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This is very simple but, I think, also much needed.
Eldritch Scholar (Magus Archetype):
Some magi deepen their studies in magic, learning how to modify spells and use exploits the way an arcanist does.
Spellcasting: An eldritch scholar prepares and casts spells as an arcanist. Use the bard tables to calculate his allot of prepared and cast spells per day.
Exploits: Starting at 3rd level, an eldritch scholar may gain an arcanist exploit every time he could gain a magus arcana. He can use his arcane pool points as arcane reservoir points to fuel these exploits. At 12th level, the eldritch scholar gains access to greater exploits too.
Consume Spells: At 4th level, the eldritch scholar gains the arcanist's consume spells ability. This replaces spell recall.
I'm pretty satisfied of this. Hope you like it too.
Songrider (Skald Archetype):
A poet, a warrior and a cavalier, the songrider spurs her mount in battle, guiding the charge with her compelling hymns.
Exotic Mount (Ex): At 1st level, a songrider forms a bond with a strong, loyal companion that permits her to ride it as a mount. This mount functions as a druid’s animal companion, using the songrider’s level as her effective druid level. The animal chosen as a mount must be large enough to carry the songrider (Medium or Large for a Small character; Large or Huge for a Medium character). The share spells ability of a songrider’s mount applies to her known masterworks and sagas, too.
Raging Song: The songrider gains access to the following raging songs:
Inspiring Song (Ex): At 5th level, all the songrider’s allies that can hear her raging song gain bonuses as per a cavalier’s banner ability.
Greater Inspiring Song (Ex): At 14th level, all the songrider’s allies that can hear her raging song gain bonuses as per a cavalier’s greater banner ability.
This replaces dirge of doom and song of the fallen.
Rage Powers: The following rage powers complement the songrider archetype: ferocious beast, ferocious beast, greater, ferocious trample, ferocious trample, greater, inspire ferocity, spirit steed.
Actually, I had TWO good ideas. So here's today's archetype...
Meistersinger (Hunter Archetype):
A meistersinger is an animal charmer, living often isolated in the wilderness with her animal companion. She sings her melodies for animals alone and raises animal army to battle when her home is threatened.
Class Skills: A meistersinger adds Perform (sing, string, or wind) to her list of class skills in place of Knowledge (dungeoneering). This modifies the hunter’s class skills.
Attract Swarm: At 8th level, the meistersinger can use bardic performance to summon 1d3 swarms of Tiny animals; they remain as long as he continues performing. At 13th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 19th level, the number of swarms he summons increases to 3d3.
Attract Pack: At 16th level, the meistersinger can use bardic performance to summon a horde of animals for a total of hit dice equal to her level –6. The summon lasts as long as the performance continues; otherwise, this ability functions as summon nature’s ally VII.
This replaces hunter tactics, teamwork feats, and bonus tricks.
Next: The REAL Piper... a Skald with an animal companion which enrages with him!
Oh! I found it now:
Inner Sea Faiths, page 3 wrote:
A character able to select a domain can take any subdomain granted by her divinity, even if the divinity does not also grant the subdomain’s associated domain. The character receives all the abilities and spells normally granted by taking that subdomain, including the domain powers of the associated core domain that aren’t replaced by the subdomain, even though the divinity cannot grant that core domain by itself.
Thank you both!
Here other river, lake, and rich champaign
Orlando Furioso, Canto XXXIV
With all the enthusiasm for the Legendary Heroes series and the suggestions to replace rogues and swashbucklers with their Legendary counterparts, I felt the need to update my most "daring" archetype to both those classes. So here to you the...
Legendary Daring Scoundrel
Joining the audacious deeds of a swashbuckler with the subtle mobility of legendary thefts, a daring scoundrel is a romantic figure, a smiling shadow that leaves the rich without their most cherished treasures, and the maidens without their hearts.
Nimble Fighter: A daring scoundrel must take weapon finesse as his inherent talent. This ability modifies inherent talent.
Guide to the River Kingdoms, p. 10 wrote:
Everbloom: The remote monastery of Everbloom cloisters quiet priests devoted to Milani, the goddess of hope and devotion. In times of peace, they primarily serve as healers and counselors, manufacturing and selling rosewine to support themselves. More recently, Milani’s devotees have adopted a new cause, training as monks and embracing the rebellious aspects of their faith while they hide Queen Sovella and young Prince Edryd and prepare to overthrow Waike.
They could be sacred fist warpriests, or maybe this
I would have been delighted to be one of Endzeitgeist's favourites in this issue. Oh, well, I'll just have to work even harder from now on. Congrats to everyone who's been mentioned in the review!
Barbarian: Add +1/4 to the bonuses from one chaos totem rage power.
Bard: Increase the well–versed bonus by ¼ (maximum +8).
Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Rogue: The rogue gains 1/6 of a new rogue talent.
Skald: Gain 1/6 of a new rage power.
Slayer: Add +1/2 to the studied target damage bonus vs. lawful creatures.
Sorcerer: Add +1/4 to the sorcerer’s caster level when casting spells with the chaotic descriptor.
Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by ¼.
Witch: The witch gains 1/6 of a new witch hex.
I'm still thinking about this... in the meanwhile, I refined the
Bloodrager Psychic Bloodline
Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. When you bloodrage, your mental wrath is unleashed too, making you appear as a frightful presence both on the corporeal and psychic plane.
Bonus Feats: Alertness, Focused Discipline, Improved Initiative, Iron Will, Psychic Combatant, Skilled Rager
Bonus Spells: detect thoughts (7th), thought shield I (10th), ego whip I (13th), telepathic bond (16th)
Mental Commander (Su): At 1st level, you may communicate telepathically with other creatures you touch or hit in combat for a number of rounds per day equal to your bloodrager level. You may designate a number of creatures to communicate with equal to your Charisma modifier. At 12th level, you can use this power even when you are not bloodraging.
Mindwarrior (Sp): At 4th level, your bloodrager spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells. When entering a bloodrage you can choose one of the following spells and apply its effects to yourself: enshroud thoughts, levitate, or tactical acumen. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.
Mental Resistance (Ex): At 8th level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 16th level, this bonus increases to +4.
Raging Mindstorm (Sp): Starting at 12th level, when bloodraging you automatically cast any psychic bloodline spells that can be undercast as the highest-level version a psychic of your bloodrager level could cast. For example, at 12th level, thought shield I would have the effect of thought shield V during a bloodrage.
Greater Mindwarrior (Sp): At 16th level, when entering a bloodrage, you can choose to apply the effects of either battlemind link, greater heroism, or fluid form to yourself. This is in addition to psychic warrior, and otherwise works as that ability.
Psychic Paragon (Sp): At 20th level, you are a perfect fusion of mental and physical strength. You become immune to possession and mind–affecting effects, and gain constant telepathy and thoughtsense in a 60-ft. radius. You have these benefits constantly, even while not bloodraging.
I'm rather more satisfied with this version. What do you think? It's better than the previous one? Too powerful?
Multiclassing feats, and mythic class features for hybrid and occult classes. Variant multiclass rules for occult classes.
I bought it too. I like priests, but I yet have to find the "right one".Maybe Kobold Press' Theosophist is the most satysfying till now for me- but it's not a class.
I would also like a friar-type unarmored bardic hybrid caster divine class.
Whew. It's done.
Rasputin the Occult Priest:
Grigori Rasputin CR 17
----- Defense -----
----- Offense -----
----- Tactics -----
----- Statistics -----
----- Special Abilities -----
Cassock of the Black Monk
* Nobody knows for sure which deity Rasputin worships. It could be the War Horseman Szuriel, or Queen Elvanna (considered a mythic creature); or maybe he could just worship himself, his own enormous ego.
Starting ability scores:
I'd use if together with Geek Industrial Complex's Companions of the Firmament and Caged Dragon Games' Magical Beast Companions. All three give solid rules for griffins/pegasi/hippogriffs companions and/or aerial combat.
A warlock using the witch spell list and hexes for talents. Familiar needed.
Other class vigilante-like archetypes:
Beautiful Champion (oracle with dual identity... someone said Sailor?)
An alternative version. I wanted to make something along the lines of the Flamboyant Arcana for magi, but regaining panache with a critical spell was so tempting... and so bardic! Which one do you prefer?
New Bardic Masterpiece
Ballad of the Glorious Hero (Oratory, Sing)
Your confident bravados allow you to perform amazing deeds in combat.
Prerequisite: Perform (oratory) 3 ranks, Perform (sing) 3 ranks.
Cost: Feat or 1st-level bard spell known.
Effect: You improvise a loud, boastful list of your glorious victories or menace your opponent describing in vivid colours its inevitable defeat, bolstering your ability to accomplish great deeds. For as long as your performance continues, you gain a number of panache points equal to your Charisma modifier (minimum 1), and can choose any two swashbuckler deeds that can be used by a swashbuckler of your bard level. You can use these deeds by spending temporary panache points granted by this masterpiece, but only while you mantain your performance. You cannot use points from this masterpiece to use deeds from other classes or those gained by feats. You can regain panache while the performance is mantained by dealing a critical hit or a killing blow with a light or one-handed piercing melee weapon, or with a touch or ray spell. Effects that add to, reduce the cost of, or otherwise affect panache or grit don’t affect your number of temporary panache points or the cost of your chosen deeds. When the performance is over, any unspent panache points are lost.
Use: 1 bardic performance round per round.
Action: 1 standard action.
Another archetype that won't be in the next Wayfinder.
Merciful Stalker (Inquisitor)
Both judge and advocate, a merciful stalker metes her deity’s wrath upon undead and evildoers and heals surrendered enemies and innocent victims.
Focus Weapon: At 2nd level, a merciful stalker receives Weapon Focus in her deity’s favored weapon as a bonus feat. This ability replaces cunning initiative.
Divine Blessing (Su): At 3rd level, a merciful stalker can select one blessing granted by her deity. She receives that blessing’s abilities as if she were a warpriest of her inquisitor level. Alternatively, she can choose a second inquisition or domain, but her level for this inquisition or domain is equal to her inquisitor level –3 (minimum 1). This ability replaces solo tactics.
Channel (Su): Starting at 3rd level, a merciful stalker can channel energy like a cleric, for 1d6 points of damage. Using this ability is a standard action that expends one uses of her judgment ability and doesn’t provoke an attack of opportunity. Every 3 levels thereafter, the channeled energy amount increases by 1d6, up to a maximum of 6d6 at 18th level. This replaces all the inquisitor’s teamwork feats.