Also known as splitters, replicants or mirror savants, Replicators are the unrivaled masters of strength in numbers, being able to create multiple copies of themselves to carry out tasks or give them the edge in combat. Their ability to assign skills to their creations further lends to their diversity, while not as focused as a singular creature, they make up well for the lack of focus with a broad range of skills.  

                Adventures: The skill set of a Replicator makes them a welcome addition to most adventuring groups. Their ability to be in multiple places at once allows them unparalleled combat and strategic advantages. Likewise, the Replicator shares their feats and skills with their Replicas, making teamwork feats and versatile skills extra useful and devastating.

                Alignment: Replicators can be of any alignment and have no class restrictions to abilities based on alignment.

                Religion: Replicators can be of any religion, however most seem drawn to the fallen god Ologos, God of Reflections, who is rumored to have taught the first Replicators how to use and master the art of Replicating. 

Game Rule Information

Replicators have the following game statistics.  

Hit Die: d8

Class Skills

The Replicator’s class skills and the key ability for each skill are: Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Knowledge Local (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str) 

 Skill Points per level: 4 + Int modifier

               

The Replicator

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1

+0

+2

+0

+2

Replicate, 1st Replica (staggered actions)

2

+1

+3

+0

+3

Replica Skill; Tier 1

3

+2

+3

+1

+3

Aid Master

4

+3

+4

+1

+4

Summon Vault 5x5x5

5

+3

+4

+1

+4

2nd Replica

6

+4

+5

+2

+5

Replica Skill, Tier 1

7

+5

+5

+2

+5

Guard

8

+6/1

+6

+2

+6

Summon Vault 10x5x5

9

+6/1

+6

+3

+6

Overload Replica

10

+7/2

+7

+3

+7

3rd Replica (full actions), Replica Skill, Tier 2

11

+8/3

+7

+3

+7

Absorb Life

12

+9/4

+8

+4

+8

Summon Vault 10x10x5

13

+9/4

+8

+4

+8

Replica Bomb

14

+10/5

+9

+4

+9

Replica Skill, Tier 2

15

+11/6/1

+9

+5

+9

4th Replica

16

+12/7/2

+10

+5

+10

Summon Vault 10x15x5

17

+12/7/2

+10

+5

+10

Mind Sling

18

+13/8/3

+11

+6

+11

Soul Vessel, Replica Skill, Tier 3

19

+14/9/4

+11

+6

+11

Ultimate Teamwork

20

+15/10/5

+12

+6

+12

5th Replica, Summon Vault 10x15x10, Replica Champion

 Class Features

The following is a list of class features for the Replicator class. 

Starting Wealth: 5D6x 10 (175) 

Weapon and Armor Proficiency: Replicators and Replicas are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).  

Replicate (Su): Beginning at 1st level the Replicator can make physical copies of themself known as Replicas. The Replicator may have an additional Replica at 5th, 10th 15th and 20th level to a maximum of 5 copies at 20th level. 

To replenish or create new Replicas up to the Replicators maximum allowed by class level, the Replicator must have 8 hours of rest, after which the process of creating new Replicas takes 1 hour regardless of the number of Replicas created. These copies visually resemble the Replicator perfectly, but are otherwise augmented statistically as noted below. The actual process of how a Replicator creates its Replicas is similar to how a cell divides, the Replicator appears to physically split into multiple creatures. 

Replicas begin play with no equipment, but can otherwise be outfitted as normal. At 1st level Replicas are limited in actions and have the staggered condition at all times. At 10th level any Replicas created by the Replicator no longer have the staggered condition and can take full actions. If a Replicator is killed all of their Replicas fall to the ground, becoming inert shells of flesh. A replicator unconscious, immobile or otherwise restrained still controls their Replica’s actions. 

All Replicas use the Replicator’s base attack, skill ranks and base saving throws. As a Replicator advances in level they gain the ability to infuse their creations with feats that they know. A Replica has the same base physical statistics as the Replicator (Str, Dex, Con) but has mental scores as listed below. Upon creation, a Replica has exactly ½ of the Replicator’s hit points (rounded down). All Replicas speak 1 language that the Replicator speaks, chosen during creation. Replicas have the same alignment as the Replicator that created them, although they are completely under the control of the Replicator. Replicas do not roll initiative in combat, they act in any order the Replicator chooses during their turn in the initiative order. A Replica is considered the creature type of the Replicator that created it. Replicas do not need to sleep, eat or drink. They do breathe however and are not immune to magical sleep effects. In addition, upon creation, the Replicator may select a single Replica Skill to apply to his Replica if available, see Replica Skill below. When a Replica reaches 0 hit points or below, it immediately turns to a flaky substance similar to dead skin, dropping all equipment in its current space.

 

Replicator Class Level

Natural Armor Adj.

Mental Scores INT/WIS/CHA

Special

1st – 2nd

+1

6/10/10

Low Light Vision, 1 Feat

3rd – 4th

+1

7/10/10

Devotion

5th – 6th

+2

8/10/10

Evasion, 2 Feats

7th – 8th

+2

9/11/11

Damage Reduction

9th – 10th

+3

10/11/11

Telepathy, 3 Feats

11th – 12th

+3

11/11/11

Spell Resistance

13th – 14th

+4

12/12/12

Call Replica, 4 Feats

15th – 16th

+4

13/12/12

Elemental Resilience

17th – 18th

+5

14/12/12

Improved Evasion, 5 Feats

19th – 20th

+5

15/13/13

Ability Score Increase

 

Low Light Vision (Ex): Beginning at 1st level Replicas created by the Replicator have low light vision. 

Feats: Beginning at 1st level the Replicator may create a Replica knowing 1 feat that they know as well. The Replica must have any prerequisites that the feat requires. At 5th, 9th, 13th and 17th level the Replicator may assign additional feats to the Replica to a maximum of 5 feats at 17th level. The Replicator assigns feats on a per Replica basis, and may assign different feats to different Replicas that they create. 

Devotion (Ex): Beginning at 3rd level a Replica gains a +4 morale bonus on Will saves against enchantment spells and effects. 

Evasion (Ex): Beginning at 5th level if a Replica is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw. 

Damage Reduction (Ex): Beginning at 7th level a Replica gains damage reduction 5/Magic. 

Telepathy (Su): Beginning at 9th level a Replica gains Telepathy with its creator, this ability functions if the Replica and Replicator are within 1 mile of each other. 

Spell Resistance (Su): Beginning at 11th level a Replica gains spell resistance equal to the 11 + the Replicator’s class level. 

Call Replica (Sp): Beginning at 13th level a Replica can teleport without error to the location of its creator if called by the Replicator once per day. The Replica can hear the call from its Replicator over any distance as long as they are on the same plane and uses this ability, defensively if required, as a standard action on their next available action. 

Elemental Resilience (Su): At 15th level a Replicator can create Replicas with resistance to fire, cold, acid or electricity 30. The Replicator selects the Replica’s energy resistance type at creation. 

Improved Evasion (Ex): At 17th level a Replica gains improved evasion. This functions like evasion except that on a failed save the Replica only takes ½ damage. 

Ability Score Increase (Ex): At 19th level a Replica gains an additional +2 to any ability score, selected at the Replica’s creation. 

Replica Skill: Beginning at 2nd level, and advancing every 4 levels thereafter, a Replicator learns how to infuse skills into their creations. The Replicator learns a Replica Skill of the appropriate tier at the designated level, and can create a Replica with any skill they know. A Replica cannot have more than one Replica Skill at a given time. The Replicator does not personally gain the use or ability of the discovered skill. If the Replica gains the ability to cast a spell like ability that allows for a saving throw, the DC is equal to 10 + the level of the spell like ability + the Replica’s constitution modifier. 

Tier 1 Skills: The Replicator learns their first Tier 1 skill at 2nd level, and learns a second Tier 1 skill at 6th level. 

 

Tier 1 Skill Name

Skill Ability

Infiltrator (Sp)

The Replica gains the ability to cast disguise self as a spell like ability once per day with a caster level equal to the Replicator’s class level.

Minor Luck (Su)

The Replica gains a +1 bonus to all saving throws and skill checks.

Hero Born (Ex)

The Replica has 1 hero point at creation. This does not grant the Replica the ability to gain additional hero points.

Advanced Linguistics (Ex)

The Replica knows up to three languages known by the Replicator.

Combatant (Ex)

The Replica gains martial proficiency with all martial weapons.

Minor Sneak Attack (Ex)

The Replica gains 1D6 sneak attack damage against any target that would be denied its dexterity bonus or is caught flat footed, or against any target it is actively flanking. This ability functions exactly as the rogue sneak attack ability as described in the Core Rulebook.

Minor Fortification (Ex)

The Replica gains 20% fortification against critical hits and sneak attacks, whenever the Replica is subject to one of the aforementioned attacks there is a 20% chance that the extra damage is negated and damage is rolled normally.

Trap Finding (Ex)

The Replica gains Trap Finding and gains a bonus equal to ½ the Replicator’s class level to all perception and disable device checks made to discover or disable traps. The Replica gains 1 rank in Disable Device, this Replica has Disable Device as a class skill.

Potion Sponge (Su)

The Replica can consume and store three potions for later use. Thereafter the potions remain dormant in the Replica, the Replicator can command the Replica to use one of its stored potions as a free action at which point the Replica will use its next standard action to trigger the selected potion on itself if able. Use of this ability does no provoke an attack of opportunity as normal for consuming a potion while threatened.

Spell Trigger Use (Su)

The Replicator selects arcane or divine spell trigger items when bestowing this skill to a Replica. The Replica may use spell trigger items of the selected type as though they were a caster with a caster level equal to the Replicator’s class level.

Self-Destruct (Su)

As a standard action the Replicator can cause a Replica with this skill that is within line of sight to self-destruct, destroying the replica in the process, and causing 5D6 fire damage to all adjacent creatures. A reflex save reduces this damage by half, DC equals 10 + ½ of the Replicator’s class level + the Replica’s constitution modifier. Any items carried by the Replica are instantly transferred to the Replicator’s vault if the Replicator has this ability, or are dropped in the Replica’s space.

Alacrity (Ex)

Your replica no longer has the staggered condition.

 

 

Tier 2 Skills: The Replicator learns their first Tier 2 skill at 10th level, and learns a second Tier 2 skill at 14th level. When the Replicator learns their first Tier 2 skill at 10th level they may swap out any Tier 1 skill they know for any other Tier 1 skill.

 

Tier 2 Skill Name

Skill Ability

Sneak Attack (Ex)

The Replica gains 3D6 sneak attack damage against any target that would be denied its dexterity bonus or is caught flat footed, or against any target it is actively flanking. This ability functions exactly as the rogue sneak attack ability as described in the Core Rulebook.

Luck (Su)

The Replica gains a +2 bonus to all saving throws and skill checks.

Medic (Sp)

The Replica gains the ability to cast cure light wounds 3/day, cure moderate wounds 2/day and cure serious wounds 1/day with a caster level equal to the Replicator’s class level.

Shock Troop (Ex)

The Replica gains proficiency with heavy armor and martial weapons.

Weapon Master (Ex)

The Replica gains proficiency with three specific exotic weapons.

Fortification (Ex)

The Replica gains 40% fortification against critical hits and sneak attacks, whenever the Replica is subject to one of the aforementioned attacks there is a 40% chance that the extra damage is negated and damage is rolled normally.

Tracker (Ex)

The Replica gains skill focus survival as a bonus feat and the ability to perform a tracking based survival check at full speed without the standard -5 penalty. The Replica can also perform a double speed check at a -10 penalty instead of the normal -20.

Spell Completion Use (Su)

This ability functions as the Tier 1 ability Spell Trigger Use, however in addition to the Replica being able to use spell trigger items they may also use spell completion items.

 

 

Tier 3 Skills: The Replicator learns their only Tier 3 skill at 18th level. The Replicator may only have one Replica with a Tier 3 Skill and may not assign a Tier 3 skill to their Replica Champion unless noted in the skill description. At 18th level, a Replicator may exchange a single Replica Skill they know from Tier 1 or Tier 2 for a new Replica Skill of the same Tier.

 

Tier 3 Skill Name

Skill Ability

Major Sneak Attack (Ex)

The Replica gains 5D6 sneak attack damage against any target that would be denied its dexterity bonus or is caught flat footed, or against any target it is actively flanking. This ability functions exactly as the rogue sneak attack ability as described in the Core Rulebook.

Major Luck (Su)

The Replica gains a +3 bonus to all saving throws and skill checks. This ability may be assigned to a Replica Champion.

Master Archer (Ex)

The Replica gains proficiency with longbows and short bows, including composite versions, and gains a +2 to hit and damage when using a ranged weapon. In addition, the Replica gains an additional attack at its highest attack bonus when taking a full round action. This extra attack ability does not stack with bonuses granted from speed weapons, haste spells or similar abilities.

Hyperpolygot (Ex)

The Replica can speak and understand all languages, written or spoken, as though under the effects of the tongues and comprehend languages  spell. This ability may be assigned to a Replica Champion.

Juggernaut (Ex)

The Replica gains proficiency with heavy armor, tower shields, and gains the toughness feat.

Exceptional Fortification (Ex)

The Replica gains 60% fortification against critical hits and sneak attacks, whenever the Replica is subject to one of the aforementioned attacks there is a 60% chance that the extra damage is negated and damage is rolled normally. 

  

Aid Master (Ex): Beginning at 3rd level the Replicator has learned to utilize their creations to assist them in tasks or in combat more effectively. As a free action a Replicator may command any or all of his Replicas to aid him in performing a skill check or in combat. Each Replica then performs an aid another action to assist the Replicator on its next available action if able to do so. The bonus conferred from a successful aid another check increases from +2 to +3 for each success at level 10. 

Summon Vault (Sp): Beginning at 4th level the Replicator learns how to access a 5x5x5 (length,width,height) extra dimensional space known as a Vault. The process to summon the door to the Replicator’s Vault takes 1 minute of concentration similar to casting a spell. Once summoned, a simple door appears that leads into the extra dimensional Vault, the door to the Replicator’s Vault will remain until dismissed (a standard action) by the Replicator that summoned it. This extra dimensional space functions as a bag of holding for effects pertaining to combining extra dimensional spaces.  

Guard (Ex): At 7th level a Replica can be ordered to guard its master. For each Replica adjacent to the Replicator attacks against the Replicator suffer a -2 penalty. 

Overload Replica (Su): At 9th level the Replicator has learned how to overload his creations at the cost of their own physical ability. As a standard action the Replicator can transfer any amount of their Strength, Constitution or Dexterity to a touched Replica. For every one point transferred the Replica gains two points to the chosen ability score. A Replicator cannot lower a base score below 5 with this ability. The Replicator regains transferred ability points immediately upon the destruction of the Overloaded Replica or as a standard action by touching the Overloaded Replica and deciding how many points to regain, a Replicator gains 1 point for every two points taken back from the Replica and cannot increase their ability beyond its normal base score. 

Absorb Life (Su): At 11th level the Replicator has learned how to deconstruct their creations to bolster themself. As a standard action the Replicator can absorb a Replica they have created, the Replicator must be adjacent to the Replica in order to use this ability. Any items or equipment carried by the Replica are instantaneously teleported to the Replicator’s vault as part of this action. The Replicator gains temporary hit points equal to the remaining hit points of the absorbed Replica and a +2 bonus to either Strength, Constitution or Dexterity, this effect lasts for 1/min per class level. 

Replica Bomb (Sp): At 13th level the Replicator’s creations become walking instruments of destruction. The Replicator can use a standard action to detonate any single Replica within line of sight, any items or equipment carried by the Replica are instantaneously teleported to the Replicator’s vault as part of this action. The Replica explodes violently, causing 1D8 fire damage per Replicator level to all creatures within a 20’ radius, a reflex save DC = 10 + ½ of the Replicator’s class levels (rounded down) + the Replicator’s constitution modifier reduces the damage by half. 

Mind Sling (Sp): At 17th level the Replicator has honed their ability to access the minds of their creations. When a Replicator fails a will save against an enchantment spell they may immediately treat the saving throw as a success by forcing a Replica within 30 feet to accept the result of a failed saving throw. A Replica cannot accept a Mind Sling if currently suffering the effects of a failed will saving throw. 

Soul Vessel (Su): At 18th level the Replicator has learned to escape into their creations in order to avoid death. Once per day, when a Replicator would take enough damage to reduce them to negative hit points, they may shift their soul into a Replica within 30 feet as an immediate action. This effectively causes the Replica and Replicator to switch spaces and causes the immediate death of the selected Replica. The Replicator inhabits the body of the chosen Replica, being equipped with whatever the Replica is wearing and avoids all damage from the attack. The Replicator’s new hit point total is that of the selected Replica.  

Ultimate Teamwork (Ex): At 19th level any Replica created by the Replicator is treated as having any teamwork feats the Replicator has, even if these feats are not assigned to a Replica during creation.  

Replica Champion (Su): At 20th level the Replicator can create a Replica Champion, this special Replica has additional power. A Replicator may only have one Replica Champion at any given time. A Replica Champion gains the exact mental statistics of its creator (Charisma, Wisdom and Intelligence) or the standard mental statistics listed in the Replica Table above +2, whichever is higher. A Replica Champion gains immunity to all poison, disease, and negative energy effects. In addition, a Replica Champion gains a flight speed (with perfect maneuverability) of 60 feet and provides its creator with several benefits when standing adjacent to them, including; a shield bonus to armor class equal to the value of the Replica’s equipped shield (if any) as the Replica actively blocks for its master, and a +2 bonus to hit with melee attacks as the Replica actively acts as though aiding its master in combat.