Can you think of a character concept that can't be made using the current base classes?


Homebrew and House Rules

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RPG Superstar 2012 Top 32

Can you think of a character concept that can't be made using the current base classes???


1. One concept that hasn't worked well since the inception of 3rd edition:

A character starts out as a sorcerer, and decides to learn how to take a more disciplined approach to magic, learning to read magic books and prepare spells. The current rules kind of screw such a character over.

2. I'm not sure if the psionic classes are included, but to do for my homebrew campaign is psionic characters who can read psionic powers from books, perhaps using books to swap out powers that they know. If I ever restart my homebrew, I'll have to figure out how to make this work.


There was one idea I started working on a base class for but never finished.

A mirror to the sorcerer bloodlines idea, instead of gaining bloodline-appropriate magical abilities, the character has a bloodline that grants physical alterations and abilities.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Unfortunately yes.

Shapeshifter is a common fantasy trope and Druid is as close as it gets.

Telepathic/Telekinetic Psychic (although I think you could make a reasonable facsimile).

Explorer/Adventurer - Not a fighter, not a sneaky rogue, not a spell-caster. Just a guy that's really good at improvising a solution (Indiana Jones is a good example of this)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Oh and Tinkerer capable of building clockwork/steampunk contraptions.


DM_aka_Dudemeister wrote:
Oh and Tinkerer capable of building clockwork/steampunk contraptions.

+1, I would really like something like this for my campaign (which is very steampunky) the Alchemist kind of ruined this from coming about in my opinion because I always thought the Tinkerer would get bombs, who knows though maybe he'll just get a giant 2 handed wrench :D

EDIT: I suppose depending on your DM a giant wrench could just be a Great Club that also functions as a giant wrench.


The "lightly armored, highly skilled warrior/swordmaster" is still a highly encountered archetype that is FULLY not possible given the various abstractions in the system.

There *is* no way to be "lightly armored" and still "highly skilled" in melee with a base-class build.

I'm talking full bab (ie: BEST at combat) build with little to no armor.

The game is entirely too wedded to equipment to make this concept function ... like at all. Bracers are about as good as it gets ... but that's pretty expensive magical equipment - and most of those guys in the archetype? They're not getting hit because they're THAT good - not because they're running around like Christmas trees w/magical junk layered upon their bodies.


The Speaker in Dreams wrote:

The "lightly armored, highly skilled warrior/swordmaster" is still a highly encountered archetype that is FULLY not possible given the various abstractions in the system.

There *is* no way to be "lightly armored" and still "highly skilled" in melee with a base-class build.

I'm talking full bab (ie: BEST at combat) build with little to no armor.

The game is entirely too wedded to equipment to make this concept function ... like at all. Bracers are about as good as it gets ... but that's pretty expensive magical equipment - and most of those guys in the archetype? They're not getting hit because they're THAT good - not because they're running around like Christmas trees w/magical junk layered upon their bodies.

Another +1, I tried making something like this once but it ended up to similar to a Monk with a martial weapon.


A Gandalf type aka sword wielding magic user, also known as gish.


A Guyver?

Bruce Lee?


Ambrosia Slaad wrote:

A Guyver?

Bruce Lee?

Mmmm....Guyver ;P

[derail]You can, however, make a passable Guyver in classic (d6) BESM. Ahh, that was a fun character... :)[/derail]

Shadow Lodge

DM_aka_Dudemeister wrote:

Explorer/Adventurer - Not a fighter, not a sneaky rogue, not a spell-caster. Just a guy that's really good at improvising a solution (Indiana Jones is a good example of this)

...

Oh and Tinkerer capable of building clockwork/steampunk contraptions.

I'd say that Expert with appropriate skills would fit these.

The Speaker in Dreams wrote:
The "lightly armored, highly skilled warrior/swordmaster" is still a highly encountered archetype that is FULLY not possible given the various abstractions in the system.

Fighter who concentrates more on DEX than STR. Just because the class has Armor Training as a class ability that doesn't REQUIRE you to seal yourself in a tin can.

MicMan wrote:
A Gandalf type aka sword wielding magic user, also known as gish.

Fighter/Wizard/E.Knight or Fighter/Sorcerer/E.Knight

Ambrosia Slaad wrote:
Bruce Lee?

Umm...monk. Rather obviously.


@Kthulhu: I will agree that the Expert can pretty much cover the Explorer/Adventurer but I see a Tinkerer being able to do more than have a good Craft check. The thing about a Fighter that concentrates on Dex is that you still only get 2 skill points at each level, ya that can be compensated for with enough intelligence but your list of class skills isn't that great. The Gandalf thing is able to be made but I think he meant that you can't really get it from a base class. Bruce Lee would definitely qualify as a Monk.

On another note, something I'd like to see is a class similar to a Monk that focuses on punching weapons (like punching daggers, brass knuckles, gauntlets, spiked gauntlets, etc. etc. etc.) I mean you can kind of do it as another class but someone that focuses on these things would be really interesting IMO. I see it as getting an unarmed damage progression that's slower than the Monks but adding it's unarmed damage to "punching weapons" I'd definitely make it the alignment any non-lawful though to keep Monks from dipping.

RPG Superstar 2012 Top 32

Utgardloki wrote:

1. One concept that hasn't worked well since the inception of 3rd edition:

A character starts out as a sorcerer, and decides to learn how to take a more disciplined approach to magic, learning to read magic books and prepare spells. The current rules kind of screw such a character over.

In the Tome of Magic, there is a way for Wizards (and/or Sorcerers) to trade in caster levels for Shadowcaster levels. You could probably do the same thing when transforming from a sorcerer to a wizard.

I guess, basically, you'd take a 4th level sorcerer, and at 5th level, he takes a level of wizard. Making him a sorcerer 4/wizard 1. Going forward, everytime he gains another level of wizard, he also swaps out a level of sorcerer for a level of wizard. At 6th level, he'd be a sor 3/wiz 3. At 7th sor 2/wiz 5; at 8th sor 1/wiz 7, and at level 9, a wizard 9.

Alternatively.....

Grand Magus

The grand magus combines the versatility of the wizard with the firepower of the sorcerer.

Requirements:

Knowledge arcana 7 ranks
Spellcraft 7 ranks
Ability to prepare 2nd level arcane spells
Ability to spontaneously cast 2nd level arcane spells
Any meta-magic feat
Scribe Scroll

Class Features:

BAB: +½
Good Saves: Will
Hit Dice: 1d6

Class Skills: Craft, Fly, Knowledge arcana, Profession, Spellcraft, Use Magic Device.
Skill Ranks per Level: 2 + Int modifier

LEVEL ABILITY
1. Arcane Preparation, Caster Level, Spellbook, Spell Level (3rd), Spontaneous Casting,
2. Spell Power +1
3. Spell Level (4th)
4. Arcane Focus +1
5. Spell Level (5th)
6. Spell Power +2
7. Spell Level (6th)
8. Improved Arcane Focus
9. Spell Level (7th)
10. Spell Power +3
11. Spell Level (8th)
12. Greater Arcane Focus
13. Grand Magic, Spell Level (9th)

Arcane Preparation. Each day, the grand magus can prepare a number of spells at each spell level equal to his Intelligence bonus (minimum 1). These spells must be chosen from the spells in his spell book. The grand magus must have an Intelligence score of 10 + the spell level to prepare a spell of that level. The grand magus can choose to prepare a spell altered by one or more meta-magic feats; the spell is then prepared at the higher level spell slot and does not have an increased casting time when cast.

Caster Level. The grand magus adds his class level to his highest arcane caster level when determining the caster level of his arcane spells.

Spellbook. The grand magus adds 2 spells to his spell book for each level he gains in this class.

Spell Level. At 1st level, the grand magus gains the ability to cast 3rd level arcane spells from the sorcerer/wizard list of spells. At 3rd level, and every odd level thereafter, the maximum spell level the grand magus can cast increases by 1.

Spontaneous Casting. Each day, the grand magus can cast a number of spells from each spell level he has attained equal to his Charisma bonus (minimum 1). These spells must be chosen from the ones prepared by the grand magus for the day. The grand magus must have a Charisma score of 10 + the spell level to cast a spell of that level. The Save DC, if any, of a grand magus is 10 + the spell level + his Charisma bonus. The grand magus can choose to apply a meta-magic feat to a spell at the time of casting; this increases the casting time of the spell accordingly.

Spell Power (Ex). At levels 2, 6, and 10, the grand magus increases his arcane caster level by +1. This increase in caster level cannot exceed the grand magus’s character level.

Arcane Focus. At 4th level, the Save DC of the grand magus’s arcane spells increases by +1

Improved Arcane Focus. At 8th level, the grand magus adds ½ his Intelligence bonus to the Save DC of his arcane spells. This ability replaces the grand magus’s Arcane Focus ability.

Greater Arcane Focus. At 12th level, the grand magus adds his Intelligence bonus to the Save DC of his arcane spells. This ability replaces the grand magus’s Improved Arcane Focus ability.

Grand Magic. Once per day at 13th level, the grand magus can apply a single meta-magic feat to a spell without increasing the spell slot the altered spell uses.


Definetely want to give a +1 to Bruce Lee. Non-religious monk would be nice. So many concepts are prevented by the arbitrary alignment restrictions on monk (and barbarian too), or the higher level abilities that make no sense on many concpets. Unarmed fighters can pull it off, but feel like they are missing something.

Gish is handled in the current system. Not well at low levels, but it is handled. I woud also like to see something that weaves spells into the blade though, and not at 17th lvl only on a crit using something you wont use because annother ability is better and takes you swift action. More of an arcane archer, but with a little more versatility in abilities it adds. Alchemist, bard, and Summoner can also be used fairly well, but I am looking forward to the alternate bard spell lists.

I disagree with speaker about lightly armored warriors too. I have seen a number of effective ones, but I find people have different definitions of effective. I think duelist works great. Lets not derail this thread with that though.

I would really like to see a good shape shifting class too. I have wanted to play one for so long. Gish and alchemist can pull it off, but it takes a long time to get those spells and the alchemist comes with a lot of other flavor bagage.


Caineach wrote:
I would really like to see a good shape shifting class too. I have wanted to play one for so long. Gish and alchemist can pull it off, but it takes a long time to get those spells and the alchemist comes with a lot of other flavor bagage.

I agree about the Alchemist, I think honestly think it could be broken down in to 2 or 3 classes, a Bomber and/or Tinkerer (Brew Potion, Throw Anything, Bombs, etc), a Poisoner (which could be part of the Bomber/Tinkerer idea or Poison Use and some of the Alchemist Discoveries could just be made into Rogue Talents), and a Dr. Jekyll, Mr. Hyde/Shape Shifter.

RPG Superstar 2012 Top 32

Do you think a shapeshifter class could be made using the evolution points of the summoner's eidolon? Plus Alter Self at 1st level, maybe Con bonus + 1/2 level times per day? And given upgrades periodically like the druid's wildshape?

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

A sailor, ship captain, or pirate. The key skills are Profession: sailor and Swim, which rogues and fighters get, but also Survival, which rogues don't get, and Knowledge: geography, which neither get. Rangers get it all, but rangers are more woodsy than shipsy. Shiver me timbers.


Kthulhu wrote:
Ambrosia Slaad wrote:
Bruce Lee?
Umm...monk. Rather obviously.

Not so obvious to me. Bruce has no supernatural abilities, more CG/NG instead of lawful, and a full BAB (not just when flurrying). Probably also improved critical range when unarmed or using "monk" weapons.

Jon Brazer Enterprises

Charlie Bell wrote:
A sailor, ship captain, or pirate. The key skills are Profession: sailor and Swim, which rogues and fighters get, but also Survival, which rogues don't get, and Knowledge: geography, which neither get. Rangers get it all, but rangers are more woodsy than shipsy. Shiver me timbers.

A Fighter/Rogue would be fine for most pirates, I'm sure. If not having the +3 bonus to Knowledge (geography) is a problem, there's always Skill Focus. NPC sailors or captains would probably be Experts in many cases.


SmiloDan wrote:

Grand Magus

Isn't this more or less the Ultimate Magus from Complete Arcane/Mage (I forget which one)? That was a cool PrC.

re: "Adventurer"/Indiana Jones- Indy was just a fighter with a high INT, decent STR and DEX, med to hi CON and CHA, Avg Wis. NO Ranks in Sense Motive, obviously :) Used Human bonus feats to get Skill Focus:Know: History, Linguistics, Imp Unarmed, etc. He didn't really have much beyond that :)

But a Rogue who traded sneak attack for NON-COMBAT feats would be interesting, like a reverse fighter...

re: Sailors- A lot of sailors don;t know how to swim, or survive in the wild. Rogue is probably the best choice, but Expert is really the key.

I Agree that shape shifter is a poorly represented power. I liked the alternate druid from UA for just that reason- no critter, but you can shape shift from 1st level.


Charlie Bell wrote:
A sailor, ship captain, or pirate. The key skills are Profession: sailor and Swim, which rogues and fighters get, but also Survival, which rogues don't get, and Knowledge: geography, which neither get. Rangers get it all, but rangers are more woodsy than shipsy. Shiver me timbers.

While the ranger has the percieved flavor of a wilderness character, nothing about the class forces it. Urban ranger is probably the most effective one I have seen, taking urban and dungeon for his favored terrains and humans as his first favored enemy. Water is already one of the possible favored terrains and woodland stride could easily be applied to difficult terrain from a ship's movement.

Sovereign Court

Kevin Morris wrote:
Charlie Bell wrote:
A sailor, ship captain, or pirate. The key skills are Profession: sailor and Swim, which rogues and fighters get, but also Survival, which rogues don't get, and Knowledge: geography, which neither get. Rangers get it all, but rangers are more woodsy than shipsy. Shiver me timbers.
A Fighter/Rogue would be fine for most pirates, I'm sure. If not having the +3 bonus to Knowledge (geography) is a problem, there's always Skill Focus. NPC sailors or captains would probably be Experts in many cases.

You could easily make a pirate off a ranger build. Favored terrain (water), favored enemy (any humanoids), good skill points for acrobatics & swimming, combat trees for shooting and melee, even the animal companion for a parrot on the shoulder.


Kevin Morris wrote:


A Fighter/Rogue would be fine for most pirates, I'm sure. If not having the +3 bonus to Knowledge (geography) is a problem, there's always Skill Focus. NPC sailors or captains would probably be Experts in many cases.

Can you put ranks in "trained only" skills that aren't class skills? Sorry I've actually never known the answer to that. Honestly though I think sailors can be made with Rogues, Fighters, Rangers, Barbarians (if you want a viking), or any class really, you just have to put your skills in the right places, tell your DM that your short sword does slashing damage instead of piercing (because it's a cutlass), carry some caltrops, and buy an bicorn or tricorn hat. Most NPC sailors are Commoners and the captain, mates, and possibly the carpenter and doctor are more likely Experts.


A "blaster" type that isn't a spellcaster (e.g. along the lines of the Human Torch).

Likewise, a shapeshifter that isn't a spellcaster, as noted above.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
SmiloDan wrote:
Do you think a shapeshifter class could be made using the evolution points of the summoner's eidolon? Plus Alter Self at 1st level, maybe Con bonus + 1/2 level times per day? And given upgrades periodically like the druid's wildshape?

I think it'd make a good start. Particularly if he could decide which evolutions he would gain dynamically (so he'd need to have less than what an eidolon gets I suppose, but then he wouldn't have the spell-caster to back him up)... Maybe some perks similar to Barbarian's Rage powers but only while shifted.

Con bonus would make for an interesting change to the usual key-stats. But a floating +2/-2 to any two physical ability scores while shifted would make sense (become stronger but slower, faster but weaker etc).

*loose change jingles about in head*

Shadow Lodge

I think it's worth noting that the APG and the expanded list of class options may end up nuking this thread.


Kthulhu wrote:
I think it's worth noting that the APG and the expanded list of class options may end up nuking this thread.

If there's a non-spellcasting* shapeshifter in that book, I'll eat my hat.

*An alchemist counts as a spellcaster, in my book.


Felgoroth wrote:


Can you put ranks in "trained only" skills that aren't class skills? Sorry I've actually never known the answer to that.

You can put ranks into ANY skill. If it's not a class skill, you don't get the +3 trained-in-a-class-skill bonus. And if a skill is trained-only, you can't use it without ranks, but there's no such thing as class-exclusive skills now. Because of this, fighters, rogues, and rangers can all make great pirates.

Dark Archive

I've had a single idea that's drifting along in my brains for years now:

A simple farmer and/or goatherder who can perform ''miracles''. The most obvious choice is Cleric, but I'd had to give up on a lot of the good stuff at the beginning, only to roleplay learning how to use armor and such. Giving up all that moolah you get at the start of the campaign is hard too. Somehow I can't picture a rich goatherder. The Cleric's spell-list clashes with my idea too.
It is a good roleplay challenge, though. I still think this concept would work better as a specialty priest.


the David wrote:
I've had a single idea that's drifting along in my brains for years now...

Witch is actually pretty good for this one, IMO.


the David wrote:

I've had a single idea that's drifting along in my brains for years now:

A simple farmer and/or goatherder who can perform ''miracles''. The most obvious choice is Cleric, but I'd had to give up on a lot of the good stuff at the beginning, only to roleplay learning how to use armor and such. Giving up all that moolah you get at the start of the campaign is hard too. Somehow I can't picture a rich goatherder. The Cleric's spell-list clashes with my idea too.
It is a good roleplay challenge, though. I still think this concept would work better as a specialty priest.

Maybe a variation on the Oracle in the APG?

The Exchange

MicMan wrote:
A Gandalf type aka sword wielding magic user, also known as gish.

Gonna have to dispute this, because although Gandalf was good at using magic and wielding weapons, he was also far more powerful than any mortal race. As an Maia, Gandalf (along with other Maia such as Sauron) was one of the original creations of Eru Ilúvatar, the 'God' of Middle-Earth. This puts him at a place analogous to angels of Christianity, or demi-gods.

Anyway, nitpicking aside, I think an explorer type class (as mentioned above) could be fun. There's a fun prestige class from Eberron, it lets the character make greater use of the action points from the setting, and is a 3/4 bab, 5 level class, which I could easily combine with levels of rogue and fighter to make the concept work, but it could still be very interesting as a base class.


Lathiira wrote:
Felgoroth wrote:


Can you put ranks in "trained only" skills that aren't class skills? Sorry I've actually never known the answer to that.

You can put ranks into ANY skill. If it's not a class skill, you don't get the +3 trained-in-a-class-skill bonus. And if a skill is trained-only, you can't use it without ranks, but there's no such thing as class-exclusive skills now. Because of this, fighters, rogues, and rangers can all make great pirates.

Thanks for clearing that up, I knew that you didn't get the +3 if it wasn't a class skill I just wasn't sure if you could put ranks in skills that were "trained only" or if that only meant you had to have ranks in it to use it.

Grand Lodge

Felgoroth wrote:
Thanks for clearing that up, I knew that you didn't get the +3 if it wasn't a class skill I just wasn't sure if you could put ranks in skills that were "trained only" or if that only meant you had to have ranks in it to use it.

You can also gain additional class skills by picking traits, which gives you a lot more flexibility in how you develop your character. I think "Stealth" is the only skill that I haven't seen at least one accompanying trait for.


I've always wanted a class that deals with Gravity a bit more. The first conception was a Gish....But that grew boring.

A spellcaster would have to get a new spell list almost entirely (reverse gravity probably won't cut it as a main class feature)

So I settled on the idea of a martial class that would get some cool perks related to gravity, not traditional spells but buffs to add a dodge bonus to AC, etc.
Also, the thought of being able to pull a dragon out of the sky with your mind (via gravity) is immensely appealing to me.

...Dear me did I end up describing the Force? =\

Also, a character that utilizes extra planar resources. At low level perhaps they select one or two favored planes and are granted certain features from them as they level up.
(Similar to Sorcerer Bloodlines or Cleric Domains...although at this point you could try and build an appropriate Cleric or Sorcerer. But it would lack in real content for such a concept)

RPG Superstar 2012 Top 32

the David wrote:

I've had a single idea that's drifting along in my brains for years now:

A simple farmer and/or goatherder who can perform ''miracles''. The most obvious choice is Cleric, but I'd had to give up on a lot of the good stuff at the beginning, only to roleplay learning how to use armor and such. Giving up all that moolah you get at the start of the campaign is hard too. Somehow I can't picture a rich goatherder. The Cleric's spell-list clashes with my idea too.
It is a good roleplay challenge, though. I still think this concept would work better as a specialty priest.

This also applies a little to Gandalf:

I think it would be neat to have a class that was capable of occasional bouts of powerful magic. The mechanic for this would be the Action Point. (One of my favorite parts of d20 Modern and Ebberon).

The simple goatherd would spend an action point and be able to Lay on Hands, use Plant Growth, find a lost sheep (Discern Location), etc.

Gandalf would be able to spend an action point, and be capable of performing feats of magic for a number of rounds equal to his Cha bonus, level, 1/2 his level, number of action point related feats he has, whatever. This would simulate the occasional duels he had (balrog, Saruman, etc.), but also explain why he used his sword against orcs and stuff.

Grand Lodge

The Speaker in Dreams wrote:

The "lightly armored, highly skilled warrior/swordmaster" is still a highly encountered archetype that is FULLY not possible given the various abstractions in the system.

There *is* no way to be "lightly armored" and still "highly skilled" in melee with a base-class build.

I'm talking full bab (ie: BEST at combat) build with little to no armor.

The game is entirely too wedded to equipment to make this concept function ... like at all. Bracers are about as good as it gets ... but that's pretty expensive magical equipment - and most of those guys in the archetype? They're not getting hit because they're THAT good - not because they're running around like Christmas trees w/magical junk layered upon their bodies.

+1

I'm waiting for the APG and their Class Variants to see if they will have a Fighter Variant for this one!


Utgardloki wrote:

1. One concept that hasn't worked well since the inception of 3rd edition:

A character starts out as a sorcerer, and decides to learn how to take a more disciplined approach to magic, learning to read magic books and prepare spells. The current rules kind of screw such a character over.

I did a prestige class on the DSP boards for the wilder that took to studying more like a psion, the same kind of thing could be applied to a sorcerer trying to be more wizard-like - in fact I think there was a 3.5 feat that let a spontaneous caster prepare a spell in a slot like a prepared caster.

Utgardloki wrote:
2. I'm not sure if the psionic classes are included, but to do for my homebrew campaign is psionic characters who can read psionic powers from books, perhaps using books to swap out powers that they know. If I ever restart my homebrew, I'll have to figure out how to make this work.

Sounds like the Erudite from Complete Psionic.

I'll add my vote for the smart, quick, agile but not necessarily strong fighter, too. You can do something with the duelist, but it's not perfect.

RPG Superstar 2013 Top 32

DM_aka_Dudemeister wrote:
Oh and Tinkerer capable of building clockwork/steampunk contraptions.

I would do that as a Summoner variant, only instead of casting summon spells, I would have him cast animate object. Scales just as well, you could probably run it almost right out of the book.


A summoner who has many long-term utility summons. If anyone has seen 12 Kingdoms, think Keiki.


Christopher Dudley wrote:
DM_aka_Dudemeister wrote:
Oh and Tinkerer capable of building clockwork/steampunk contraptions.
I would do that as a Summoner variant, only instead of casting summon spells, I would have him cast animate object. Scales just as well, you could probably run it almost right out of the book.

This isn't a bad idea, give him mending and things like that, the only thing I'd do differently than just straight summoner is possibly have him make some sort of craft check to get the effects of a spell because he's supposed to be making something not casting a spell. Other than that, this would probably work really well, you just flavor text your Eidolon to be some strange steampowered animal/humanoid.

Shadow Lodge

Felgoroth wrote:
Christopher Dudley wrote:
DM_aka_Dudemeister wrote:
Oh and Tinkerer capable of building clockwork/steampunk contraptions.
I would do that as a Summoner variant, only instead of casting summon spells, I would have him cast animate object. Scales just as well, you could probably run it almost right out of the book.
This isn't a bad idea, give him mending and things like that, the only thing I'd do differently than just straight summoner is possibly have him make some sort of craft check to get the effects of a spell because he's supposed to be making something not casting a spell. Other than that, this would probably work really well, you just flavor text your Eidolon to be some strange steampowered animal/humanoid.

The craft check could be the material/somatic component for the spell. You make a little robot in less then 6 seconds(or bigger/more if you're high level) and it breaks down when the duration of the normal Summon Monster spell/ability is up because it was poorly put together to get it quickly into combat.


hogarth wrote:
A "blaster" type that isn't a spellcaster (e.g. along the lines of the Human Torch)

Doing this with base classes is impossible One could use the Spellfire Channeler in the Magic of Faerun (3.5), but it's a PrC, not a full 20 level class. That's not to say it couldn't be adjusted to be a 20 level secondary class.

Or you could also use the 3.5 Warlock. Again, not a core class.


DM_aka_Dudemeister wrote:


Shapeshifter is a common fantasy trope and Druid is as close as it gets.

I got this:

Alter
Hit Dice/Bab: d10/ Good
Good Saves: Fort, Ref, Will
Weapons and Armor: Simple weapons, Light armor (no arcane spell failure)
Skill Points: 4 + Int Mod
Skills: Bluff, Diplomacy, Sense Motive, Intimidation, Fly, Knowledge(arcane), Spellcraft, Disguise

Level -- Ability
1 -- Shifting (enlarge/reduce person)
2 -- Alter Form (Darkvision, Stability, Keen Senses, +10 land speed)
3 -- Shifting (alter self)
4 --
5 -- Shifting (beast form 1)
6 -- Improved Shifting (move action)
7 -- Shifting (Beast form 2)
8 -- Critical Resistance 25%
9 -- Shifting (Beast Form 3/ Elemental form 1)
10 -- Alter Form (Claws, Scent, +2 Natural Armor, Water breathing)
11 -- Shifting (Beast Form 4/ Elemental form 2/ Form of the Dragon 1)
12 -- Greater Shifting (swift action)
13 -- Shifting(Elemental form 3/ Form of the Dragon 2)
14 -- Critical Resistance 50%
15 -- Shifting(Form of the Dragon 3/ Giant Shape 1)
16 -- Alter Form (Flight (winged 60' good), Blindsense 60', Fast Healing 3, Poison/Disease Immunity)
17 -- Shifting(Giant Shape 2)
18 --
19 -- Shifting(Shapechange)
20 -- Shapeshifter, Critical Immunity

Abilities:

Spoiler:

Shifting(su) -- This functions as if it was the spell named with the following exceptions it is a standard action that does not provoke to activate, and can be used for a total amount of time equal to 10 minutes per level in the Alter class. This time does not need to be used all at once but the minimum time usage is 1 minute. As the Alter advances he can change shape faster (as a move action at 8th level, and a swift action at 12th level), and choose more advanced shapes (see list). See the polymorph subschool description for more information on what is affected by this ability.
Alter Form(ex) -- The Alter gradually learns to permanently change his own body as he gains levels. At each level he gains this ability he may choose one of the abilities on that level's (or a lower level's) list to gain. This change is a racial change and continues to function even if he changes shape with the shifting ability.
Critical Resistance(ex) -- As the Alter gains levels he gains more control of the placement of his organs and vital spots and can shift them to avoid damage. As such he gains increasing resistance to critical hits and precision damage as indicated. This works like the Fortification armor ability.
Shapeshifter(ex) -- at twentieth level the Alter gains the shapeshifter subtype, and his Shifting ability works continuously without limit on the duration.
Spellcasting -- The Alter gains limited spell access as he gains levels. He gains spells at the same rate a paladin does, however he is a spontaneous arcane Cha based caster. He knows all spells on his spell list. Light armor does not interfere with his spells but any heavier armor and shields do.

Spell List

Spoiler:

1st:
Disguise Self, Enlarge Person, Reduce Person, Prestidigitation, Detect Magic, Read Magic, Magic Fang, Jump, Expeditious Retreat
2nd:
Bull's Strength, Cat's Grace, Bear's Endurance, Darkvision, Glibness, Barkskin, Resist Energy, Spider Climb
3rd:
Dispel Magic, Haste, Slow, Greater Magic Fang, Shrink Item, Tongues
4th:
Polymorph, Stoneskin, Mass Reduce Person, Mass Enlarge Person, Baneful Polymorph


I have never been terribly happy with a con artist being built on either the Bard or Rogue.


I also tried my hand on creating more of a shapechanger base class here:
Wildling
I even have a thread lying around looking for more advice *hint, hint*

But back on topic, not everything is possible with the current classes, but it's the job of inventive players and GM's to get more good classes out there =)


A legendary grappler ala Beowulf or various named dwarves in Dwarf Fortress.

Crossbow User.

Character with a sentient weapon (That isn't given by the DM).

Paizo Employee Chief Creative Officer, Publisher

hogarth wrote:
Kthulhu wrote:
I think it's worth noting that the APG and the expanded list of class options may end up nuking this thread.

If there's a non-spellcasting* shapeshifter in that book, I'll eat my hat.

*An alchemist counts as a spellcaster, in my book.

How about a ranger?


Elghinn Lightbringer wrote:
hogarth wrote:
A "blaster" type that isn't a spellcaster (e.g. along the lines of the Human Torch)

Doing this with base classes is impossible One could use the Spellfire Channeler in the Magic of Faerun (3.5), but it's a PrC, not a full 20 level class. That's not to say it couldn't be adjusted to be a 20 level secondary class.

Or you could also use the 3.5 Warlock. Again, not a core class.

I enjoy using wilder's from the 3.5 psionics as blasters. They have little versatility but they punch above their weight.

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