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I'm bored: give me ideas for a new base class I can design!


Suggestions/House Rules/Homebrew

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divineshadow wrote:

A runeknight class who has a number of different powers he can learn to enhance his weapons, armor, self and companions. However he can't cast in battle and each requires him to make a rune or paint one on the Target..... Perhaps he can also craft runes that work like potions and maybe traps?? Be a nightmare to fight if he knows your coming and wants to blow everything he has for one fight but if he is bushwacked he has it rough.....

Also a wetboy ala Brent weeks nightangel books. Though that might be better as a ninja or fighter mod.....

Quoting myself from another topic...

Belle Mythix wrote:

Some info on Suikoden if they are wanted/needed.

Wikipedia

Suikoden Wikia

Suikosource

And Tv Tropes... (sorry)

Something like that?

Cheliax

I'm not sure if this has already been stated before, but can you create a class that runs on a resource gained over time? I had the idea of a martial class that gains Expertise by using his Disciplines, which heightens his class abilities. I have no idea how to execute this though, or if such a class is already in existence...

Lantern Lodge

divineshadow wrote:

A runeknight class who has a number of different powers he can learn to enhance his weapons, armor, self and companions. However he can't cast in battle and each requires him to make a rune or paint one on the Target..... Perhaps he can also craft runes that work like potions and maybe traps?? Be a nightmare to fight if he knows your coming and wants to blow everything he has for one fight but if he is bushwacked he has it rough.....

Also a wetboy ala Brent weeks nightangel books. Though that might be better as a ninja or fighter mod.....

Sounds similar to my idea mixed with rituals, and more combat oriented fluff to it. I like it.

RPG Superstar 2012 Top 32

The Rune Knight reminds me of The Warded Man by Peter V. Brett.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Are you still bored?


Rune knight sounds somewhat like Runethane I was scribbling a bit by bit for the last year. I should post that class but I am still redesigning the rune system when I return to it. Well, it's another project that I should try to finish.


1 person marked this as a favorite.

still hoping for a puppetmaster ;-) not meaning to bug, as I see you're quite busy, just trying to keep the topic on the burner so to speak. :)

Silver Crusade

Build Commander Boreale and include his infamous "NNNOOOO!" as a mechanic

RPG Superstar 2012 Top 32

MikeC3700 wrote:
still hoping for a puppetmaster ;-) not meaning to bug, as I see you're quite busy, just trying to keep the topic on the burner so to speak. :)

What do you mean by puppermaster? A master manipulator that controls events from behind the scenes? An enchanter type with a whole bunch of minions? A literal puppetmaster that plays with a doll? A demonhunter/dirty old man that has been transmogrified into puppet form? A vampire with a soul/head of an evil law firm that has been transmogrified into puppet form? Jim Henson?


SmiloDan wrote:
A vampire with a soul/head of an evil law firm that has been transmogrified into puppet form?

This made me laugh. A lot. Good pop culture reference.

RPG Superstar 2012 Top 32

Cheapy wrote:
Are you still bored?

Kind of.

;-)

Lantern Lodge

Think Choji.

I like the idea of a minion master. I read a 3.0 book that included various wizard archtypes, my favorite was the enchanter who used charm and dominate spells to control others, and it even suggested that one might treat their victims kindly so that the minions might still be loyal even if the spell was broken.

I have wanted to make this archtype ever since.

RPG Superstar 2012 Top 32

What's a choji? I don't really like sushi.

Lantern Lodge

Choji is a character, and actually I got the name mixed up with a different character. But the character is from Naruto and uses puppet ninjustsu (magic) to control puppets to do all the fighting. Such puppetmasters are often judged by the number of puppets they can control at once, though one episode does point out that the skill with which one can control them is as important, if not more important than quantity (10 vs. 100, don't know the episode number).


DarkLightHitomi wrote:
Choji is a character, and actually I got the name mixed up with a different character. But the character is from Naruto and uses puppet ninjustsu (magic) to control puppets to do all the fighting. Such puppetmasters are often judged by the number of puppets they can control at once, though one episode does point out that the skill with which one can control them is as important, if not more important than quantity (10 vs. 100, don't know the episode number).

Kankuro

Sasori

Chiyo

Cheliax

No not like the game although I did love those games for ps one and two lol. No more like the old 2ed runeknight. He was kinda pimp. And fun to play I could buff myself and others and heal us but was very limited in anything I could set up for combat. I wanna say it was in the old Viking book. Sadly I don't own that book anymore stupid cats.....


3.5 Psionics had a Mastermind class. My character dominated an augmented black dragon to betray her siblings. She stayed on to guard the groups treasure. Addictive enchantment could be a feat.
Back to the topic, should we go with converting psionics directly, or make psionics a wizard school.

RPG Superstar 2012 Top 32

Puppeteer sounds like a summoner archetype to me. Maybe just use animate objects or something in place of summon monster?


Pathfinder Roleplaying Game Subscriber
SmiloDan wrote:
Puppeteer sounds like a summoner archetype to me. Maybe just use animate objects or something in place of summon monster?

construct eidolon instead of outsider maybe?

Lantern Lodge

Possibly, I only have the core book plus some 3.5 stuff, so I need to look online for the summoner thing when I get a computer again. Meantime I don't know much, Are they limited to how many summons they have?

I very much enjoyed the mastermind class from COH, and was thinking a class centered around the leadership feat would fall somewhere here as well and either get the feat early or would need to be prestige. Of course the leadership score list might need adjusted in that case.

RPG Superstar 2012 Top 32

I don't think I'll make a puppeteer or mastermind class. They kind of go against my style of play. It sounds like they would take up too much time at the table, because they would be controlling multiple creatures all the time.

An animal companion, cohort, familiar, or eidolon isn't too bad. Neither is the occasional summons or charmed critter.

But a whole army of stuff? Too complicated.


I watched a few war movies. A sargent would go into war with like 10 men they trained. Leadership just shoots beliveability in the head.
This is a problem that Pathfinder inherited.

RPG Superstar 2012 Top 32

I think Teamwork feats, and class abilities like the Cavalier's tactician class feature, go a long way towards representing a commander guiding his allies in combat. So Pathfinder is finding a way to fix that inherited problem. :-)

But back to my magic-using swashbuckler idea. I'm thinking of going with name Hexrake. A Dexterity- and Charisma-based highly mobile melee combatant. Possibly with some short range attacks (30 feet or less).

It would be a Full-BAB class that uses supernatural abilities in combat, primarily through the use of a limited selection of at will, swift action, 1 round duration buffs.

Hopefully I'll get it done in the next day or two.


SmiloDan wrote:

I think Teamwork feats, and class abilities like the Cavalier's tactician class feature, go a long way towards representing a commander guiding his allies in combat. So Pathfinder is finding a way to fix that inherited problem. :-)

But back to my magic-using swashbuckler idea. I'm thinking of going with name Hexrake. A Dexterity- and Charisma-based highly mobile melee combatant. Possibly with some short range attacks (30 feet or less).

It would be a Full-BAB class that uses supernatural abilities in combat, primarily through the use of a limited selection of at will, swift action, 1 round duration buffs.

Hopefully I'll get it done in the next day or two.

All good, thanks.


SmiloDan wrote:
Puppeteer sounds like a summoner archetype to me. Maybe just use animate objects or something in place of summon monster?

Grittier Games has done this HERE.

RPG Superstar 2012 Top 32

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This is kind of preliminary. Be kind with the P.E.A.C.H. please!!!!!

HEXRAKE

BAB: +1
Good Saves: Reflex and Will
Hit Dice: 1d10

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge arcana (Int), Knowledge local (Int), Knowledge nobility (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Intelligence modifier.

Hexrakes are proficient in all simple and martial weapons. Hexrakes are not proficient in any armor or shields.

LEVEL ABILITY
1. Arcane Armor, Hex, Rake Strike 1d6, Weapon Finesse
2. Hex
3. Arcane Armor +1
4. Hex
5. Rake Strike 2d6
6. Hex
7. Arcane Armor +2
8. Hex
9. Rake Strike 3d6
10. Hex, Major Hex
11. Arcane Armor +3
12. Hex
13. Rake Strike 4d6
14. Hex
15. Arcane Armor +4
16. Hex
17. Rake Strike 5d6
18. Grand Hexes, Hex
19. Arcane Armor +5
20. Hex

Arcane Armor (Su): The hexrake adds his Charisma modifier to his AC as an armor bonus. At 3rd level, and every 4 levels thereafter, this armor bonus increases by +1. This is a force effect.

Hex (Su): Hexrakes learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a hexrake gains one hex of his choice. He gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. Unless otherwise noted, a hexrake cannot select an individual hex more than once.
Using a hex does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the hexblade’s level + the hexblade’s Charisma modifier. The caster level of a hexrake’s hex is equal to his hexrake level.

Hexes:

Bleeding Strike (Su): Creatures you wound with your Rake Strike ability suffer 1 point of bleed damage per die of damage of your Rake Strike ability.

Burning Strike (Su): When you successfully strike a creature with your Rake Strike, you can cause it to catch on fire as an immediate action. Each round thereafter, it takes 1d6 points of fire damage unless it makes a successful Reflex save. It gets a +2 bonus on the Reflex save if it takes a standard action to roll on the ground or is doused with at least 1 gallon of water. It automatically makes the saving throw if it is submerged in water.

Corrosive Strike (Su): When you successfully strike a creature with your Rake Strike, you may target it with a corrosive touch as an immediate action. The corrosive touch causes 1d6 points of acid damage the following round, plus for 1 additional round at 5th level and every 4 levels thereafter.

Double Strike (Su): You gain the benefits of Two-Weapon Fighting when you use your Rake Strike ability. At 6th level, you gain the benefits of Improved Two-Weapon Fighting when you use your Rake Strike ability. At 11th level, you gain the benefits of Improved Two-Weapon Fighting when you use your Rake Strike ability.

Extra Action (Su): You can use both 1 immediate action and 1 swift action each round.

Minor Magic (Sp): You select a number of cantrips (0 level spells from the sorcerer/wizard or witch spell lists) equal to your Charisma modifier. You can use the selected cantrips at will as a spell like ability. Your caster level is the same as your hexrake level. The save DC of the cantrips is 10 + your Charisma modifier. You may select this hex multiple times; each time you do, you must select different spells.

Piercing Strike (Su): The critical multiplier of your Rake Strike increases to x3.

Potent Strike (Su): When using your Rake Strike, you add your Charisma modifier to your damage rolls, attack rolls made to confirm critical hits, and to your CMB when performing combat maneuvers.

Pulling Strike (Su): When you successfully hit an opponent with a ranged attack using your Rake Strike ability, you may make a free combat maneuver check against that opponent. If successful, this check pulls the opponent closer. The distance pulled is 1d6x5 feet. This ability only works on creatures of your size or smaller. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature. You must have the Ranged Strike hex before selecting this hex.

Ranged Strike (Su): You can make a ranged touch attack with your Rake Strike ability. The range of this attack is 30 feet. This hex can be selected multiple times. Each time you do, the range increases by 30 feet.

Reach Strike (Su): Your Rake Strike’s reach increases by 5 feet.

Slashing Strike (Su): The threat range of your Rake Strike doubles. This ability does not stack with Improved Critical, keen edge[/], or similar abilities.

[I]Spider Step (Su): As an immediate action, you can use spider climb on yourself for 1 round. At 4th level, you do not need to use your hands when using spider climb and you retain your Dexterity modifier to your AC when you use the Climb skill. At 8th level, the duration increases to 1 minute.

Sudden Damage Reduction (Su): As an immediate action, you gain DR 5/magic for 1 round. At 8th level, it improves to DR 5/-. At 16th level, it improves to DR 10/-.

Sudden Displacement (Su): As an immediate action, you gain the benefits of the blur spell for 1 round. Beginning at 8th level, as an immediate action, you gain the benefits of the displacement spell for 1 round.

Sudden Energy Resistance (Su): As an immediate action, you can use energy resistance; its duration is 1 round.

Sudden Flight (Su): As an immediate action, you can use jump or feather fall on yourself only for 1 round. At 8th level, you can use fly on yourself only for 1 round. At 16th level, the duration increases to 1 minute.

Sudden Insight (Su): As an immediate action, you can use darkvision or see invisibility for 1 round. At 12th level, you can use true seeing for 1 round as an immediate action.

Sudden Parry (Su): When an opponent hits you with a melee attack, it provokes an attack of opportunity from you; if the attack roll of your attack of opportunity exceeds the attack roll that hit you, you negate that hit.

Sudden Riposte (Su): When you negate an attack using the Sudden Parry hex, your opponent provokes an attack of opportunity from you. You must have the Combat Reflexes feat and the Sudden Parry hex before you can select this hex.

Sudden Shield (Su): As an immediate action, you can use shield with a duration of 1 round. At 8th level, the shield bonus to your AC increases to +6. At 16th level, the shield bonus to your AC increases to +8.

Sudden Step (Su): As an immediate action, you can take a 5 foot step. At 8th level, you can move your speed as an immediate action.

Swift Combat (Su): As a swift action, you gain the use of 1 Combat Feat for 1 round. You must meet all the requirements of the selected feat. Each time you use this ability, you may select a different Combat Feat.

Swift Strike (Su): As a swift action, you may use your Rake Strike. At 8th level, you gain the ability to use haste on yourself for as a swift action; its duration is 1 round.

Swift Surge (Su): As a swift action, you grant yourself a +2 enhancement bonus to your choice of Strength, Dexterity, or Constitution for 1 round. At 8th level, this increases to +4. At 16th level, this increases to +6.

Swift Teamwork (Su): As a swift action, you gain the use of 1 Teamwork Feat for 1 round. You must meet the requirements of the selected feat. Each time you use this ability, you may select a different Teamwork Feat. In addition, when you use the Aid Another action or flank an opponent, you increase the bonus gained by +1. At 8th level, this bonus increases by +2. At 16th level, it increases by +3.

Weapon Strike (Su): As a swift action, you channel the power of your Rake Strike through a weapon you wield. For 1 round, you add the damage of your Rake Strike to the normal weapon damage of the weapon you are wielding; this additional damage is not multiplied on a critical hit. You must make a regular melee attack or ranged attack, not a melee touch attack or ranged touch attack, as appropriate for the type of weapon you are wielding.

Witch Hex (Su): The hexrake may select a hex from the list of witch hexes. Any variable of the witch’s hex that is normally based on Intelligence is instead based on te hexrake’s Charisma.

Rake Strike (Su): The hexrake can make a melee touch attack that does 1d6 points of damage. At 5th level, and every 4 levels thereafter, it increases by 1d6. Each time the hexrake uses this ability, he selects the energy type of the attack, choosing one of the following energy types: acid, cold, electricity, fire, or sonic. It threatens a critical hit on a natural 20, and does double damage. A variety of hexes can be selected by the hexrake to alter the nature of his Rake Strike.

Weapon Finesse: The hexrake gains Weapon Finesse as a bonus feat. He can use Weapon Finesse when using his Rake Strike ability.

Major Hexes (Su): Starting at 10th level, and every two levels thereafter, a hexrake can choose one of the following major hexes whenever he could select a new hex.

Major Hexes:

Anchoring Strike (Su): When you successfully strike a creature with your Rake Strike, you may target it with dimensional anchor as an immediate action, using your hexrake level as your caster level.

Dimensional Adept (Su): You gain Dimensional Agility as a bonus feat. You can spend a swift action to gain one of the following feats for 1 minute: Dimensional Assault, Dimensional Dervish, Dimensional Maneuvers, Dimensional Savant. At 16th level, you gain 2 of the above feats when you use this hex. At 20th level, you gain 3 of the above feats when you use this hex. You must have the Sudden Shift hex before you can select this hex; the Sudden Shift hex qualifies as Dimension Door for the purposes of qualifying for these feats.

Dispelling Strike (Su): When you successfully strike a creature with your Rake Strike, you may target it with dispel magic as an immediate action, using your hexrake level as your caster level. At 18th level, this improves to greater dispel magic.

Enervating Strike (Su): When you successfully strike a creature with your Rake Strike, as an immediate action, you can force it to make a Fortitude save; if it fails, it suffers a temporary negative level for 1 hour.

Extend Hex (Su): The duration of any hexes you have with a duration of 1 round increases to 1 minute. The duration of any hexes you have with a duration of 1 minute increases to 1 hour.

Major Magic (Sp): You select one level 1 spell from the sorcerer/wizard or witch spell list. You can cast the selected spell twice per day as a spell-like ability, using your hexrake level as your caster level. The save DC, if any, is 10 + the spell level of the selected spell + your Charisma modifier. This hex can be selected multiple times. Each time it is selected, the maximum level of the selected spell increases by 1 and you must choose a different spell. You must have the Minor Magic hex before you can select this hex.

Major Swift Combat (Su): As a swift action, you gain the use of 2 Combat Feats for 1 round. You must meet all the requirements of the selected feats. Each time you use this ability, you may select a different Combat Feats. You must have the Swift Combat hex before you can select this hex.

Major Witch Hex (Su): You may select a hex from the list of witch major hexes. Any variable of the witch’s hex that is normally based on Intelligence is instead based on your Charisma.

Maneuver Burst (Su): As a standard action, you can create a burst of energy that targets all creatures adjacent to you. This causes damage equal to your Rake Strike, with a Reflex save allowed for half damage. Those that fail the Reflex save are also subjected to a combat maneuver of your choice. You roll your CMB once and apply its results against the CMD of each affected creature.

Perilous Strike (Su): When you successfully strike a creature with your Rake Strike, you can force it to make a Reflex as an immediate action; if it fails, it suffers a penalty to its AC equal to the number of dice of damage your Rake Strike causes.

Pushing Strike (Su): When you successfully strike a creature with your Rake Strike, you can choose to make a free combat maneuver check against it. If successful, this check pushes the opponent directly away as with a bull rush, but the distance moved is 1d6x5 feet. This ability only works on creatures of your size or smaller. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.

Quickness (Su): You are supernaturally quick. You can take an extra move action during your turn each round. You must have the Extra Action hex before you can select this hex.

Storm Bolts (Su): You may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals electricity damage equal to your Rake Strike damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within 200 feet of your position. Any creature in the target square or in the path of the bolt is affected; they are allowed Reflex saves for half damage. If you are outdoors and in a stormy area - a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size) - each bolt‘s damage dice increases from d6s to d10s. This ability functions indoors or underground but not underwater.

Sudden Disappearance (Su): As an immediate action, you can use invisiblity for 1 round. At 18th level, as an immediate action, you can use greater invisibility for 1 round.

Sudden Freedom (Su): You can use freedom of movement as an immediate action; its duration is 1 round.

Sudden Shift (Su): You can teleport a distance up to 5 feet per level as an immediate action; if this is done in response to an attack, there is a 50% chance that you are unaffected by the attack.

Sudden Vigor (Su): As an immediate action, you can increase your Constitution score by +10 for 1 round. Unlike normal temporary increases to Constitution, the hit points you gain from this ability are temporary hit points and are lost first if you are wounded.

Vampiric Strike (Su): When you successfully strike a creature with your Rake Strike, you can spend an immediate action and gain a number of temporary hit points equal to the damage caused by your Rake Strike for 1 hour per level. If you score a critical hit when using this ability, you may choose to be healed of an amount damage equal to the amount of damage that you caused.

Vulnerability Strike (Su): When you successfully strike a creature with your Rake Strike, you can force it to make a Fortitude as an immediate action; if it fails, it gains vulnerability against an energy type (acid, cold, electricity, fire, or sonic) of your choice for 1 minute.

Wounding Strike (Su): When you successfully strike a creature with your Rake Strike, you can force it to make a Fortitude as an immediate action; if it fails, it suffers ability damage (your choice of Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) equal to the number of dice your Rake Strike has.

Grand Hex (Su): Starting at 18th level, and every two levels thereafter, a hexrake can choose one of the following grand hexes whenever he could select a new hex.

Grand Hexes:

Bane Strike (Su): As a swift action, you can grant the bane special weapon ability to your weapon or Rake Strike for 1 round.

Dimensional Nomad (Su): As a swift action, you can use dimension door.

Grand Celerity (Su): You are supernaturally quick. You can take an extra standard or swift action during your turn each round. You must have the Extra Action and Quickness hexes before you can select this hex.

Grand Magic(Sp): You may select a number of spells from the sorcerer/wizard or witch spell list whose total number of levels may not exceed your current hexrake class level. You can cast each of the selected spells twice per day as a spell-like ability, using your hexrake level as your caster level. The highest level spell you can select is the same as the highest level spell you can select using your Major Magic hex +1. The save DC, if any, is 10 + the spell level of the selected spell + your Charisma modifier. You must have Minor Magic and Major Magic hexes before you can select this hex.

Grand Swift Combat (Su): As a swift action, you gain the use of 3 Combat Feats for 1 round. You must meet all the requirements of the selected feats. Each time you use this ability, you may select a different Combat Feats. You must have the Swift Combat and Major Swift Combat hexes before you can select this hex.

Mindblank (Su): You can cast mindblank on yourself as a swift action.

Permanent Hex (Su): As a full round action, you activate a hex that targets you and increase its duration to permanent. If it is suppressed for any reason, you can reactivate it as a free or immediate action. You can only have one hex made permanent at a time; if you select to make another hex permanent, the first one deactivates.

Reflection (Su): As an immediate action, you can reflect a spell back at the spellcaster that targeted you, as if using spell turning. You must succeed on an attack roll with a DC of 10 + the caster level of the spell that was targeting you to do so. If you fail, you gain a bonus on any saving throw against the spell equal to the die result of your attack roll.

Sudden Energy Immunity (Su): Select one of the following energy types: acid, cold, electricity, fire, or sonic. As an immediate action, you gain immunity to the selected energy type for 1 round. You must have the Sudden Energy Resistance hex before selecting this hex.

Qadira

I can't tell if Rake Strike is meant to be used with Iterative attacks. You say with Double Strike that you gain the benefits of two-weapon fighting and eventually Improved and Greater as well, but never state that it can be used with Iterative attacks.

RPG Superstar 2012 Top 32

Yeah, it can be used with iterative attacks.

Qadira

Alrighty. Thanks for clearing that up. You didn't have to explain that weapon finesse is usable with Rake Strike, unless you meant at all times, including, for instance, while using the Weapon Strike hex and a non-finesse weapon.

Regarding Reflection, the grand hex, I don't think the DC is high enough. With even a middling Dexterity, assuming that's what you'll be using to hit, at 18th level you'll be very unlikely to fail that. Attack bonus scales much faster than Caster Level due to having Ability bonuses and Enhancement bonuses able to be applied.

RPG Superstar 2012 Top 32

DC 15 + Caster Level? 20 + CL? I definitely don't want it to be too easy.

Qadira

I'm not entirely sure. I'm not good with balancing classes, but 20+CL sounds decent. With a +5 Dex (Quite low for dex-based classes) and a +5 weapon, It becomes a 50% chance, which may be lower than you intend. You may want to add casting stat, or some other modifier to the DC, although that could get a tad complicated. I'm not sure. I just know that how it currently is far too easy.

RPG Superstar 2012 Top 32

20 + CL sounds good.

RPG Superstar 2012 Top 32

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Here is an archetype for the ab-druid.

Ooze Form (Su): Beginning at 4th level, the ab-druid gains the ability to turn into a Medium or Small ooze and back once per day. She gains the ooze type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per ab-druid level, or until she changes back. Changing form (to ooze or back) is a standard action and doesn’t provoke an attack of opportunity.
An ab-druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, an ab-druid can use ooze shape at will. Each form expends one daily usage of this ability, regardless of the form taken.
While in Medium ooze form, the ab-druid’s gains a +2 size bonus to Strength, a +4 size bonus to Constitution, but suffers a -10 size penalty to Dexterity (minimum 1). While in Small ooze form, she gains a +4 size bonus to Constitution, but suffers a -8 size penalty to Dexterity (minimum 1). She gains a slam attack that causes 1d6 points of damage (1d4 if Small). She gains all the traits of an ooze, except mindlessness.
When the ab-druid assumes ooze form, she gains a number of ooze points equal to half her level and may spend them to select one or more of the following traits. A specific trait may not be selected more than once unless otherwise specified; the ab-druid must meet any requirements of the selected traits. Each time the ab-druid assumes ooze form, she may select the same or different traits.

1-Point Ooze Traits:

Amphibious Ooze: When the ab-druid assumes her ooze form, she gains the ability to breathe water as well as air.
Climbing Ooze: When the ab-druid assumes her ooze form, she gains a Climb speed equal to her base land speed. She gains a +8 racial bonus on Climb skill checks and can take 10 on Climb skill checks.
Compression: When the ab-druid assumes her ooze form, she gains the Compression universal monster rule.
Corrosive Ooze: Any creature struck by the ab-druid’s ooze slam attack takes 1d6 points of acid damage.
Eldritch Ooze: When the ab-druid assumes her ooze form, she retains the ability to cast spells, including spells with Verbal or Somatic components. She gains the use of the Eschew Materials feat while in her ooze form.
Entangling Ooze: Any creature damaged by the ab-druid’s ooze slam attack must succeed on a Reflex save or be entangled for 1 round.
Hidden Ooze: The ab-druid gains a +8 racial bonus on Stealth checks when she assumes her ooze form.
Improved Grab The ab-druid gains the use of the Improved Grab universal monster rule.
Improved Slam The ab-druid’s ooze form’s slam attack’s damage dice increase by one size category.
Oozing Armor: The ab-druid’s natural armor bonus increases by +2. This trait may be selected multiple times; their effects stack.
Oozing Tentacle: The ab-druid’s reach with her ooze form’s slam attack increases by 5 feet. This trait may be selected multiple times, each time it is the ooze form’s slam attack’s reach increases by 5 feet, but the cost in ooze points is doubled each time.
Pull: The ab-druid can use the Pull universal monster rule with her slam attack. She must have the Oozing Tentacle trait before selecting this trait.
Slithering Ooze: When the ab-druid assumes her ooze form, her base speed increases by 10 feet.
Swimming Ooze: When the ab-druid assumes her ooze form, she gains a Swim speed equal to her base land speed. She gains a +8 racial bonus to Swim skill checks and may always choose to take 10 on Swim skill checks.
Tough Ooze: The ab-druid’s Constitution score increases by an additional +2 when she assumes ooze form. This trait may be selected multiple times; their effects stack.

2-Point Ooze Traits

Acid Resistance: The ab-druid gains acid resistance 10 when she assumes her ooze form. This trait may be selected multiple times; the effects stack. If this trait is selected four times, she gains acid immunity in place of acid resistance.
Bloody Ooze: Creatures damaged by the ab-druid’s ooze form’s slam attack suffer bleed damage equal to ½ the ab-druid’s level.
Burrowing Ooze: When the ab-druid assumes her ooze form, she gains a Burrow speed equal to half her base land speed.
Constricting Ooze: The ab-druid causes slam damage when she makes a successful grapple check. She must have the Improved Grab trait before selecting this trait.
Material Ooze: The ab-druid’s ooze form’s slam attack bypasses damage reduction as if her swarm attack was magic. At 10th level, this improves to overcoming DR as if her swarm attack was silver. At 14th level, this improves to overcoming DR as if her swarm attack was cold iron. At 18th level, this improves to overcoming DR as if her swarm attack was adamantine.
Powerful Ooze: The ab-druid’s Strength score increases by an additional +2 when she assumes ooze form. This trait may be selected multiple times; their effects stack.
Push: The ab-druid can use the Push universal monster rule with her slam attack.
Vitriolic Ooze: Any creature that takes acid damage from the ab-druid‘s ooze form‘s slam attack takes an additional 1d6 points of acid damage the following round, plus 1 additional round for every 4 levels the ab-druid has. The ab-druid must have the Corrosive Ooze trait before selecting this trait.

3-Point Ooze Traits

Durable Ooze: The ab-druid gains DR 5/- when she assumes her ooze form. This trait may be selected multiple times; the effects stack.
Engulfing Ooze: The ab-druid in ooze form can engulf creatures in her path as part of a standard action. She cannot make other attacks during a round in which she engulfs. She merely has to move over her opponents, affecting as many as she can cover. Targeted creatures can make attacks of opportunity against the ab-druid, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the ab-druid moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the ab-druid’s body until they are no longer pinned, and may be subject to other special attacks from the ab-druid. The save DC is 10 + ½ the ab-druid’s level + the ab-druid’s Strength modifier.
Entrapping Ooze: The ab-druid gains ability to restricts another creature’s movement by coating them with slime (a melee touch attack). The target of the entrap attack must make a Fortitude save with a DC of 10 + ½ the ab-druid’s level + the ab-druid’s Constitution modifier or become entangled for 1 minute. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save or become helpless for 1 minute. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the slime is removed. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 greater than the saving throw DC. Destroying the slime frees the creature. The slime has a hardness equal to half the ab-druid’s level and a number of hit points equal to the ab-druid’s level.
Stench: The ab-druid gains the use of the Stench universal monster rules; its duration is a number of rounds equal to half the ab-druid’s level.

4-Point Ooze Traits

Bloated Ooze: The ab-druid can assume the form of a Large ooze. She gains a +8 size bonus to Strength, +6 size bonus to Constitution, but suffers a -12 size penalty to Dexterity (minimum 1). Her base slam damage is 1d8. The ab-druid may spend an additional 2 ooze points to become a Huge ooze. She gains a +12 size bonus to Strength, +8 size bonus to Constitution, but suffers a -14 size penalty to Dexterity (minimum 1). Her base slam damage is 2d6.
Paralyzing Ooze: Any creature damaged by the ab-druid’s ooze form’s slam attack must succeed on a Fortitude save with a DC of 10 + ½ the ab-druid’s level + the ab-druid’s Constitution modifier or become paralyzed for 1 round.
Venomous Ooze: The ab-druid’s ooze form’s slam attack is poisonous. When this trait is selected, the ab-druid chooses Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma; her poison causes 1d3 points of the selected ability damage each round for a number of rounds equal to half the ab-druid’s level; each round the target creature can make a Fortitude save with a DC of 10 + ½ the ab-druid’s level + the ab-druid’s Constitution modifier.


Pathfinder Roleplaying Game Subscriber

would you consider on a base class conversion of the osteomancer prc. i believe its in dragon compendium.

RPG Superstar 2012 Top 32

I don't have the Dragon Compendium. What's an osteomancer do? Read bones?


Still hoping for a rune knight

RPG Superstar 2012 Top 32

Would a rune knight be an arcane paladin-type? Full BAB and 4 levels of arcane magic?


Pathfinder Roleplaying Game Subscriber
SmiloDan wrote:
I don't have the Dragon Compendium. What's an osteomancer do? Read bones?

Osteomancer is a spellcaster who can control bones, extending his own as as weapons, making them stone/silver/adamantine, paralyzing opponents by not allowing their bones to move, etc. its in dragon magazine #317, page 50. i understand if you feel i am asking too much.


A Diplomat class. A class that is based around charm, charisma, and diplomacy -- essentially a Pathfinder version of Final Fantasy Tactics' "Orator" class. For clarification, here is the Orator's description according to http://finalfantasy.wikia.com/wiki/Orator

The Orator, also known as Mediator in the original version or Talker in the Japanese version, is a job class from Final Fantasy Tactics. A magical-based job, the Orators use their voice as their main form of attack, along with guns. It is through the Orator the player can recruit monsters into their party, but they can also be used to recruit human characters.

It could maybe be a bard archtype?

RPG Superstar 2012 Top 32

dbass wrote:

A Diplomat class. A class that is based around charm, charisma, and diplomacy -- essentially a Pathfinder version of Final Fantasy Tactics' "Orator" class. For clarification, here is the Orator's description according to http://finalfantasy.wikia.com/wiki/Orator

The Orator, also known as Mediator in the original version or Talker in the Japanese version, is a job class from Final Fantasy Tactics. A magical-based job, the Orators use their voice as their main form of attack, along with guns. It is through the Orator the player can recruit monsters into their party, but they can also be used to recruit human characters.

It could maybe be a bard archtype?

Sounds like the paidhi from CJ Cherryh's Foreigner series. An ambassador/diplomat/linguist.


meister class, like that of soul eater. Pretty much you stay with one weapon, and the weapon becomes more powerful gaining abilities to make you stronger. Also archetype where you are the weapon. Something like magus except light armor prof., no spell casting and full BaB


Cheapy wrote:
. . . Ninja by RAW can't* take Extra Rogue Talent. . . .

I apologize if this has been addressed already, as I haven't had a chance to go through everything, but

PFSRD wrote:
Rogue Talent: The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times.

Since this gives you a rogue talent as a class feature it couples with Extra Rogue Talent so as to allow a ninja to pick any rogue talent that doesn't have the same name as a ninja trick...

Am I wrong?

By the way, I enjoy your Nightblade conversion, SmiloDan. I look forward to looking through the rest of the gems here. :)

Qadira

TeShen wrote:
Cheapy wrote:
. . . Ninja by RAW can't* take Extra Rogue Talent. . . .

I apologize if this has been addressed already, as I haven't had a chance to go through everything, but

PFSRD wrote:
Rogue Talent: The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times.

Since this gives you a rogue talent as a class feature it couples with Extra Rogue Talent so as to allow a ninja to pick any rogue talent that doesn't have the same name as a ninja trick...

Am I wrong?

By the way, I enjoy your Nightblade conversion, SmiloDan. I look forward to looking through the rest of the gems here. :)

You are correct, I think, although you can take it a step further and take the "Ninja Trick" rogue talent. :)


bumb

Cheliax

Eidolon-Mechanics Based Animal Companion Replacement for Rangers, Druids, and Cavaliers, and Paladins.
Eidolon-Mechanics based Familiar Replacement for Wizards, Sorcerers, and Witches.
Ideally, allowing for non-outsider options, and definitely having them stay around 24/7. Also, a method to get the Animal Companion strength one for the wizard would be good (like the Animal Companion Wizard mentioned upthread).

Maybe an Animal-Companion-Mechanics based Eidolon Replacement for Summoners. Less customizeable, but maybe it stays around all the time, and you're getting outsiders instead of animals. So it's not the "summonable eidolon" but you keep your summon spells, the companion is around all the time, and at higher levels you have like, a bearded devil following you around - or like; 6 imps with upscaled BAB (but still low damage)

Eidolon, Animal Companion, or Familiar options for non-caster classes. Perhaps a Beast taming Ranger option with support for two full animal companions, giving up spellcasting or something.

Archetypes that let you use Eidolon Build points to customize your own character; gaining claws, or wings, or whatever, and having a pool of evolution points. Perhaps an 'evolving' Barbarian.

Eidolons, Familiars, or Animal Companions for Clerics.


Pathfinder Adventure Path, Roleplaying Game Subscriber
Darkholme wrote:
Eidolon-Mechanics Based Animal Companion Replacement for Rangers, Druids, and Cavaliers, and Paladins.

Yep. I brainstormed this a little here:

OSW's racial archetypes

and am currently working up a vegepygmy Botanomancer druid. There was some concern raised that an eidolon was too powerful too add to a druid in place of animal companion, but with some tweaks (less evolution points or diminished spellcasting, some other minor nerfs) it's totally possible.

All great ideas Darkholme!

Cheliax

Yeah. I know a straight up swap of Animal Companion for Eidolon wouldn't work, just like a straight up swap of Familiar for Eidolon. I was thinking the trick would be less points, or counting as a lower level summoner, or something.

It also occurred to me that there might be cool things which could be done involving Evolution points and shapeshifting druid style (building a couple different forms you can change into or something).

RPG Superstar 2012 Top 32

Darkholme wrote:

Yeah. I know a straight up swap of Animal Companion for Eidolon wouldn't work, just like a straight up swap of Familiar for Eidolon. I was thinking the trick would be less points, or counting as a lower level summoner, or something.

It also occurred to me that there might be cool things which could be done involving Evolution points and shapeshifting druid style (building a couple different forms you can change into or something).

You could maybe trade out the animal companion or something for some evolution points or something? Maybe half the druid's level or something?

Cheliax

Hmm. That would be a terrible trade.

I would think if you're getting rid of the Animal Companion completely, you should be getting most of the evolution points a Summoner gets for the Eidolon, and you should have them all the time, not just the brief period while shapeshifted Druid shifting is nowhere near as awesome as what a synthesist does. If it's time limited as per wildshape, I could see an argument for allowing ALL the evolution points a summoner would get. You're giving up the biggest class feature besides spellcasting.

But yeah. That's the basic idea. Trade some druid class feature, for the ability to be better in the animal forms, and use evolution points to determine the guidelines for how good the things you turn into can be on top of normal shifting.

Wildshape a bit closer to what it was in 3.x, but with a check on the character powerlevels.


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How about a grave digger class?

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