Starcrusher Conduit

The sacred servants of the Cycle of Spawning and chosen guardians of the legendary Starcrusher Totems

This is an archetype for the Druid class for the Pathfinder First Edition TTRPG. The flavor text and abilities of this class are listed below.   The Cycle of Spawning - a phrase most amongst the civilized world dread, for fear of the pain and suffering it brings; One of the most fundamental systems of the land of Zheng-Kitar and perhaps even the entire world of Ea, the Cycle of Spawning is indeed the proper noun used to refer to the ineffable system created and managed by Saint Safura the Survivor - whose arrival on the planet of Ea from worlds and galaxies afar heralded its creation. Though a mysterious thing even to those who abide it, the Cycle of Spawning is an undeniable fact of life for all beings who dwell upon Zheng-Kitar and its surrounding area - a means by which monsters, beasts, and life itself will spawn and be created from pure Atlen itself when concentrations of raw magic reach a zenith in a given area suitably removed from the influence of civilization, born forth fully formed from the Cosmic Ether with no memories or personality. To many, this spontaneous formation of monsters is a hideous thing - a thing to be reviled, stood against, and the empty creatures it spawns destroyed - though over the course of the thousands of years since Saint Safura the Survivor's arrival on this world, many a Druid have taken up the mantle of defending the Cycle of Spawning and the beasts it brings for reasons beyond number; Some simply adherents of Saint Safura the Survivor, others seeing it as their sacred duty to uphold a natural system and cycle of the world little different from guarding wild beasts from extinction, while others still embracing the Cycle of Spawning as a way to ascend into immortality - to become a glorious, empty existence and be reborn as a beast. Whatever the reason one finds, the Starcrusher Conduits are a sacred order found across Zheng-Kitar's wild reaches - respected almost universally across different tribes or even entire monstrous species, they exist as the bridge between Civilization and Wilderness; the Chosen few whose actions shall bring either damnation or salvation.
 

Chosen Genus

At 1st Level, the Starcrusher Conduit must choose a category of monster that they specialize in the study of - this type, which should be as broad as "Big Cats", "Oozes", "Lamia", "True Giants", informs the abilities of this archetype. The exact specifics of this category should ultimately be a collaborative effort between the GM and the player, but should be broad enough to allow for choice but specific enough so as to not allow an entire Type or Subtype(With some exceptions, like 'True Giants', though some GM's may restrict such choices to types of True Giants instead) to be chosen.  

Spontaneous Calling

At 1st Level, the Starcrusher Conduit can sacrifice a prepared spell of any level to summon a creature relating to or contained within their Chosen Genus whose CR is equal to or less than twice the spell's level. This otherwise functions as a Summon Nature's Ally spell of a corresponding level to the spell slot lost. Replaces Spontaneous Casting.  

Cycle Sense

At 1st Level, the Starcrusher Conduit becomes thoroughly immersed in the Cycle of Spawning such that, by concentrating on a monstrous creature they can see as a full-round action, they can glimpse the following statistics of the creature: Total Health, Remaining Health, Defenses(DR, Resistances, Etc), Ability Scores, Commonly Notable Characteristics/Abilities, and general information about the monster's habits, ecology, and so on as if they had succeeded a knowledge check against the creature. At GM's discretion, certain 'rare' or 'unique' monsters may give less information. Replaces Nature Sense.  

Monstrous Subsumation (Su)

At 4th level, as a standard action, a Starcrusher Conduit can call upon their connection to the Cycle of Spawning to transform themselves into any monstrous creature of their chosen Genus whose CR does not exceed their HD. This transformation is a total one, and while it functions as a Polymorph Effect for the sake of rules and as Wild Shape for the purposes of feats and other abilities that modify Wild Shape, the Starcrusher Conduit fully becomes the chosen creature - replacing their Hit Points, Hit Die, Physical Ability Scores, Feats, and even abilities with those of the chosen monster. The Conduit may not cast spells in this form, even forms that could normally cast spells, unless they possess the Natural Spell feat - the one exception to this rule is creatures who naturally possess spellcasting; the Conduit must, if they possess Natural Spell, decide when taking the form whether to use their Spellcasting or the Form's. Only the Conduit's Mental Abilities scores endure through this transformation. If the Conduit's HP reaches 0 or below while transformed, her actual hit point total is reduced to zero as well and they revert to their true form, staggered or dying(If their HP is below 0) as normal. Shifting back into their true form from their transformed state is an identical action that also provokes attacks of opportunity - when doing so, their HP total changes to reflect the percentage of health they were at while transformed. A Starcrusher Conduit may spend a total number of minutes each day transformed equal to 4 + their Wisdom Modifier - gaining 2 additional minutes for each level after 1st. Each round a Starcrusher Conduit maintains the form of a creature whose CR greater than or equal to their HD-2 using this ability, one full minute of this ability's duration is expended. Each round they maintain the form of a creature whose CR is greater than or equal to 1/2 the Conduit's HD(But less than their HD-2), the minutes are expended as normal for each minute that passes. For forms whose CR is less than 1/2 the Conduit's HD, no minutes are expended. Replaces Wild Shape.  

Improved Subsumation

At 7th Level, the Starcrusher Conduit may choose to use their feats when taking on a form using Monstrous Subsumation instead of adopting the feats of their new form. Additionally, whenever the Starcrusher Conduit takes on a form using Monstrous Subsumation, if they possess any of the abilities laid out in Beast Shape II, they may add those abilities to the form they take.  

Expanded Genus

At 9th Level and every 3 Levels afterwards, a Starcrusher Conduit can select any one monster that they are familiar with(Such as having engaged in combat with, seen in person and studied, etc) and add that chosen monster to their Chosen Genus. At GM's discretion, more unique or singular monsters may require the Conduit to embark on a quest to offer up a vital piece of the monster or its history to add it using this ability. Replaces Venom Immunity and Thousand Faces.  

Totem Construction

At 10th Level, a Starcrusher Conduit's connection to the Cycle of Spawning allows them to perform the greatest ritual available to them, and the ritual all monsters aspire to learn - the rites and rituals needed to construct a legendary Starcrusher Conduit; Focal points for the Cycle of Spawning that allow for the rapid birthing and creation of monsters. By performing these rituals and rites in a given area(Which must be performed atop or close to a naturally-occuring leyline or other nexus of magical power, and not nearby to another pre-built totem unless the aim of the ritual is to add to it) over the course of a week, the Starcrusher Conduit can either call into being a juvenile Starcrusher Totem with one rung or add a rung to an existing totem at the ritual location so long as at least 50 cumulative Hit Die worth of Sentient Creatures(Who possess an Intelligence of 3+) are sacrificed during the course of performing the ritual. Each time this ritual is performed, the Conduit may select from one of the below "rungs" to add to the new or existing totem - a Totem can hold 10 rungs total. Totems collect a number of Hit Die equal to their Rungs every increment of days equal to 10 - the Totem's Number of Days(Minimum 1), which are used to 'spawn' monsters from the Totem by expending the Totem's stored Hit die. Starcrusher Totems can be instructed by its creator(or any creature the Creator cedes authority over it to) to focus on spawning certain types of monsters, or even to spawn no monsters until further notice - in which case the Totem will continue to accumulate Hit Die up to a maximum of the Totem's rungs x 5. A Totem whose creator perishes and that lacks any other authorities to command it goes dormant and deactivates after one month of no contact. Replaces Timeless Body.  
  • Accumulator Rung: This rung doubles the HD collected by the totem.
  • Tactical Rung: This rung infuses the Totem's presence into its surrounding area - allowing the Totem to see and hear any location within the "complex" or "area" it occupies(Treating its Perception Skill as +20), as well as communicate with creatures allied to its creator as well as monsters of its own creation within this area as per Telepathy. The totem becomes capable of issuing tactical orders and making plans as if it had an INT of 20. However, the Totem must be given parameters and orders to operate under or within to function.
  • Awakening Rung: This rung allows the totem become truly sentient itself - allowing it to self-determinate and decide its own orders when using its Tactical Rung, and granting it Lifesense within its sphere of influence as described by the Tactical Rung. This rung does, however, prevent others from commanding it - even its creator, though it continues to respect them and may obey them willingly so long as their creator proves worthy of that respect. In addition, the Totem is now able to make its own determinations about which monsters to birth and under what circumstances. Additionally, when this rung is constructed, its creator rolls a 1d50+50 and compares the result against the Intelligent Item Special Purpose Item Dedicated Powers table, choosing a spell that meets the rolled criteria as needed. This ability can only be used in circumstances where the Totem deems its existence is at risk. Requires Tactical Rung.
  • Invocation Rung: This rung allows the Totem to cast the domain spells from either the Earth, Strength, Community, War, or Protection domain(Chosen upon the rung's completion) as Spell-Like abilities 1/day each, treating its Caster Level as 2x its number of rungs for determining which spells it can cast and their DCs, and treating its ability score modifier as a flat 5 for DCs.
  • Greater Invocation Rung: This rung allows the Totem to use its SLA's from the Invocation Rung 3/day each, and allows it to quicken one of its SLA's once a day. Additionally, the Totem now gains the use of the chosen Domain's Domain's powers, and treats it ability score modifier as 8 for all spells and domain abilities used. Requires Invocation Rung.
  • Lesser Storage Rung: This rung increases the maximum number of HD the Totem can store to the number of the Totem's Rungs x10.
  • Storage Rung: This rung increases the maximum number of HD the Totem can store to the number of the Totem's Rungs x20. Requires a Lesser Storage Rung.
  • Greater Storage Rung: This rung removes the Totem's cap on Hit Die stored. Requires a Storage Rung.
  • Augmentation Rung: This rung allows for the Totem's Creator or Controllers to augment monsters spawned by the totem with templates by spending a bonus number of HD equal to 5x the Template's CR adjustment.
  • Greater Augmentation Rung: This rung allows for the Totem's Creator or Controllers to add special abilities to monsters spawned, either from existing abilities on other monsters or creating them wholesale - with an additional Hit Die Cost depending on the strength of the ability added. Requires a Augmentation Rung.
  • Sacrificial Rung: This rung allows the Totem to accept the sacrifice of living, sentient creatures (Intelligence 3+) - adding the sacrificed Hit Die to the Hit Die it has stored. Hit Die used to birth monsters in this way effectively reincarnate the slain creature into a monstrous form with virtually no memories of its past life, though its cosmetic appearance often resembles its past appearance where possible.
  • Lesser Guardian Rung: Upon this rung's construction, a monster is spawned from the totem whose CR is equal to or lesser than the maximum Hit Die allowed by the Totem - so long as the Totem that spawned this creature is not destroyed, this creature gains Fast Healing 10. This creature will always prioritize the safety of the totem above all else, and will not stray far from the totem outside of extenuating circumstances.
  • Guardian Rung: Upon this rung's construction, the monster created via the Lesser Guardian Rung gains Regeneration 10 that cannot be overcome so long as the Totem that spawned it exists. Requires a Lesser Guardian Rung. You may evolve the creature into a stronger variant of its type if the Totem's Maximum Hit Die would allow for a stronger creature.
  • Greater Guardian Rung: Upon this rung's construction, the monster created via the Lesser Guardian Rung automatically returns to half health with half resources on the beginning of the round after which it was slain. Requires a Guardian Rung. You may evolve the creature into a stronger variant of its type if the Totem's Maximum Hit Die would allow for a stronger creature.
  • Shroud Rung: This rung shrouds the Totem with a potent ward against divination - granting the Totem immunity to any divination effect made to gather information about it, find its location, scry on it, or otherwise.
  • Consecration Rung: This rung infuses the totem with holy energies of Saint Safura, allowing it to radiate a Consecrate or Desecrate effect constantly(Chosen upon the rung's completion).
  • Greater Consecration Rung: This rung upgrades the Consecration Rung's effects to a constant Hallow or Unhallow, as appropriate, and allows for the binding of one of the listed effects to the Hallow/Unhallow effect automatically. Requires a Consecration Rung.
  • Terraforming Rung: This rung allows the Totem to influence its surrounding environment in a way determined by its creator when this rung is completed, in a radius that varies proportionally to the number of rungs the Totem possesses. Once the purpose of this rung is determined, the totem will carry out its purpose until its purpose is changed by its creator.
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  • Subsistence Rung: This rung allows the Totem to disgorge an amount of food and water from itself once per day as if it had cast Create Food and Water with a Caster Level equal to its number of rungs x 2. If the Totem is at least CL 10, it can cast Heroes Feast 1/day.
 

Greater Subsumation

At 11th Level, the Starcrusher Conduit may add any of the abilities laid out in Beast Shape III that they possess to forms the take with Monstrous Subsumation. Additionally, their Hit Die replaces that of the transformed creature if the Conduit's Hit Die is higher - scaling up HP and the DC's of any abilities that run off HD as appropriate.  

Hollow Promise

At 15th Level, the Starcrusher Conduit becomes fully bound to the Cycle of Spawning as a reward for their service rendered in its' honor - whenever the Starcrusher Conduit perishes, they will be reborn into a monstrous existence either best suited to their nature in life or one chosen by them before their death. This new form cannot be of a CR higher than their HD + 2. This functions as reincarnate, except that by default the Conduit will retain no memories of their previous life until they reach full adulthood/maturity.  
 

New Feats

 
True Subsumation:   Prerequisites: Character Level 7th   Effects: You may take the form of monsters using the 'Monstrous Subsumation' ability whose CR does not exceed your HD + 2. Taking the form of a monster with a CR higher than your HD expends 1 extra minute of 'Monstrous Subsumation' per CR higher than your HD for each round spend in that form(To a maximum of 3 minutes spent per round in the form of a creature with a CR 2 higher than your HD).   Normal: You may take the form of monsters using the 'Monstrous Subsumation' ability whose CR does not exceed your HD.   Training their bodies rigorously to endure the energies of the Cycle of Spawning, these Starcrusher Conduits learn to wield their powers even more effectively.
 
 

Breaking a Starcrusher Totem

  Breaking a Starcrusher Totem is a complex task which grows ever more difficult the more rungs a Totem possesses:  
  • For Totems with 3 or less Rungs, they have an AC equal to 10 + 5 per Rung they possess, Hardness equal to 5 + 5 per Rung they Possess, and HP equal to 25 * the number of rungs they possess.
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  • For Totems with 4 to 6 Rungs, they become Minor Artifacts that can only be destroyed via the individual destruction of each rung of the totem(Which each possess 10 AC, Hardness 20, and 100 HP. Once each rung has been destroyed, the totem must be disintegrated(Either by spell or mundane means) and its ashes ingested by a Paladin or Chosen Divinely Empowered Champion of a God of Civilization, who must thereafter pass a DC 30 Fortitude Save or perish alongside the Totem as it is destroyed forever. Failing to ingest the ashes and simply scattering them will destroy the totem, but also ensures it will reform one year and one day later in a different location at least 500 Miles away with 1d4 fewer rungs(Minimum 1).
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  • For Totems with greater than 6 Rungs, they become Major Artifacts and cannot be destroyed except by a very specific and arduous destruction condition - which is unique to each such Totem.

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