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RPG Superstar 2015

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


Suggestions/House Rules/Homebrew

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RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

gutnedawg wrote:
How about a grave digger class?

Um, a dude with a shovel?

What do you mean by a grave digger? The wrestler? The monster truck?

A wrestler that can transform into a monster truck?

Dark Archive

There was a 5-level Grave Digger base class in a 3.0 book called Legends & Lairs: Darkness & Dread. It was geared at running a horror game. Similar in concept to Heroes of Horror.

It included a Gravedigger class as well as a few others. I believe one of them was Beggar.

It was kindof neat - but I think it would make a pretty underwhelming 20 level class. They only had 5 levels for a reason.


Unless you treat the 'Gravedigger' as a name for a specific class. In one world Gravediggers were a group of undead-hunting Death-worshippers. In Pathfinder they would be best represented by Inquisitors, I think.


How about a voodoo class/archetype

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

I think they have a really good Voodoo-based revelation for the oracle already.

Or do you mean one that gets possessed by different spirits? Kind of like the old binder, but with different flavor? I had been working on a system like that a while ago.


Did you make a gunslinger class that does not use grit?


Me and my bro are trying to make anime/manga based characters like "guts" in berserk and "ascherit" in udell blatt. And i think i hav to make new race: human-fairy. any help.


Human-fairy its based human-elf so. any ideas?


how about some racial paragon classes, man i used to love those.


smilodan if you produce some racial paragons i will totally base a creator/knowledge deity after you in my next campaign.

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

I don't watch any manga or anime. Sorry.


http://berserk.wikia.com/wiki/Guts
That my bro is trying make so. and im going to make:
http://ubelblatt.wikia.com/wiki/K%C3%B6inzell


For berserk i hav to make few weapons : Dragonslayer (sword) , throwing knifes and cannon arm.
and cursed armor: berserker armor.

The Exchange

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

I would like a Ninja type class(asian weapons) With sneak attack, Monk unarmed dmg, Ninja/rogue tricks, limit spells shadow, darkness based. and Wildshape maybe as ninja trick for ki points. I am thinking something a long the lines of Mortal Kombat type ninjas. One you can at some personal touches to without muilit-classing.

Other Idea is unarmed combat fighter who can make use of snatch arrow and combat manuvers every round and make them work.

The Exchange

I was looking through and saw the duelist as a base class that is a great idea, maybe the Throw master as a base class to. both were Prc I took in 3.5 all the time together.

Sorry to blast the thread.

How about a base class that does not need to rely on feats.

How about a survivalist. One that makes use of primitive skills and primitve weapons.


Sorry if this has been mentioned already, but perhaps a Boxer base class?

Where the monk is focused on hitting a lot of times, the boxer would focus on hitting really hard, maybe imparting sickness through gut punches, daze with a liver punch, stuff like that. Could even go without weapon proficiencies. Maybe have a ground and pound mechanic, being able to do an extra attack or something while the opponent is pinned, a throat punch to keep a surprised opponent from yelling when stealth is necessary.

Basically less MAD, solely focused on powerful unarmed attacks and maybe some grappling. I realize the monk class could do some of this, but one would have to go through quite a bit just to do what a simplified and specialized base class could do.

Just an idea.


I have a Request. A character, maybe a ninja archtype? Focusing on Sai usage. I feel like Sais get no love in pathfinder at all. Someone should make a build that could make them viable since RP purposes, they are a fun weapon, you can throw them, two weapon fight with them, not to mention make use of disarm with them.

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

I've been working on a Master of Throwing class.

I need a good one-word name for them, though.....

Star Voter 2015

1 person marked this as a favorite.
SmiloDan wrote:

I've been working on a Master of Throwing class.

I need a good one-word name for them, though.....

A Tosser. And when six of them band together you get...

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

Hahahaha!!!!

I forget if I've seen them already....I know I've seen the Toasters....


SmiloDan wrote:

Hahahaha!!!!

I forget if I've seen them already....I know I've seen the Toasters....

there's more than one of me :(

I thought I was special.

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

Not the cylon kind


i should take a weekend in LA

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

Or Buffalo.


gutnedawg wrote:
How about a grave digger class?

what is your thinking on a Grave Digger class?


A sword juggling class would be pretty cool.

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

Remnant wrote:
gutnedawg wrote:
How about a grave digger class?
what is your thinking on a Grave Digger class?

A dude with a shovel?

Sounds like someone from Mystery Men.


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

a character that can not only avoid divinations but can alter them, also to be able to create duplicate objects. Basically just the ultimate crime/frame someone else class.


Ancient Astronaut-You find your related to an ancient people of moon men decent and you must fulfill your destiny to rebuild your ship and return to the stars to find where you came from.

Sneak Mime-Amazes with performances but also utilizes the dark arts to get treasures in a slick fashion.

Beast Wrestler- (Highly skilled in the art of wrestling lions, tigers, and bears oh my! Could tear you apart with bare hands but doesn't know much about weapons.

Astrological Wizard (The aliens above grant these wizards a force of power they may utilize once mastered)


Mimic/Ditto like class?

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

2 people marked this as a favorite.

PRETENDER

BAB: +½
Good Saves: None
Hit Dice: 1d6

Class Skills: Appraise, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (all), Linguistics, Profession, Sense Motive, Use Magic Device.

In addition, the pretender may use her Versatile Skill Selection class feature and select a number of skills equal to her Intelligence modifier and add those skills to her list of class skills.

Skill Ranks per Level: 4 + Intelligence modifier.

Pretenders are proficient in all simple weapons and light armor.

LEVEL ABILITY
1. Pretend 1/day, Pretend Pool, Trick, Versatile Skill Selection
2. Trick
3. Bonus Feat
4. Trick
5. Pretend 2/day
6. Trick
7. Bonus Feat
8. Trick, Improved Tricks
9. Pretend 3/day
10. Trick
11. Bonus Feat
12. Trick
13. Pretend 4/day
14. Trick, Greater Tricks
15. Bonus Feat
16. Trick
17. Pretend 5/day
18. Trick
19. Bonus Feat
20. Trick, Ultimate Trick

Pretend (Ex): Each day, the pretender may meditate for an hour and assume one of three personas: Charlatan, Scoundrel, or Thug. The Charlatan is a magic user, the Scoundrel is a skill user, and the Thug is a weapon user. When the pretender takes on a persona, she gains several abilities. At 5th level, and every 4 levels thereafter, the pretender gains the ability to use her Pretend ability 1 additional time per day; this cancels any previous persona she had and replaces it with the new persona.

Personas:

Charlatan: The Charlatan adds her Charisma modifier to her Will Saves. The Charlatan gains the False Spell ability: the ability to cast a limited number of spells. The Charlatan selects one of the following classes’ spell list: alchemist, bard, cleric/oracle, druid, inquisitor, magus, sorcerer/wizard, summoner, witch. She can cast spells of the selected class, and can use spell completion and spell trigger magic items of spells of the selected class. The Charlatan learns a number of spells equal her class level; the highest level spell she can learn is equal to 1/3 her class level (rounded down to a minimum of 0 level spells). She must know 2 spells of a lower level before learning a spell of a higher level. The Charlatan must have a Charisma score of 10 + the spell level to cast a spell. The save DC of any spell she uses is 10 + the spell level + the Charlatan’s Charisma modifier. To cast a spell, the Charlatan spends 2 points per spell level of the spell being cast (the Charlatan must spend 1 spell point to cast a 0 level spell). A Charlatan suffers the chance of arcane spell failure if she wears armor and tries to cast an arcane spell unless she casts a spell from an arcane spell list of a class that is proficient in armor. The Charlatan uses her pretender level as her caster level; she makes Concentration checks using her Charisma modifier.

Scoundrel: The Scoundrel adds her Charisma modifier to her Reflex Saves. The Scoundrel also adds her Charisma modifier to her attack and damage rolls against opponents that are denied their Dexterity bonus or if she is flanking them; if using a ranged weapon, she must be within 30 feet of her opponent. The Scoundrel gains the False Skill ability: by spending 1 point from her pretend pool as a free action, the Scoundrel may select a non-class skill and make a skill check as if the selected skill were a class skill and she had a number of ranks in the selected skill equal to her pretender level.

Thug: The Thug adds her Charisma modifier to her Fortitude Saves. The Thug adds half her class level (minimum +1) to her attack rolls. The Thug gains a number of temporary hit points equal to her class level multiplied by her Charisma modifier. The Thug gains proficiency in a number of martial weapons equal to her Charisma modifier, heavy and medium armor, and all shields, but not tower shields. The Thug gains the False Feat ability: as a free action, the Thug may spend 1 point from her pretend pool and gain the use of one combat feat for 1 round. The Thug can change the feat chosen each time she uses this ability. She must meet the prerequisites to use this feat, and she may use her pretender level in place of her BAB to qualify for the selected feat.

Pretend Pool: At 1st level, the pretender gains a number of pretend points equal to 4 + her Charisma modifier. At 2nd level, and every level thereafter, the pretender increases her pretend pool by 2 points. The pretender spends pretend points to use her special abilities, in particular her False Spells, False Skills, and False Feats abilities. Spent points are recovered after 8 hours of rest. In addition, each time the pretender assumes a new persona, she regains a number of pretend points equal to her Charisma modifier; these points cannot increase her pretend pool above her normal maximum.

Trick (Ex): At 1st level, 2nd level, and every two levels thereafter, the pretender learns one of the following tricks. Beginning at 8th level, the pretender may select an improved trick in place of a trick. Beginning at 14th level, the pretender may select a greater trick in place of a trick or improved trick. At 20th level, the pretender may select an ultimate trick in place of a trick, improved trick, or greater trick.

Tricks:

Adept Charlatan: When the pretender takes on the Charlatan persona, she may select 1 additional known spell. Each time the pretender takes on the Charlatan persona, she may select the same or a different spell.

Assist Allies: The pretender can use her pretend points to assist her allies (including herself), improving their skill checks. The pretender spends 1 pretend point and a standard action to inspire her allies for 1 round; she must spend a swift action and 1 additional point each additional round. To be affected, an ally must be able to see or hear the pretender. An affected ally receives a +1 competence bonus to all skill checks.

Avoidance: When the pretender takes on a persona, the pretender gains the ability to avoid certain special attacks. Whenever the pretender makes a successful saving throw that she gets to add her Charisma modifier to, she avoids any partial effect she would normally be subjected to on the successful saving throw.

Channeling Charlatan: When the pretender takes on the Charlatan persona and chooses to know spells from the cleric/oracle list, she gains the ability to channel energy a number of times per day equal to 1 + her Charisma modifier. She heals 1d6 points of damage per point of her Charisma modifier, up to ½ her pretender level.

Crafty Charlatan: When the pretender takes on the Charlatan persona, she may select an Item Creation feat as a bonus feat; she must meet the requirements of the selected feat. Each time the pretender takes on the Charlatan persona, she may select the same or a different Item Creation feat.

Defend Allies: The pretender can use her pretend points to defend her allies (including herself), improving their defensive abilities. The pretender spends 1 pretend point and a standard action to inspire her allies for 1 round; she must spend a swift action and 1 additional point each additional round. To be affected, an ally must be able to see or hear the pretender. An affected ally receives a +1 competence bonus to AC.

Focused Charlatan: When the pretender takes on the Charlatan persona, she may select a Spell Focus feat as a bonus feat. Each time the pretender takes on the Charlatan persona, she may select the same or a different Spell Focus feat.

Imitate Extraordinary Class Feature: When the pretender takes on a persona, she may select one extraordinary class feature from another class and use it as if her class level in the selected class is equal to half her pretender class level. The selected class feature cannot be a feature that has a limited number of daily uses.

Inspire Allies: The pretender can use her pretend points to inspire her allies (including herself), improving their combat abilities. The pretender spends 1 pretend point and a standard action to inspire her allies for 1 round; she must spend a swift action and 1 additional point each additional round. To be affected, an ally must be able to see or hear the pretender. An affected ally receives a +1 competence bonus on attack and weapon damage rolls.

Master Charlatan: When the pretender takes on the Charlatan persona, she may select a Metamagic feat as a bonus feat; she must meet the requirements of the selected feat. Each time the pretender takes on the Charlatan persona, she may select the same or a different Metamagic feat.

Protect Allies: The pretender can use her pretend points to protect her allies (including herself). The pretender spends 1 pretend point and a standard action to inspire her allies for 1 round; she must spend a swift action and 1 additional point each additional round. To be affected, an ally must be able to see or hear the pretender. An affected ally receives a +1 competence bonus to their saving throws.

Skilled Pretender: When the pretender takes on a persona, she may select one skill and gain a number of ranks in the selected skill equal to her level; she also gains the +3 bonus to skill checks on the selected skill. Each time the pretender takes on a persona, she may select the same skill or a different skill.

Talented Thug: When the pretender takes on the Thug persona, she may use her Charisma modifier in place of her Strength, Dexterity, Constitution, Intelligence, or Wisdom modifier to meet the requirements of a False Feat.

Team Leader: When the pretender takes on a persona, she may select a Teamwork feat as a bonus feat. Each time the pretender takes on a persona, she may select the same or a different Teamwork feat.

Trapfinding: When the pretender takes on the Scoundrel persona, she gains the Trapfinding ability.

Vicious Thug: When the pretender takes on the Thug persona, she becomes proficient in all martial weapons.

Improved Tricks:

Fighter Training: When the pretender takes on the Thug persona, she can treat half her pretender level as her effective fighter level for the purposes of qualifying for feats when using her False Feat ability.

Imitate Supernatural Class Feature: When the pretender takes on a persona, she may select one supernatural class feature from another class and use it as if her class level in the selected class is equal to half her pretender class level. The selected class feature cannot be a feature that has a limited number of daily uses.

Improved Allies: When using her Assist Allies, Defend Allies, Inspire Allies, or Protect Allies ability, the bonus the pretender provides her allies increases to +2. She can activate the listed tricks as a move action and maintain them as a free action each round thereafter.

Improved Charlatan: When the pretender takes on the Charlatan persona, she increases the highest level spell she can know by 1. This only applies to spells selected from the cleric/oracle, druid, sorcerer/wizard, or witch spell lists. The Charlatan must know the Adept Charlatan trick before selecting this trick.

Improved False Feats: When the pretender takes on the Thug persona and uses her False Feat ability, she gains the benefits of two combat feats; she must meet the requirements of the selected feats.

Improved Imitate Extraordinary Class Feature: When the pretender takes on a persona, she may select two extraordinary class features from another class or classes and use them as if her class level in the selected classes is equal to half her pretender class level. The selected class features cannot be features that have a limited number of daily uses. The pretender must have the Imitate Extraordinary Class Feature trick before selecting this trick.

Improved Pretending: The pretender can use her Pretend ability to assume a new persona in 1 minute instead of taking 1 full hour.

Improved Saves: When the pretender takes on a persona, she selects one of the two types of saving throws she does not get to add her Charisma modifier to (Fortitude, Reflex, or Will), and add her Charisma modifier to the selected saving throw type.

Improved Skilled Pretender: When the pretender takes on a persona, she may select two skills and gain a number of ranks in the selected skills equal to her level; she also gains the +3 bonus to skill checks on the selected skills. Each time the pretender takes on a persona, she may select the same skills or different skills. The pretender must have the Skilled Pretender trick before selecting this trick.

Improved Team Leader: When the pretender takes on a persona, she may select two Teamwork feats as bonus feats. Each time the pretender takes on a persona, she may select the same or different Teamwork feats. The pretender must have the Team Leader trick before selecting this trick.

Improved Unarmed Striker: The pretender gains the Improved Unarmed Strike feat and her unarmed strikes do damage equal to a monk’s unarmed strikes of a level equal to half her pretender class level.

Improved Vicious Thug: When the pretender takes on the Thug persona, she gains proficiency in a number of exotic weapons equal to her Charisma modifier. The pretender must have the Vicious Thug trick before selecting this trick.

Shifting Charlatan: When the pretender takes on the Charlatan persona and chooses to know spells from the druid spell list, she can wild shape as a druid equal to half her pretender level.

Talented Scoundrel: When the pretender takes on the Scoundrel persona he may select 1 rogue talent. The pretender may choose the same or a different rogue talent each time he assumes a new Scoundrel persona.

Versatile Charlatan: When the pretender takes on the Charlatan persona, she may select spells from 2 different spell lists. Each time the pretender takes on the Charlatan persona, she may select spells from different or the same spell lists.

Greater Tricks:

Greater Allies: When using her Assist Allies, Defend Allies, Inspire Allies, or Protect Allies ability, the bonus the pretender provides her allies increases to +3. She can activate the listed tricks as a swift action and maintain them as a free action each round thereafter. The pretender must have the Improved Allies trick before selecting this trick.

Greater Charlatan: When the pretender takes on the Charlatan persona, she increases the highest level spell she can know by 2. This only applies to spells selected from the cleric/oracle, druid, sorcerer/wizard, or witch spell lists. The Charlatan must know the Adept Charlatan and Improved Charlatan tricks before selecting this trick.

Greater False Feats: When the pretender takes on the Thug persona and uses her False Feat ability, she gains the benefits of three combat feats; she must meet the requirements of the selected feats. She must have the Improved False Feats trick before selecting this trick.

Greater Fighter Training: When the pretender takes on the Thug persona, she can treat her pretender level as her effective fighter level for the purposes of qualifying for feats when using her False Feat ability. The pretender must have the Fighter Training trick before selecting this trick.

Greater Imitate Extraordinary Class Feature: When the pretender takes on a persona, she may select three extraordinary class features from another class or classes and use them as if her class level in the selected classes is equal to half her pretender class level. The selected class features cannot be features that have a limited number of daily uses. The pretender must have the Imitate Extraordinary Class Feature and Improved Imitate Extraordinary Class Feature tricks before selecting this trick.

Greater Imitate Supernatural Class Feature: When the pretender takes on a persona, she may select two supernatural class features from another class or classes and use them as if her class level in the selected classes is equal to half her pretender class level. The selected class features cannot be features that have a limited number of daily uses. The pretender must have the Imitate Supernatural Class Feature trick before selecting this trick.

Greater Pretender: When the pretender uses her Pretend ability, she gains two personas (Charlatan, Scoundrel, or Thug).

Greater Pretending: The pretender can use her Pretend ability to assume a new persona as a full round action instead of taking 1 full hour. The pretender must have the Improved Pretending trick before selecting this trick.

Greater Saves: When the pretender takes on a persona, she adds her Charisma modifier to all of her Saving Throws. The pretender must have the Improved Saves trick before selecting this trick.

Greater Shifting Charlatan: When the pretender takes on the Charlatan persona and chooses to know spells from the druid spell list, she can wild shape as a druid equal to her pretender level. She must have the Shifting Charlatan trick before selecting this trick.

Greater Skilled Pretender: When the pretender takes on a persona, she may select three skills and gain a number of ranks in the selected skills equal to her level; she also gains the +3 bonus to skill checks on the selected skills. Each time the pretender takes on a persona, she may select the same skills or different skills. The pretender must have the Skilled Pretender and Improved Skilled Pretender tricks before selecting this trick.

Greater Talented Scoundrel: When the pretender takes on the Scoundrel persona he may select 1 advanced rogue talent. The pretender may choose the same or a different advanced rogue talent each time he assumes a new Scoundrel persona. The pretender must have the Talented Scoundrel trick before selecting this trick.

Greater Team Leader: When the pretender takes on a persona, she may select three Teamwork feats as bonus feats. Each time the pretender takes on a persona, she may select the same or different Teamwork feats. The pretender must have the Team Leader and Improved Team Leader trick before selecting this trick.

Greater Versatile Charlatan: When the pretender takes on the Charlatan persona, she may select spells from 3 different spell lists. Each time the pretender takes on the Charlatan persona, she may select spells from different or the same spell lists. The pretender must have the Versatile Charlatan trick before selecting this trick.

Imitate Spell-like Class Feature: When the pretender takes on a persona, she may select one spell-like class feature from another class and use it as if her class level in the selected class is equal to half her pretender class level.

Ultimate Tricks:

Ultimate Allies: When using her Assist Allies, Defend Allies, Inspire Allies, or Protect Allies ability, the bonus the pretender provides her allies increases to +4. She can activate the listed tricks as a free action and maintain them as a free action each round thereafter. The pretender must have the Improved Allies and Greater Allies tricks before selecting this trick.

Ultimate Charlatan: When the pretender takes on the Charlatan persona, she increases the highest level spell she can know by 3. This only applies to spells selected from the cleric/oracle, druid, sorcerer/wizard, or witch spell lists. The Charlatan must know the Adept Charlatan, Improved Charlatan, and Greater Charlatan tricks before selecting this trick.

Ultimate False Feats: When the pretender takes on the Thug persona and uses her False Feat ability, she gains the benefits of four combat feats; she must meet the requirements of the selected feats. She must have the Improved False Feats and Greater False Feats tricks before selecting this trick.

Ultimate Extraordinary Imitate Class Feature: When the pretender takes on a persona, she may select four extraordinary class features from another class or classes and use them as if her class level in the selected classes is equal to half her pretender class level. The selected class features cannot be features that have a limited number of daily uses. The pretender must have the Imitate Extraordinary Class Feature, Improved Imitate Extraordinary Class Feature, and Greater Imitate Extraordinary Class Feature tricks before selecting this trick.

Ultimate Imitate Supernatural Class Feature: When the pretender takes on a persona, she may select three supernatural class features from another class or classes and use them as if her class level in the selected classes is equal to half her pretender class level. The selected class features cannot be features that have a limited number of daily uses. The pretender must have the Imitate Supernatural Class Feature and Greater Imitate Supernatural Class Feature tricks before selecting this trick.

Ultimate Pretending: The pretender can use her Pretend ability to assume a new persona as an immediate action instead of taking 1 full hour. The pretender must have the Improved Pretending and Greater Pretending tricks before selecting this trick.

Ultimate Skilled Pretender: When the pretender takes on a persona, she may select four skills and gain a number of ranks in the selected skills equal to her level; she also gains the +3 bonus to skill checks on the selected skills. Each time the pretender takes on a persona, she may select the same skills or different skills. The pretender must have the Skilled Pretender, Improved Skilled Pretender, and the Greater Skilled Pretender tricks before selecting this trick

Ultimate Team Leader: When the pretender takes on a persona, she may select four Teamwork feats as bonus feats. Each time the pretender takes on a persona, she may select the same or different Teamwork feats. The pretender must have the Team Leader, Improved Team Leader, and Greater Team Leader trick before selecting this trick

Versatile Skill Selection: At 1st level, the pretender selects a number of skills equal to her Intelligence modifier and adds the selected skills to her list of class skills.

Bonus Feat: At 3rd level, and every 4 levels thereafter, the pretender gains a bonus general feat. The pretender must meet the requirements of the selected feat.


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

Sorta but more like a mix of divine and arcane. Everything had to be set up ahead of time though you could crave a rune that would blast out lighting or enchant a weapon for a day or even heal. But it took time and if you didnt have any runes carved out you were sol. The neat thing was that you could hand the runes off to other party members and they could use them.

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

Varin Artusk Darkthane wrote:
SmiloDan wrote:
Would a rune knight be an arcane paladin-type? Full BAB and 4 levels of arcane magic?
Sorta but more like a mix of divine and arcane. Everything had to be set up ahead of time though you could crave a rune that would blast out lighting or enchant a weapon for a day or even heal. But it took time and if you didnt have any runes carved out you were sol. The neat thing was that you could hand the runes off to other party members and they could use them.

Would the runes be limited to a number per day? Could you make 1 day for a month, and then adventure with 30 runes? Would you be limited to how many active runes you could have at a time? Like armor and shield, but not sword? Or sword and blasting, but not shield or armor? Or sword and trap, and then you have to wait for the trap to go off before you could make a 2nd trap, or have 2 traps and no sword rune?


Any rune not on your person broke down rapidly but the orginal and this is 2 e mind you had you making at the top end 12 or so per day and that was due to the time it took to carve them. But you could carry bags of each type it was really unbalanced but fun. I would leave the restrictions on rune making and number active at once up to you. You seem to have a good eye for balance. Im perhaps a limit on the total lvl of runes you could have so you could have lots of little runes or a few really good ones preped and carve out more as you use them.. maybe 2x lvl or something. Also perhaps let them have a number of rune marked items equal to ability bonus so they could cast magic weapon or armor on a number of things at once and keep it up all day but it scales way slower than what a wizard or cleric could do.

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

I'm currently reading The Desert Spear, Peter V. Brett's sequel to The Warded Man, which features lots of runes and wards and such. One guy even tattooed runes all over his body.

It might inspire me.


Not that there's a lack of extremely specific classes, but possibly a weather master? Something that can eventually change climates with his power might be... I'm not sure what sort of power levels you want to work with, but the idea that he has to work within the constraints of his environment wouldn't be bad.


Make an Oracle Archtype that can take two mysteries! Like the Cross-blooded Sorcerer can take 2 bloodlines.

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

Maybe for the Superstar comptetition! :-P

But probably not.


The Warded Man and its sequel are fantastic books. I feel like you could already do the Warded Man himself with one of the Tattoo-themed monk homebrews I've seen on these forums, though, to be fair. Well, not so much the laying down of runes, but his personal combat abilities would fit pretty well.

I can't wait for the third book.

The Exchange

How about a Cultist: Cleric-Monk?

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

yellowdingo wrote:
How about a Cultist: Cleric-Monk?

Sounds like an Inquisitor archetype to me! :-D

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

1 person marked this as a favorite.

Blooded

BAB: +1
Good Saving Throws: Fortitude and Will
Hit Dice: 1d10

Class Skills: Appraise (Int), Climb (Str), Craft (Int), Intimidate (Cha), Knowledge arcana (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), Use Magic Device (Cha).

Skill Ranks per Level: 2 + Intelligence modifier.

Blooded are proficient in all simple and martial weapons. They are proficient in all armor and shields (but not tower shields).

LEVEL ABILITY
1. Arcane Pool, Bloodline Power, Cantrips
2. Bonus Feat
3. Bloodline Power, Magus Arcana
4. Armored Mage (light), Eschew Materials, Spells
5. Bloodline Spell
6. Bonus Feat, Magus Arcana
7. Armored Mage (medium)
8. Bloodline Spell
9. Bloodline Power, Magus Arcana
10. Armored Mage (heavy), Bonus Feat
11. Bloodline Spell
12. Magus Arcana
13. Supernatural Spell 1/day
14. Bloodline Spell, Bonus Feat
15. Bloodline Power, Magus Arcana
16. Supernatural Spell 2/day
17. Greater Spell Access
18. Bonus Feat, Magus Arcana
19. Supernatural Spell 3/day
20. Bloodline Power

Arcane Pool (Su): At 1st level, the blooded gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to ½ his blooded level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the blooded prepares his spells.
At 1st level, a blooded can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the blooded uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the blooded.
A blooded can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Bloodline (Su): Each blooded has a source of magic somewhere in his heritage that grants him spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a blooded might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the blooded gains levels. A blooded must pick one bloodline upon taking his first level of blooded. Once made, this choice cannot be changed.
At 5th level, and every three levels thereafter, a blooded learns an additional spell, derived from his bloodline. These spells are in addition to the number of spells given on Table: Blooded Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 2nd level, and every four levels thereafter, a blooded receives one bonus feat, chosen from a list specific to each bloodline. The blooded must meet the prerequisites for these bonus feats.
Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some blooded, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your blooded's abilities.
The following bloodlines represent only some of the possible sources of power that a blooded can draw upon. Unless otherwise noted, most blooded are assumed to have the arcane bloodline.

Cantrips (Sp): At 1st level, the blooded selects three 0-level spells from the sorcerer/wizard list of spells. He can cast the selected spells at will. The save DC of any cantrip the blooded casts is 10 + his Charisma modifier. His caster level is equal to his blooded level. At 3rd level, and every 3 levels thereafter, the blooded gains an additional 0-level spell.

Bonus Feat: At 2nd level, and every 4 levels thereafter, the blooded gains a bonus feat from the list of bonus feats associated with his bloodline. He must meet the requirements of the selected feats.

Magus Arcana (Ex, Sp, or Su): At 3rd level, and every 3 levels thereafter, the blooded selects a Magus Arcana from the list of Magus Arcana available to magi. The blooded’s class level stacks with any magus level he has for the purposes of using Magus Arcana.

Armored Mage (Ex): At 4th level, the blooded gains the ability to cast arcane spells while wearing light armor and/or using a light shield or buckler without risking the chance of arcane spell failure. At 7th level, the blooded does not risk arcane spell failure when wearing medium armor. At 10th level, the blooded does not risk arcane spell failure when wearing heavy armor and/or using a heavy shield. This ability only functions for arcane spells gained as part of the blooded class.

Eschew Materials: At 4th level, the blooded gains Eschew Materials as a bonus feat.

Spells: At 4th level, the blooded begins to use arcane spells drawn from the list of sorcerer/wizard spells. He uses the paladin’s spells per day table, adding 1 to the number of daily spells he can cast per day; he also gains bonus spells per day based on having a high Charisma score. The save DC of a blooded’s spells are 10 + the level of the spell + the blooded’s Charisma modifier. His caster level is equal to his blooded level. The blooded knows a number of spells of each spell level equal to the number of spells he can cast per day of that level +1. At 8th level, and every 4 levels thereafter, the blooded can trade out one known spell for a different spell of the same level.
At levels 5, 8, 11, and 14, the blooded adds the 1st, 2nd, 3rd, and 4th level spells, respectively, of his bloodline to his list of known spells. These spells can never be exchanged for different spells.

Supernatural Spell (Su). At 13th level, the blooded can choose to cast one of his spells as a supernatural effect once per day. He can use this ability twice a day at 16th level and three times per day at 19th level. A spell converted into a supernatural ability automatically bypasses spell resistance, does not provoke attacks of opportunities, requires no components, and has a Saving Throw DC of 10 + ½ the blooded’s class level + his Charisma modifier.

Greater Spell Access (Su): At 17th level, the blooded gains access to an expanded spell list. He learns and adds 8 spells from the spell list of the spellcasting class of his choice to his list of known spells, all of these spells must be selected from the same class‘s spell list. He gains two of each of the following spells not on his spell list:
1st-level, 2nd-level, 3rd-level, and 4th-level.
He can ignore any divine focus or somatic component of these spells, casting them without the normal chance of spell failure.


awesome sauce

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

It's a little derivative, but is pretty much a magic-dabbling tank that uses a bunch of rules we already know. Only a few new mechanics.

Scarab Sages Star Voter 2013, Star Voter 2014

I've got a challenge for you. Are you familiar with Mongoose Publishing's "Power Classes" line of 3.0 new-base-PC-class leaflets?
They've got some really cool ideas among them, but are plagued by poor execution. They put out about a dozen of them, and only a couple look truly playable (the Exorcist, Hedge Wizard, and maybe Alchemist) - the rest are either far too weak, even by 3.0 standards (Knight, Fool, and probably Explorer), perhaps seriously overpowered (in one and only one case, their Artificer), and/or are so badly written they never provide material they refer to (Cabalist), or just foist responsibility for making certain mechanics up onto DMs (Artificer). My two favorites of the bunch are the Fool and Cabalist, so I'd love to see some of the good ideas half-assedly presented by Mongoose made playable.

They're pretty obscure, even on the Internet, but here's the link I initially learned about them from.

Also, have you done anything like a Western Monk yet? I know you did a pretty good Tome of Magic Binder 3.75 update, how about Shadowcaster and Truenamer (I know you've done variants of those, but I'm thinking just updates of the originals as intended)?

I've actually done a lot of my own homebrew class-building myself, and I'd like to say I'm pretty good at it - I've just kept it mostly private so far (and fear of whatever legal tentacles might be hiding in Paizo.com's EULA makes me hesitant to share here :( - I'd kind of like to publish and make actual money off some it eventually).

RPG Superstar 2012 Top 32 , Dedicated Voter 2013, Star Voter 2014

Never heard of them. I'll check out that link when I have more time.

Scarab Sages Star Voter 2013, Star Voter 2014

May I politely restate my other query regarding occidental monks/Shadowcasters/Truenamers?


I have another one, magic eater, a class similar in concept to a spell-thief, that consumes the magic of other beings and objects for temporary unique abilities


As to OP , how about a divine character that gets spell combat and spellstrike as a magus does in order to get multiple melee attacks and cast all in one round at second level while wearing any armor because armor doesn't interfere with divine spellcasting.


Conundrum wrote:
As to OP , how about a divine character that gets spell combat and spellstrike as a magus does in order to get multiple melee attacks and cast all in one round at second level while wearing any armor because armor doesn't interfere with divine spellcasting.

really dude...

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