. The DC for this ability is equal to 10 + the antiquarian’s essence + the antiquarian’s Intelligence modifier. A creature who saves against the sword’s effect cannot be forced to make a save for 24 hours.
    Essence: In addition to increasing the DC for the Zone of Truth effect described above, the sword gains a +1 enhancement bonus to attack and damage rolls for every odd point of essence the antiquarian possesses. For every even point of essence the antiquarian possesses, they gain a +1 bonus on Sense Motive skill checks.
    Ancient Power: The sword of truth can be used to cut through illusions. Any time the wielder attacks an illusion, the antiquarian may make a caster level check (1d20 + 2 per point of essence the antiquarian possesses) to dispel the illusion as if using dispel magic. Additionally, the antiquarian may expend one use of their true strike spell-like ability to gain a +20 bonus to their caster level check as an immediate action.

    Alternate Class Features

    The alternate class features below are intended for Antiquarians who already have a trapfinding companion in the party or do not intend on dealing with such contrivances.

    Essence of Initiative
    Many antiquarians find their travels draw them into wars, politics or other realms of conflict where traps make little or no appearance. Such antiquarians have learned the value of acting first and acting fast.
    Level: 1st
    Replaces: Essence of Discovery.
    Benefit: Antiquarians have a reserve of supernatural energy called essence. Essence is present in all creature, but antiquarians and other essence users have their natural essence stripped from them by eldritch rituals in order to serve as vessels for a more potent and rarified version of the energy. An antiquarians starts every day with one essence (plus one for each ancient power the antiquarian has unlocked, see below), but gains one point of essence whenever they roll for initiative plus one additional point of essence if they may act in a surprise round. An antiquarian has a maximum essence pool equal to ½ their antiquarian level (minimum 1).

    Scholarly Combatant
    Many antiquarians find their travels draw them into wars, politics or other realms of conflict where traps make little or no appearance. Such antiquarians have learned the value of acting first and acting fast.
    Level: 1st, 4th, 8th, 12th, 16th, and 20th.
    Replaces: Trapfinding and Trapsense
    Benefit: The Antiquarian gain proficiency in medium armor at 1st level and the ability make attacks of opportunity while flat-footed. At 4th level and every four levels thereafter they gain an additional attack of opportunity each round.
    Last edited by Knitifine; 2017-07-23 at 09:26 PM.