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Diminished Alchemy
While an automutate is proficient with the creation of alchemical items and mutagens, their ability to create extracts is reduced. The automutate has an effective class level for his extracts equal to his level -3, and may prepare a number of extracts per day equal to the number of spells per day that a ranger of their level would.
This ability modifies Alchemy.
Beast of Change
The Automutate's mutagen is an especially potent, and strange, brew. At first level, the automutate gains a pool of evolution points as an unchained eidolon of his level, and can select evolutions as if they were an unchained summoner's eidolon. However, these evolutions are latent, and only apparent or usable while the automutate is under the effect of his mutagen. An automutate chooses their evolutions when they level up.
The automutate cannot select the following evolutions: basic magic, alignment smite, Channel Resistance, rider bond, shadow form, Undead Appearance, Celestial Appearance, Damage Reduction, Major Magic, Sacrifice and Ultimate Magic. If an evolution requires a minimum summoner level, the automutate can uses his class level in place of his summoner levels to qualify. An automutate may not use this ability to gain natural weapons in excess of those allowed to an eidolon of an unchained summoner of his level.
This ability replaces bombs.
In addition, the Automutate may select the following Discoveries:
Wild Change
The automutate adds the following spells to his formulae book as extracts: evolution surge; evolution surge, greater; and evolution surge, lesser. When he drinks these extracts they affect only himself and function only while under the effect of his mutagen The automutate treats these as extracts of the same level that they are summoner spells.
Fracturing Mind, Bestial Claws
the automutate counts as possessing the feral mutagen discovery for the purpose of qualifying for the Master Chymist prestige class, so long as they possess the bite and claws evolution. In addition a Master Chymist with this discovery count does not gain the Bomb Thrower ability, but adds their master chymist levels to their alchemist levels for the purpose of the BEast of Change ability.
Prerequisite: Spell Focus (Transmutation) or Transmutation focused Wizard; caster level 5.
Benefit: If you cast a transmutation spell on an ally, you may grant that ally a single Special Ability, Universal Monster rule, or natural weapon that could be granted by a spell with the [polymorph] tag of an equal or lower level that you currently have prepared or known (and for which you have a spell slot available) for the duration of the spell.
Using the hooked blade of your axe, you pull enemies where you want them.
Prerequisite: base attack bonus +3; Weapon Focus (any axe) or Weapon training (axes)
Benefit: After making a successful attack with an axe with which you have weapon focus, you may make a reposition combat maneuver attempt against that enemy as a swift action with your axe (gaining any relevant bonuses to hit), which does not provoke attacks of opportunity. You count as having improved reposition when using this feat, and count as having improved reposition for the purpose of qualifying for feats.
Special: if you have weapon training (Axes) +1, you count as having weapon focus with an axe for qualifying for this feat, and you may use this feat with any axe you are proficient with. If you have weapon training (Axes) +2 or Greater Weapon Focus with an axe ,you count as having greater reposition when using this feat.
Many Paladins rely on on blazing will and headstrong right-heartedness to achieve their goals and work wonders, while others are of a calmer, more thoughtful nature.
Prerequisites: Wis 15, Paladin.
Benefit: A paladin with this feat uses his wisdom in place of his charisma for all Paladin class features that calculate based on charisma. In addition, when you take this feat, select either Knowledge (Religion) or Diplomacy. You may use wisdom as the ability score tied to that skill.
Special: This feat must be taken at first level, or on the first level in which the character gains a level in paladin.
Gentle Way Style (Combat, style)
Practitioners of the gentle way do not rely on the brute force of kinetic energy in combat, but on the secrets of ki, injecting it into their enemies to disrupt their bodies.
Prerequisites: Weapon Finesse, Stunning Fist, ki pool; Wis or Cha 13
Benefit: While using this style, if you hit an enemy with a stunning fist attempt, your attack deals additional precision damage equal to the key ability modifier used for your ki pool (Usually wisdom for monks and charisma for ninjas.), so long as you are using dexterity modifer on attack rolls and not on damage rolls.
Special: You may use your ki pool's ability score modifier to calculate the DC for your stunning fist ability
Gentle Way Adept (Combat)
Prerequisites: Weapon Finesse, Stunning Fist, ki pool, Gentle Way Style; Wis or Cha 15
Benefit: While using Gentle Way Style in any round in which you make a stunning fist attempt, your damage bonus from gentle fist style applies to all subsequent unarmed strikes you make until the beginning of your next turn. In addition, you gain a bonus to the DC of your stunning fist ability equal to half the bonus damage granted by gentle fist style.
Gentle Way Divinity (Combat)
The Master Of Masters demonstrated that all mortals contain a spark of the divine. Ki is the warmth cast from that spark. It can heal, or harm. Use it.”
Prerequisites: Weapon Finesse, Stunning Fist, ki pool, Gentle Way Style, Gentle Way Adept; Wis or Cha 17.
Benefit: When using the gentle fist style you do not need to make a stunning fist attempt to gain the damage bonus granted by Gentle Fist Style, you merely need to attack with a weapon capable of delivering a Stunning Fist Attempt. In addition, when you use stunning fist, you may choose to spend 3 ki points to flood enemies with your ki into the enemy, disrupting the flow of their own ki. This functions as the Paladin's Lay on Hands or Antipaladin's Touch of Corruption ability, whichever you determine is appropriate against your enemy, using your levels in a class which grants a ki pool as your paladin or antipaladin level, and your ki ability modifier in place of your charisma score. Additionally, when you use this ability, undead creatures are not immune to stunning fist, even though it is not harmless and does not function on objects. You may also expend a stunning fist use as a standard action to heal a living or undead creature as per lay on hands or touch of corruption. This ability may fail against creatures which have abnormal responses to positive or negative energy or who have successfully disguised their nature, such as a dhampir, or a vampire disguised as a living creature.
Special: A Disciple of the Noble Path may not use this feat in conjunction with their Ki Channel or Improvecd Ki Channel class abilities.
There are some who through either devotion, lunacy or pure courage will dare the jaws of hell to snatch the innocent back from fiendish grasp. These individuals may become Hellriders, holy knights who venture farther from safety than miles can measure to snatch the innocent from the clutches of darkness. To aid this, they study the fell creatures of the outer realms, and bond with powerful companions to bear them to Hell and back.
Requirements:
To qualify to become a hellrider, a character must fulfill all of the following criteria.
Alignment: Any Good.
Skills: Knowledge (Planes, Religion) 5 Ranks, Ride 5 ranks
Feat: Mounted Combat
Class Skills
The hellrider’s class skills (and the key ability for each skill) Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (planes) (Int) , Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 4 + Int modifier.
Spells per Day
At all levels except 1st, 5th and 9th, a hellrider gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before taking a level in this prestige class. He does not gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a hellrider, he must decide to which class he adds the new level for the purpose of determining spells per day. If the hellrider does not have the ability to cast divine spells, he instead gains spells per day as designated on table 2, drawing spells from the cleric spell list. A hellrider’s highest level of spells is 4th. Spells of 5th level or higher are not on the hellrider’s class spell list and a hellrider cannot use spell completion and spell trigger items of cleric spells of over 5th level (without the use magical device skill). This spellcasting functions in all respects like a cleric's, except where otherwise noted. Additionally, the hellrider need never make concentration checks to cast spells while in violent motion associated with riding his sacred servant.
Divine Knight (Su)
At first level, the hellrider selects a single unique divine class ability (such as channel energy, a cleric's domains, a paladin's lay on hands or smite, an inquisitor's bane or inquisitions, or an oracle's curse) they possess from a previous class, and may add his levels in hellrider to that class to determine their effectiveness, but not uses per day. (For example, a paladin 5/hellrider 5 may smite evil twice per day, and deals 10 extra damage with his smite evil attacks).
Sacred Servant (Ex)
A hellrider gains the service of a loyal and trusty steed to carry him into battle, and beyond. This mount functions as a druid's animal companion, using hellrider’s character level as their effective druid level. Most hellriders are served by horses or riding dogs with the celestial template, but some higher level hellriders gain the service, and friendship, of a pegasus or unicorn, and a rare few even form partnerships with good dragons, lammasu, dragon horses or other such exotic creatures. If the hellrider already has an animal companion from another class or feat, he may designate that animal companion to be their Sacred Servant, and uses their character level as their effective druid level.
This mount gains the celestial creature simple template, is proficient with medium barding, and it’s intelligence increases to 6 if it is not already higher.
Undaunted (Ex)
At 2nd level, a hellrider and his sacred servant become immune to fear.
Freerider (Su)
Hellriders must brave some of the most hostile and dangerous tracts of land in the cosmos and spirit the innocent from them, and they are granted blessings to better survive them. At 2nd level, the hellrider and sacred servant gain a sacred bonus equal to his class level to their combat maneuver defence, and to strength checks to break free from entanglements and bindings, or through obstacles such as doors, windows, portcullises or manacles.
At 6th level, the hellrider and his sacred servant are immune to the negative effects of strongly aligned evil planes.
Ecumenical Caster
At fourth and eighth level, the hellrider draws their spells from a broad range of traditions. At these levels the hellrider adds a number of divine spells to their spell list equal to half the ability score used to cast his hellrider spells. These spells can be from any divine spellcasting list, however they must be of a level that the hellrider can cast.
To Hell and Back (Su)
At 5th level, the hellrider gains the ability to work with his sacred servant to breach through planar barriers. In any round in which the hellrider's sacred servant makes a double move or runs, the hellrider may activate To Hell and Back as a full round action. When used, this ability shifts the sacred servant and any creature that it is carrying to an evil-aligned outer plane which the hellrider or the sacred servant is aware of, or back to the material plane. You arrive within 2-20 miles of your target location (2d10). This ability follows the rules applicable to conjuration (teleportation) spells. A group of hellriders who activate this ability on the same turn to travel to the same plane may choose to do so in concert, in which case the first hellrider to use this ability rolls the accuracy of their planar shifting, and subsequent hellriders who activate this ability within 60 ft of the first hellrider's terminal point automatically arrive within 60 ft of the first hellriders destination, maintaining their distance and orientation regarding the first hellrider.
At 7th and 9th level, the hellrider may use this ability an additional two times per day. At 10th level the hellrider does not expend uses of To Hell and Back when traveling to or from evil outer planes, and may expend two uses of this ability to travel to any given plane which the hellrider is aware of.
One Soul (Su)
At fifth level, the bond between the hellrider and sacred servant is tightly tied. Once per round the hellrider may cast a spell as a swift action, drawing on the bond with his sacred servant, causing it to be staggered this round. This ability must be used before the sacred servant makes any standard or move actions in the round this ability is used, otherwise it fails.
The Scourging of Hell (Ex)
At 3rd level, the hellrider selects an evil outer plane (such as hell or abaddon) and treats this plane as as a favored terrain, as per the ranger ability. At 6th and 9th level the hellrider selects an additional evil outer plane as a favored terrain, and increases the bonus of each of his previous favored enemy bonuses by 2.
Additionally, when dealing with creatures native to those planes, the hellrider treats his favored terrain bonus as a favored enemy bonus (as the ranger class feature) against those creatures.
Sacred Companion (Ex)
At 7th level, the hellrider gains a Sacred Companion in place of the sacred servant. This may take the form of a divine metamorphosis of the sacred servant, or the dismissal or retirement of the servant. The Sacred Companion is a monster cohort (See Appendix 6 of Pathfinder Bestiary). The cohort must be a Good-aligned creature who is truly willing to cooperate with the hellrider of their own volition, and capable of bearing the hellrider into battle. Most Sacred Companions are pegasus and unicorns with levels in paladin or ranger. A hellrider's Sacred Companion is otherwise considered to be a sacred servant. Alternatively, the hellrider's sacred servant gains the advanced simple template and either the anarchic or resolute simple template. This ability counts as leadership, and a creature who gains this ability cannot have a cohort from a similar ability such as monstrous companion
Prerequisites: Dexterity 15, Weapon Finesse
Benefit: When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he deals an additional amount of precision damage equal to his dexterity, this additional damage is halved on off-hand attacks.
Roughly dragging your enemies, you force them to stumble.
Prerequisites: Improved Reposition, base attack bonus +4.
Benefit: When you successfully move an enemy with the reposition combat maneuver, that creature is flatfooted until it’s next turn.
Prerequisites: Ability to cast death knell, evil alignment, Heighten Spell
Benefit: When you heighten death knell, the benefits of the spell magnify. For every two spell levels it is heightened, the bonuses it provides and the duration double. For example, a cleric casting death knell from an 8th level spell slot would gain a +8 profane bonus to strength, 4d6 temporary hit points and grants a +4 effective caster level. However the target must have at least twice as many hit die as the level to which the spell is heightened to gain these increased effect. If the creature has insufficient hit die, the bonuses are reduced as if the spell was cast from a spell slot of a level equal to half the creatures hit dice. For example, a death knell heightened to 8th level cast on a creature with 12 hit die would grant bonuses as if it had been heightened to 6th level (Although an 8th level spell slot is still expended).
Prerequisites: Dex 13, Wis 13, Dodge
Benefit: While not receiving an armour bonus to AC, you gain a +2 dodge bonus to AC. This bonuses increases by +1 for every five ranks you have in acrobatics.
Special: When you gain this feat, you may revoke your proficiency in medium and heavy armour. If you revoke your proficiency to medium armour, you increase the bonus granted by this feat by +2. If you revoke your proficiency in medium and heavy armour the bonus instead increases by +4. If you later gain proficiency in medium or heavy armour, you lose this increase, but may regain them by revoking your proficiency.
A thick hide is a suitable defense only while whole.
Prerequisites: Strength 13, Improved Sunder, base attack bonus +6.
Benefit: You may make a special Sunder attempt as a standard action to weaken an enemy’s natural armour. Instead of damaging an item, you reduce the enemy’s natural armour by 1 point for every ten damage you would deal, and the creature takes bleed damage equal to the natural armour penalty inflicted. The natural armour penalty is removed with any magical healing, or a Heal check equal to the attacker’s CMB bonus +10. Fast healing or regeneration restores one point of natural armor per round for each 5 points of health it restores.
Having tricks up your sleeve is invaluable. Having tricks up your sleeve which your enemies shrug off isn’t
Prerequisite: Ability to prepare spells.
Benefit: When you prepare your daily allotment of spells, you may elect to seal any number of spell slots for 24 hours instead of preparing spells in those slots. For each spell slot sealed in this way, spells of an equal or lower level gain a +1 bonus to their saving throw Difficulty Class. For example, if a 7th level wizard seals three first level spell slots and a fourth level spell slot, his first level spells gain +4 to their save Difficulty Class, and their 2nd, 3rd and 4th level spells gain +1 to their save Difficulty Class.
Prerequisite: Spell Focus (Transmutation) or Transmutation focused Wizard; caster level 5.
Benefit: If you cast a transmutation spell on an ally, you may grant that ally a single Special Ability, Universal Monster Rule, or natural weapon that could be granted by a spell with the [polymorph] tag that you currently know (If you are a spontaneous caster) or have prepared (if you are a prepared caster) as an additional effect of that spell.
You’ve become adept at slipping daggers between ribs in the midst of the clinch.
Prerequisite: base attack bonus +2.
Benefit: You do not take the -4 penalty on combat maneuver rolls to grapple for not having two free hands if you wield a light weapon in one hand and nothing in the other. In addition when making a combat maneuver check to deal damage in a grapple with a light piercing weapon you deal an additional amount of precision damage equal to your base attack bonus. In addition, this feat counts as Improved unarmed strike for the purpose of qualifying for improved grapple and feats which require improved grapple.
Using the hooked blade of your axe, you pull enemies where you want them.
Prerequisites: Weapon Focus (special, see text) or Weapon training (axes); base attack bonus +3.
Benefit: After making a successful attack with an axe with which you have weapon focus, you may make a reposition attempt against that enemy as a swift action with your axe. You count as having the Improved Reposition when using this feat.
Special: if you have weapon training (Axes) +1, you count as having weapon focus with an axe for qualifying for this feat, and you may use this feat with any axe you are proficient with. If you have weapon training (axes) +2 or Greater Weapon Focus with an axe, you count as having Greater Reposition when using this feat.