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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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RPG Superstar 2012 Top 32

Captain Sir Hexen Ineptus wrote:

New Duskblade type, full BAB and caster level for PF, cast like a bard.

Duskblade

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

Class Skills: Acrobatics, Climb, Craft, Knowledge (all), Linguistics, Profession, Ride, Sense Motive, Spellcraft, Swim.

Skill Ranks per Level: 2 + Intelligence modifier

Duskblades are proficient in all Simple and Martial Weapons, All Armor, and Shields (but not Tower Shields).

Duskblades use the spell casting progression of bards, with Intelligence-based spells. He makes concentration checks using his Intelligence modifier. Duskblades cast spells from the duskblade (magus?) spell list.

LEVEL ABILITY
1. Arcane Attunement, Armored Mage (light)
2. Combat Casting
3. Channel Spell, Spell Power +1
4. Quick Cast 1/day
5. Arcane Bond
6. Spell Power +2
7. Armored Mage (medium)
8. Quick Cast 2/day
9. Spell Power +3
10. Channel Spell (full attack)
11. Supernatural Spell 1/day
12. Quick Cast 3/day, Spell Power +4
13. Armored Mage (heavy armor and heavy shields)
14. Supernatural Spell 2/day
15. Spell Power +5
16. Quick Cast 4/day
17. Supernatural Spell 3/day
18. Spell Power +6
19. Armored Mage (tower shields)
20. Quick Cast 5/day, Supernatural Spell 4/day, Supernatural Critical

Arcane Attunement (Sp). You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
At 7th level, you learn to use medium armor with no chance of arcane spell failure.
At 13th level, you learn to use a heavy shield with no chance of arcane spell failure.
At 19th level, you learn to use heavy armor with no chance of arcane spell failure.

Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.

Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast
any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.

At 10th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Spell Power (Ex): Starting at 3rd level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +1 bonus on your caster level checks to overcome that opponent’s spell resistance for 24 hours. This bonus increases by +1 at 6th level and every 3 levels thereafter.

Quick Cast: Beginning at 4th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 8th level, three times per day at 12th level, four times per day at 16th, five times per day at 20th level.

Arcane Bond (Su). At 5th level, this ability grants the duskblade the choice to either gain a familiar as if a wizard equal to his duskblade level, or choose a weapon and gain a benefit that is identical to the weapon option of the divine bond ability of the paladin, except the duskblade is not limited to the listed weapon abilities, although he is limited to the level-based plus allotment.

Supernatural Spell (Su). Beginning at 11th level, the duskblade can choose to cast one of his spells as a supernatural effect once per day. 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 duskblade’s class level + his Intelligence modifier. At 14th level, he can use Supernatural Spell twice a day. At 17th level he can use it 3 times a day. At 20th level he can use it 4 times a day.

Supernatural Critical (Su). At 20th level, when the duskblade scores a successful critical hit while using his Channel Spell ability, he can choose to convert it into a Supernatural Spell as an immediate free action. This use of a Supernatural Spell does not count against his daily allotment of them from his Supernatural Spell ability. Alternatively, if the duskblade scores a successful critical hit while not using his Channel Spell ability, he can cast any spell he knows as an immediate action as long as the opponent he scored the critical hit against is targeted by the spell or within its area of effect; this spell is automatically considered a Supernatural Spell and does not count against the duskblade’s daily allotment of Supernatural Spells.

Cheliax

How about a non-magical (or at least non-spell casting) Doctor/Physician (healer)?


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

an unusual master of self protection, obtained through exceptional ST and effects tailored to the thought "ever more, things outside me cannot harm me".

Not like "I pass through things like a ghost", but "everything fails to touch me", if I can say.
[note: put the BAB of such a class to the lowest possible rank, but please do not use 'vows' :-)]

thank you in advance!

BTW, I do like your 'Evolver'; and I would like 'there' the transformation into objects, too :-)


SmiloDan wrote:
Captain Sir Hexen Ineptus wrote:

New Duskblade type, full BAB and caster level for PF, cast like a bard.

Duskblade

BAB: +1
Good Saves: Fortitude and Will
Hit Dice: 1d10...

Everything looks cool, but 2 small problems

1. What about copywriter infringement, these are the abilities of the original duskblade.
2. Wouldn't this be a bit over powered compared the the magus and other classes?


Captain Sir Hexen Ineptus wrote:
1. What about copywriter infringement, these are the abilities of the original duskblade.

He isn't selling it.

Captain Sir Hexen Ineptus wrote:
2. Wouldn't this be a bit over powered compared the the magus and other classes?

The magus has spell combat. The duskblade does not... though that 10th level full-action channel looks nifty.

Andoran

Captain Sir Hexen Ineptus wrote:
SmiloDan wrote:
Captain Sir Hexen Ineptus wrote:

New Duskblade type, full BAB and caster level for PF, cast like a bard.

Duskblade

BAB: +1
Good Saves: Fortitude and Will
Hit Dice: 1d10...

Everything looks cool, but 2 small problems

1. What about copywriter infringement, these are the abilities of the original duskblade.
2. Wouldn't this be a bit over powered compared the the magus and other classes?

Depending on exactly what you are looking for, might I also suggest that you check out the Vanguard from Super Genius Games or the Battle Scion in the current issue of Wayfinder? Both are Duskblade like (the Vanguard particularly so!)

RPG Superstar 2012 Top 32

5 people marked this as a favorite.
Goblins Eighty-Five wrote:
How about a non-magical (or at least non-spell casting) Doctor/Physician (healer)?

This does more than just heal, but it is non-magical healing. Kind of an alchemist that heals instead of bombs....and relies a lot more on poison.

Apothecary

Apothecaries use alchemy to heal their friends, harm their foes, and change their forms.

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge arcane, Knowledge dungeoneering, Knowledge engineering, Knowledge local, Knowledge nature, Knowledge planes, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Intelligence modifier.

Apothecaries are proficient with all Simple Weapons, plus the hand crossbow, short bow, and all Light and One-Handed Martial Melee Weapons. Apothecaries are proficient in
Light Armor, but not shields.

LEVEL ABILITY

1. Brew Medicine (1d2), Brew Potion, Fields of Expertise, Medicine Pool, Poison Use, Self Medicate, Side Effects (First Level), Surgery, Surgical Strike +1d6, Trapfinding
2. Discovery
3. Brew Medicine (1d4)
4. Discovery
5. Surgical Strike +2d6, Side Effects (Second Level)
6. Discovery
7. Brew Medicine (1d6)
8. Discovery, Improved Discoveries
9. Surgical Strike +3d6, Side Effects (Third Level)
10. Discovery
11. Brew Medicine (1d8)
12. Discovery
13. Surgical Strike +4d6, Side Effects (Fourth Level)
14. Discovery, Greater Discoveries
15. Brew Medicine (1d10)
16. Discovery
17. Surgical Strike +5d6, Side Effects (Fifth Level)
18. Discovery
19. Brew Medicine (1d12)
20. Discovery, Ultimate Discovery.

Brew Medicine (Su). As a swift action, the apothecary spends 1 point from his Medicine Pool and magically conjures a venomous substance to coat his weapon. This venomous substance persists for up to 1 hour per class level, or until the apothecary successfully strikes a target with the envenomed weapon. At the time the apothecary creates the poison, he decides if it does Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma damage. At 1st level, it causes 1d2 points of ability damage. This increases to 1d4 at 3rd level, 1d6 at 7th, 1d8 at 11th, 1d10 at 15th, and 1d12 at 19th. The target of the poison is allowed a Fortitude save with a DC of 10 + 1/2 the apothecary's class level + the apothecary's Intelligence modifier to negate the poison each round. The target of the poison must make a Fortitude save each round for a number of rounds equal to the apothecary's Intelligence bonus (minimum 1 round) or until it makes a successful Fortitude save.

Brew Potion. The apothecary receives Brew Potion as a bonus feat at 1st level.

Fields of Expertise. At 1st level, the apothecary selects a primary field of expertise from poison use, self medicate, and surgery. The apothecary learns a discovery based on his primary field of expertise at 1st level and every level thereafter. The apothecary learns a discovery based on his secondary fields of expertise at 2nd level and every two levels thereafter.

Medicine Pool (Su). At 1st level, the apothecary has a Medicine Pool with a number of points in it equal to 4 + his Intelligence bonus. At 2nd level, and every level thereafter, the apothecary adds 2 to his Medicine Pool.

Poison Use (Ex). The apothecary never risks poisoning himself when he poisons his weapon.

Self Medicate (Su). As a swift action, the apothecary can take a dose of his own medicine and use it transform himself. This transformation grants the apothecary a natural armor bonus equal to his Brew Medicine amount plus an alchemical bonus to his choice of Strength, Dexterity, or Constitution equal to his Brew Medicine amount. Each round the apothecary is transformed uses up 1 point from his Medicine Pool.

Surgery (Ex). The apothecary adds his Intelligence bonus to any Heal check he makes. He can take 1 hour and make a DC 20 Heal check and restore a number of hit points equal to 1d6 per Hit Die of the creature the apothecary is performing on the Heal check on. The subject of the Heal check is exhausted for 24 hours after receiving surgery; it can make a DC 20 Fortitude save to reduce this to fatigued.
When the apothecary performs surgery, he can make additional DC 20 Heal checks to remove ability damage from the wounded subject. The apothecary chooses which type of ability damage (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) prior to making the Heal check. The apothecary can remove a number of different ability damages equal to his Intelligence bonus. The apothecary can use surgery to removing ability drain by making a DC 30 Heal check; only one kind of ability drain can removed during a single surgery.

Surgical Strike (Ex). The apothecary is an expert at studying anatomy. When striking an opponent that is flanked, flat-footed, or otherwise denied their Dexterity modifier to AC, the apothecary causes 1d6 points of additional damage, plus an additional 1d6 points of damage every 4 levels beyond 1st. When using the Heal skill to restore hit points, the apothecary can spend a point from his Medicine Pool as a free action and restore an additional amount of damage equal to 1d6 at 1st level, plus an additional 1d6 points of damage every 4 levels beyond 1st (5th, 9th, 13th, and 17th).

Trapfinding (Ex). As the rogue ability of the same name.

Side Effects (Ex). Whenever the apothecary uses his Create Poison ability, he can also add a carrier effect to the poison. The apothecary learns 2 Side Effects at 1st level and 1 additional Side Effect each class level thereafter. At 1st level, the apothecary can only choose First Level Side Effects; at 5th level, he can learn Second Level Side Effects; at 9th, Third Level; at 13th, Fourth Level; at 17th, Fifth Level. Each Side Effect adds a condition or effect to the poison created by the apothecary; if the target fails the save for the poison, he also suffers from the condition or effect of the Side Effect.

First Level
1. Bleed (lose a number of hit points each round equal to the number of surgical strike dice the apothecary has).
2. Dazzled for 1 minute per failed save.
3. Fascinated for 1 minute per failed save.
4. Fatigued for 1 minute per failed save.
5. Shaken for 1 minute per failed save.
6. Sickened for 1 minute per failed save.

Second Level
1. Confused for 1 round per failed save.
2. Entangled for 1 minute per failed save.
3. Nauseated for 1 minute per failed save.
4. Sleep for 1 minute per failed save.
5. Slowed for 1 minute per failed save.
6. Spell-hindered for 1 minute per failed save (Must succeed on a Concentration check with a DC equal to the Poison DC + the attempted spell level to successfully cast a spell)

Third Level
1. Dazed for 1 round per failed save.
2. Deafened for 1 hour per failed save.
3. Exhausted for 1 minute per failed save.
4. Flat-footed for 1 round per failed save.
5. Frightened for 1 minute per failed save.
6. Grappled for 1 round per failed save.

Fourth Level
1. Blind for 1 hour per failed save.
2. Gain 1 temporary negative level per failed save. Lasts 1 hour per apothecary level.
3. Insanity for 1 hour per failed save.
4. Staggered for 1 minute per failed save.
5. Stunned for 1 round per failed save.
6. Reduced Spell Resistance by 1 per failed save. Lasts 1 hour per apothecary level.

Fifth Level
1. Dead
2. Disabled for 1 minute per failed save.
3. Panicked for 1 minute per failed save.
4. Paralyzed for 1 minute per failed save.
5. Petrified permanently
6. Unconscious for 1 hour per failed save.

Discovery (Ex, Sp, or Su). At 2nd level and every 2 levels thereafter, the apothecary learns a Discovery about his secondary fields of expertise from the following list. After 10th level, he can also choose Advanced Discoveries from the list of Advanced Discoveries. The Save DC of any apothecary discovery is 10 + ½ the apothecary’s level + the apothecary’s Intelligence modifier.

Acrobatic Transformation (Su). When the apothecary transforms using his Self Medicate ability, he adds his Brew Medicine result to his Acrobatic and Escape Artist skill checks.

Additional Toxicity (Su). When the apothecary uses his Brew Medicine ability to create poison, he can choose to apply 2 Side Effects to his target.

Improved Toxicity (Su). When the apothecary uses his Brew Medicine ability to create poison, he can choose to apply 3 Side Effects to his target.

Greater Toxicity (Su). When the apothecary uses his Brew Medicine ability to create poison, he can choose to apply 4 Side Effects to his target.

Ultimate Toxicity (Su). When the apothecary uses his Brew Medicine ability to create poison, he can choose to apply 5 Side Effects to his target.

Anti-venom (Ex). When using the Heal skill to treat poison, the apothecary can spend a point from his Medicine Pool and grant the creature he is treating a bonus on its Fortitude save equal to the apothecary’s ranks in Craft (alchemy).

Aquatic Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains a Swim Speed equal to his land speed, a +8 racial bonus to his Swim skill checks, and the ability to Take 10 on Swim skill checks even when threatened. He also gains the ability to breathe water and does not lose the ability to breathe air.

Athletic Transformation (Su). When the apothecary transforms using his Self Medicate ability, he adds his Brew Medicine result to his Climb and Swim skill checks.

Bestial Transformation (Su). When the apothecary transforms using his Self Medicate ability, he can choose to use Beast Shape I instead. At 6th level, he can use Beast Shape II. At 8th level, he can use Beast Shape III. At 10th level, he can use Beast Shape IV.

Body Weaponry (Su). When the apothecary transforms using his Self Medicate ability, he can transform one or more of his limbs into a living weapon that causes damage equal to his Brew Medicine result + his Strength modifier. If the form of the weapon he forms causes slashing damage, it has a threat range of 19-20. If the form of the weapon he forms causes piercing damage, it has a critical multiplier of x3. If the form of the weapon he forms causes bludgeoning damage, he gets a +2 bonus to his CMB.

Breath Weapon Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains a breath weapon that he can use once every 1d4 rounds. This breath weapon is either a 30 foot line of acid or electricity, or a 15 foot cone of cold or fire. The breath weapon causes damage equal to the apothecary’s Surgical Strike damage. Creatures targeted by the apothecary’s breath weapon may make a Reflex save for half damage. Each use of the apothecary’s breath weapon costs 1 point from his Medicine Pool.
Improved: 60 foot line, 30 foot cone, 1d8
Greater: 120 foot line, 60 foot cone, 1d10

Climbing Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains a +8 racial bonus on Climb skills, can take 10 on Climb skill checks, and the apothecary gains a Climb speed equal to ½ his base land speed.

Dark Discorporate (Su). As the warlock ability.

Deceptive Transformation (Su). When the apothecary transforms using his Self Medicate ability, he can choose to gain the benefits of an alter self effect instead of the normal effect of his Self Medicate ability.

Device Mastery (Ex). The apothecary can choose to Take 10 on Disable Device and Use Magic Device skill checks.

Devious Devices (Ex): The apothecary adds his Intelligence modifier to Disable Device and Use Magic Device skill checks.

Double Transformation (Su). When the apothecary transforms using his Self Medicate ability, he may select 2 physical ability scores (Strength, Dexterity, or Constitution) to increase.

Draining Toxicity (Su). By spending 1 additional Medicine Point, the apothecary increases the toxicity of his Create Poison ability. For 1 round, the apothecary's Create Poison ability causes ability drain instead of ability damage.

Durable Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains DR 5/-.

Enlarging Transformation (Su). When the apothecary transforms, his size doubles and his weight increases by a factor of 8. He gains a +2 size bonus to Strength, a -2 size penalty to Dexterity, and his Reach and Spacing change to match his new size category. If he becomes Large, he gains a -1 size penalty to AC and attack rolls, a +1 size bonus to CMB and CMD, a -4 size penalty to Stealth checks, a -2 size penalty to Fly checks, and a Spacing and Reach of 10 feet.

Extend Poison (Su). By spending 1 additional Medicine Point, the apothecary can double the duration of his Create Poison ability.

Extend Potion (Su). Any potion the apothecary drinks has its duration doubled.

Extend Transformation (Su). When the apothecary transforms using his Self Medicate ability, he remains transformed for 1 minute per Medicine Point spent.

Extra Limbs (Su).

Feral Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains 2 primary claw attacks and 1 primary bite attack. If the apothecary is Medium size, these natural attacks cause 1d6 points of damage + the apothecary’s Strength modifier. Their base damage is 1d4 if the apothecary is Small, and 1d8 points of damage if the apothecary is Large.

Greater Combined Poisoning (Su). When using his Brew Medicine ability to create poison, the apothecary can choose to cause damage to both a single mental ability score (Intelligence, Wisdom, or Charisma) and a single physical ability score (Strength, Dexterity, or Constitution).

Greater Extend Transformation (Su). When the apothecary transforms using his Self Medicate ability, he remains transformed for 1 hour per Medicine Point spent. He must have the Extend Transformation and Improved Extend Transformation discoveries before selecting this discovery.

Greater Master Surgeon (Ex). When using his Surgery ability, the apothecary increases the size of his Surgical Strike dice by 3 steps, from 1d6 to 1d12. He can also restore a creature to life if he makes a DC 40 Heal check within a number of hours equal to his Intelligence bonus of the creature dying. The apothecary must have the Master Surgeon and Improved Master Surgeon discoveries before selecting this discovery.

Greater Mental Poisoning (Su). When using his Brew Medicine ability to create poison, the apothecary can choose to cause damage to all 3 mental ability scores (Intelligence, Wisdom, and Charisma).

Greater Physical Poisoning (Su). When using his Brew Medicine ability to create poison, the apothecary can choose to cause damage to all 3 physical ability scores (Strength, Dexterity, and Constitution).

Greater Potion Brewing (Ex). When the apothecary brews potions, he can apply metamagic effects to the potion without increasing the price or caster level of the potion. He cannot raise the effective level of the potion above 9th level, and he cannot add more levels of metamagic than his Intelligence bonus.

Grotesque Transformation (Su). When the apothecary transforms using his Self Medicate ability, he increases the alchemical bonus to his physical ability score or scores by +2, but suffers a penalty equal to his Brew Medicine roll on all Charisma based checks except Intimidate, which gains an alchemical bonus equal to his Brew Medicine roll.

Hand of Doom (Su). When the apothecary transforms using his Self Medicate ability, his non-dominant hand and arm grows by an obscene amount. The Hand of Doom can make a primary melee attack that causes 3d6 points of damage plus double the apothecary’s Strength bonus. Combat maneuvers performed by the Hand of Doom gain a bonus equal to the apothecary’s Strength bonus. The Hand of Doom’s natural reach is 5 feet greater than the apothecary’s normal reach.

Horned Transformation (Su). When the apothecary transforms using his Self Medicate ability, he grows a pair of horns. He gains a primary gore attack that does 1d8 points of damage + 1 ½ his Strength bonus. This gore attack does double damage on a charge.

Improved Climbing Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains a +16 racial bonus on Climb skills, can take 10 on Climb skill checks, and the apothecary gains a Climb speed equal to his base land speed.

Improved Extend Transformation (Su). When the apothecary transforms using his Self Medicate ability, he remains transformed for 10 minutes per Medicine Point spent. He must have the Extend Transformation discovery before selecting this discovery.

Improved Master Surgeon (Ex). When using his Surgery ability, the apothecary increases the size of his Surgical Strike dice by 2 steps, from 1d6 to 1d10. He can also restore a creature to life if he makes a DC 40 Heal check within a number of minutes equal to his Intelligence bonus of the creature dying. The apothecary must have the Master Surgeon discovery before selecting this discovery.

Improved Mental Poisoning (Su). When using his Brew Medicine ability to create poison, the apothecary can choose to cause damage to two physical ability scores (Strength, Dexterity, or Constitution).

Improved Physical Poisoning (Su). When using his Brew Medicine ability to create poison, the apothecary can choose to cause damage to two mental ability scores (Intelligence, Wisdom, or Charisma).

Improved Potion Brewing (Ex). The apothecary gains the ability to brew potions of a higher than normal level. The apothecary can brew potions with a spell level up to ½ his class level.

Increase Cure (Su). By spending 1 additional Medicine Point, the apothecary can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 2.

Inner Ichor (Ex). Any creature that bites the apothecary must make a Fortitude Save or take Constitution damage equal to the apothecary’s Brew Medicine result.

Leaping Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains a bonus on Acrobatics skill checks used to jump equal to 5 multiplied by the results of his Brew Medicine roll.

Long Limbs (Su). When the apothecary transforms using his Self Medicate ability, is limbs grow unusually long. His reach increases by 5 feet.

Master Surgeon (Ex). When using his Surgery ability, the apothecary increases the size of his Surgical Strike dice by 1 step, from 1d6 to 1d8. He can also restore a creature to life if he makes a DC 40 Heal check within a number of rounds equal to his Intelligence bonus of the creature dying.

Maximize Potion (Su). Whenever the apothecary drinks a potion, he treats all variable effects of the potion as if they are maximized.

Oozing Pustules (Su). When the apothecary transforms using his Medicate Self ability, he grows hundreds of disgusting, oozing pustules. Whenever a creature strikes the apothecary with a natural weapon, unarmed strike, or non-reach weapon, it acid damage equal to the apothecary’s Surgical Strike amount. Each round after the first, the creature continues to take acid damage, but the amount of acid damage is reduced by 1d6 each round.

Oversized Limbs (Su). When the apothecary transforms using his Self Medicate ability, his limbs grow unusually large. His natural attacks cause damage as if he were one size category larger than normal. He can wield manufactured weapons one size category larger than normal without penalty.

Permanent Deformity (Su). The apothecary chooses one discovery that affects his Self Medicate ability. The apothecary benefits from the discovery even when he is not using his Self Medicate ability. The apothecary takes a -2 alchemical penalty to a random ability score every time he selects this discovery. The apothecary may select this discovery multiple times. The effects do not stack. Each time the apothecary selects this discovery, he applies it to a new Self Medicate ability-related discovery and he suffers an additional -2 alchemical penalty to a random ability score. These alchemical penalties do stack.

Pheromone Persuasion (Ex). The apothecary can emit pheromones that influence the reactions of those near them. He gains a bonus to Bluff, Diplomacy, Handle Animal, and Intimidate skill checks against those within a range of 5 times his Constitution bonus. This range is doubled against creatures with the scent ability.

Poison Resistance (Ex). By spending 1 Medicine Point as an immediate action, the apothecary reduces the ability damage or ability drain he suffers from a failed Fortitude save against a poison by an amount of equal to the apothecary’s Intelligence bonus.

Potent Potion (Su). A number of times per day equal to his Intelligence bonus, the apothecary can treat the caster level of a potion he drinks as his class level.

Running Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains an alchemical bonus to his Speed of 5 multiplied by the result of his Brew Medicine roll. This increased speed gives him a +2 bonus on Acrobatics checks to jump for every +5 foot increase in speed.

Shrinking Transformation (Su). When the apothecary transforms, his size halves and his weight decreases by a factor of 8. He gains a +2 size bonus to Dexterity, a -2 size penalty to Strength, and his Reach and Spacing change to match his new size category. If he transforms from Medium to Small, he gains a +1 size bonus to AC and attack rolls, a -1 size penalty to CMB and CMD, a +4 size bonus to Stealth checks, a +2 size bonus to Fly checks, and a Spacing and Reach of 5 feet. If he transforms from Small to Tiny, he gains a +1 size bonus to AC and attack rolls, a -1 size penalty to CMB and CMD, a +4 size bonus to Stealth checks, a +2 size bonus to Fly checks, and a Spacing of 2 ½ feet and a Reach of 0 feet.

Spiky Transformation (Su). When the apothecary transforms using his Medicate Self ability, he grows hundreds of bony spurs from his body. Whenever a creature strikes the apothecary with a natural weapon, unarmed strike, or non-reach weapon, it takes piercing and slashing damage equal to the apothecary’s Surgical Strike amount.

Stalker Transformation (Su). When the apothecary transforms using his Medicate Self ability, he gains an alchemical bonus to Stealth and Survival skill checks equal to the results of his Brew Medicine roll. He also gains the Scent ability.

Surgical Potency (Ex). On a successful Surgical Strike, the apothecary increases the Save DC of any poison he uses on the Surgical Strike by the number of Surgical Strike Dice he has.

Swarm Form (Su). When the apothecary transforms using his Self Medicate ability, he can choose to assume the form a swarm instead. He turns into a 1000 fine versions of himself. He causes swarm damage equal to his Surgical Strike amount. He gains the swarm sub-type.

Triple Transformation (Su). When the apothecary transforms using his Self Medicate ability, he increases all of his physical ability scores (Strength, Dexterity, and Constitution). The apothecary must select the Double Transformation discovery before selecting this discovery.

Undetectable Poison (Sp). As a free action, the apothecary can spend 1 Medicine Point and mask the toxicity of any poison he handles for up to 1 hour per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 10 + the apothecary's class level.

Visionary Transformation (Su). When the apothecary transforms using his Self Medicate ability, he gains an alchemical bonus to his Perception skill checks equal to the result of his Brew Medicine roll and low-light vision. At 6th level, the apothecary gains darkvision with a range of 60 feet. At 12th level, he gains blindsense with a range of 60 feet. At 18th level, he gains blindsight with a range of 30 feet.

Advanced Discoveries

Double Poison (Ex). The apothecary can spend 2 Poison Points and cause 2 different kinds of ability damage when using his Create Poison ability.

Empower Poison (Su). When using his Create Poison ability, the apothecary can spend 2 additional Poison Points and multiply the ability damage caused by that use of Create Poison by 1.5

Eternal Potion (Su). Whenever the apothecary drinks a potion, he can choose for the duration of the potion be permanent. The apothecary can only have a single potion effect be made permanent at a time.

Extra Venomous (Su). When using his Create Poison ability, the apothecary can spend 1 additional Poison Point and add a second Side Effect to the poison.

Flickering Transformation (Su). When the apothecary transforms using his Self Medicate ability, the apothecary gains the ability to teleport 20 feet as an immediate action. If this is done in response to an attack, there is a 50% chance the attack misses.

Ghostly Transformation (Su). When the apothecary transforms using his Self Medicate ability, the apothecary becomes incorporeal.

Greater Increase Cure (Su). By spending 2 additional Medicine Points, the apothecary can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 3. The apothecary must have the Increase Cure Poison Power before selecting this Advanced Poison Power.

Greater Undetectable Poison (Sp). As a free action, the apothecary can spend 1 Medicine Point and mask the toxicity of any poison he handles for up to 1 day per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 20 + the apothecary's class level.

Hardy Body (Ex). As an immediate action, the apothecary can spend 1 Medicine Point and re-roll a failed Fortitude save. He must abide by the results of the re-roll, even if it is worse than the original roll.

Hasted Transformation (Su). When the apothecary transforms using his Medicate Self ability, he gains the benefits of a haste spell.

Heighten Poison (Ex). When using his Create Poison ability, the apothecary can spend a number of additional Medicine Points (up to 1/2 his class level) and add that number to the Save DC of his poison.

Intensify Poison (Su). When using his Create Poison ability, the apothecary can spend 8 additional Medicine Points and Maximize, and then Double, the ability damage caused by that use of Create Poison. The apothecary must have Empower Poison and Maximize Poison before selecting this Discovery.

Invisible Transformation (Su). When the apothecary transforms using his Self Medicate ability, he becomes invisible. When he attacks, he does not become fully visible, and gains concealment, including a 20% miss chance, for 1 round before automatically returning to invisibility as a free action.

Maximize Poison (Su). When using his Create Poison ability, the apothecary can spend 3 additional Medicine Points and cause the maximum amount of ability damage for this dose of poison.

Monstrous Transformation (Su). When using his Self Medicate ability, the apothecary can choose to gain a Polymorph effect instead. At 12th level, he can use Greater Polymorph. The apothecary must have the Bestial Transformation discovery before selecting this discovery.

Overcome Immunity (Su). When using his Create Poison ability, the apothecary can spend 2 additional Medicine Points and affect a target that is normally immune to poison.

Persistent Poison (Su). The apothecary affects a number of attacks equal to his Intelligence bonus with each use of Create Poison ability.

Poison Immunity (Ex). The apothecary is immune to all poisons. He must have the Poison Resistance Discovery before selecting this Advanced Discovery.

Terrifying Transformation (Su). When the apothecary transforms using his Self Medicate ability, he can gain the benefits of a Transformation effect instead.

Winged Transformation (Su). When the apothecary transforms using his Self Medicate ability, he grows a pair of wings and gains a flight speed equal to double his land speed, with good maneuverability.

Ultimate Discovery. At 20th level, the apothecary chooses one of the following discoveries.

Ultimate Virulence (Ex). At 20th level, on a successful Surgical Strike, the apothecary can spend 1 Medicine Point as an immediate action to increase the Save DC of any poison he uses on that Surgical Strike by an amount equal to the extra damage caused by that Surgical Strike.

Ultimate Poisoning (Su). When the apothecary uses his Brew Medicine ability to create poison, he can choose cause ability damage to all six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma).

Ultimate Potency (Su). When the apothecary uses his Brew Medicine ability to create poison, he can choose to cause ability damage to a single ability score equal to his Surgical Strike damage.

Ultimate Surgeon (Ex). When the apothecary uses his Surgery ability, he restores a number of hit points equal to his Surgical Strike ability per Hit Die of the creature the apothecary is operating on. The apothecary can make a DC 50 Heal check and restore to life a creature that has been dead for a number of days equal to the apothecary’s Intelligence bonus.

Ultimate Transformation (Su). When the apothecary transforms using his Self Medicate ability, he can choose to benefit from a Shapechange effect.

RPG Superstar 2013 Top 8

The apothecary is awesome, but I'm not sure why he gets trapfinding. Also, a bit top-heavy, no? Look at what he gets at 1st level.

1. Brew Medicine (1d2), Brew Potion, Fields of Expertise (including an immediate discovery), Medicine Pool, Poison Use, Self Medicate, Side Effects (First Level), Surgery, Surgical Strike +1d6, Trapfinding

I'm just sayin'...

Oh and what does he gain from Brew Potion? He has no spells, right?

RPG Superstar 2012 Top 32

Flak wrote:

The apothecary is awesome, but I'm not sure why he gets trapfinding. Also, a bit top-heavy, no? Look at what he gets at 1st level.

1. Brew Medicine (1d2), Brew Potion, Fields of Expertise (including an immediate discovery), Medicine Pool, Poison Use, Self Medicate, Side Effects (First Level), Surgery, Surgical Strike +1d6, Trapfinding

I'm just sayin'...

Oh and what does he gain from Brew Potion? He has no spells, right?

Maybe Trapfinding should be a discovery. Ditto poison use? It's kind of like the alchemist's Alchemy ability, but spread out more. Alchemy includes a bonus on Craft alchemy skill checks, bombs, mutations, poison, etc.


Detect Magic wrote:
Captain Sir Hexen Ineptus wrote:
1. What about copywriter infringement, these are the abilities of the original duskblade.

He isn't selling it.

WoTC has problems with putting up online copies of their material that isn't OGL.

RPG Superstar 2013 Top 8

SmiloDan wrote:
Flak wrote:

The apothecary is awesome, but I'm not sure why he gets trapfinding. Also, a bit top-heavy, no? Look at what he gets at 1st level.

1. Brew Medicine (1d2), Brew Potion, Fields of Expertise (including an immediate discovery), Medicine Pool, Poison Use, Self Medicate, Side Effects (First Level), Surgery, Surgical Strike +1d6, Trapfinding

I'm just sayin'...

Oh and what does he gain from Brew Potion? He has no spells, right?

Maybe Trapfinding should be a discovery. Ditto poison use? It's kind of like the alchemist's Alchemy ability, but spread out more. Alchemy includes a bonus on Craft alchemy skill checks, bombs, mutations, poison, etc.

Eh, alchemists get 2 benefits from alchemy that aren't included in the list of things in their table (the bonus to craft alchemy checks made to create items, which doesn't come up much, and the ability to detect magic on potions with craft alchemy). Even if you want to count those as two separate abilities, the alchemist gets 7 at 1st level:

[alchemy (bonus), alchemy (detect), bombs, brew potion, extracts, mutagen, throw anything]

Compared to that, your class has 10 things at 1st level, some of which are 'more than one thing' (like trapfinding, which is a bonus and an alternate skill use, or like surgical strike, which is sneak attack and healing). They're all very cool abilities but like I said a bit top-heavy.

Qadira

A Cleric who uses Charisma instead of Wisdom and needs it to convince folks to worship his/her god/demon, convince his/her god/demon to cough up spells, and basically be a leader of the cult.

RPG Superstar 2012 Top 32

yellowdingo wrote:
A Cleric who uses Charisma instead of Wisdom and needs it to convince folks to worship his/her god/demon, convince his/her god/demon to cough up spells, and basically be a leader of the cult.

This almost sounds like a binder, but dedicated to 1 vestige or godling spirit. A daily Charisma check to avoid being unduly influenced by the godling, spell levels based on number of followers in the cult, and some in-game gather information type bonus based on the size of the cult. Maybe look into China Mieville's Kraken for some pointers.

Cheliax

Wow! That apothecary is pretty awesome! I need to sit down and really look it over, but...I'm thinking my campaign just got a new class!

Qadira

SmiloDan wrote:
yellowdingo wrote:
A Cleric who uses Charisma instead of Wisdom and needs it to convince folks to worship his/her god/demon, convince his/her god/demon to cough up spells, and basically be a leader of the cult.
This almost sounds like a binder, but dedicated to 1 vestige or godling spirit. A daily Charisma check to avoid being unduly influenced by the godling, spell levels based on number of followers in the cult, and some in-game gather information type bonus based on the size of the cult. Maybe look into China Mieville's Kraken for some pointers.

In your own time... :)


1 person marked this as a favorite.
Goblins Eighty-Five wrote:
How about a non-magical (or at least non-spell casting) Doctor/Physician (healer)?

Surgeon PrC

You'll find all the requisite feats not int the Pathfinder Core Rulebook here.


Pathfinder Roleplaying Game Subscriber
Twin Dragons wrote:
Goblins Eighty-Five wrote:
How about a non-magical (or at least non-spell casting) Doctor/Physician (healer)?

Surgeon PrC

You'll find all the requisite feats not int the Pathfinder Core Rulebook here.

I must say, Sarunia looks quite cool.


a summoner that can summon a range of customm made PC's, this way those with a ton of concepts in their head, can summon them all. (got concept from Inkheart movie)

a mix between chamaeleon and master of masks, if you don't know them, it consists of emulating other classes, one or two at a time. (I love to change every day to a new set of skills.)


1.) A wizard with an animal companion. Probably would resemble the arcane bomber or spellslinger, giving up school specialization (but gaining opposition schools, as normal).

2.) A druid elementalist. Perhaps borrowing some of the more elemental themed spells from the sorcerer/wizard spell list, and gaining an elemental companion rather than an animal. Elementals are more powerful than beasts, so perhaps it would be an X/day for X/minutes ability. That, or the elemental could simply be scaled down.

3.) A more fey-like druid. Perhaps they might gain some enchantment and illusion spells from the sorcerer/wizard spell list, or a small pool of evolution points which could be used to enhance their own bodies (fey are a strange and varied lot, after all).

4.) A paladin devoted to the Old Ways. Perhaps championing a fairy patron, or revering the seasons. Instead of a LG holy warrior, this would be a CG paladin whose code is more concerned with freedom, emotion, and the natural world. Instead of the more traditional auras, this paladin would have an aura tied to each of the seasons.

5.) An anti-paladin that can curse enemies. Dread auras which inspire terror, strikes which cripple the mind and body - that sort of thing. Likely replacing smite good for a selection of cursed strikes. Spells too could be done away with in favor of adding more spell-like abilities to the class.

I don't expect you to bother with all of these; just ideas that would be interesting to play around with.


Detect Magic wrote:
1.) A wizard with an animal companion. Probably would resemble the arcane bomber or spellslinger, giving up school specialization (but gaining opposition schools, as normal).

My older attempt at it: Animist-Wizard Archetype.

Quote:

2.) A druid elementalist. Perhaps borrowing some of the more elemental themed spells from the sorcerer/wizard spell list, and gaining an elemental companion rather than an animal. Elementals are more powerful than beasts, so perhaps it would be an X/day for X/minutes ability. That, or the elemental could simply be scaled down.

If Elemental companion is to be main feature of this class then Summoner could be good start - Eidolon is already outsider, like elementals. Evolutions could be replaced with some other ability. Summon Monster replaced with Summon Nature Ally, spell list rewriten, using druid spell list with tweaking to balance access to only six levels of spells.

Quote:
3.) A more fey-like druid. Perhaps they might gain some enchantment and illusion spells from the sorcerer/wizard spell list, or a small pool of evolution points which could be used to enhance their own bodies (fey are a strange and varied lot, after all).

Nice idea.

Quote:
4.) A paladin devoted to the Old Ways. Perhaps championing a fairy patron, or revering the seasons. Instead of a LG holy warrior, this would be a CG paladin whose code is more concerned with freedom, emotion, and the natural world. Instead of the more traditional auras, this paladin would have an aura tied to each of the seasons.

You mean old school Ranger? ;)

Quote:
5.) An anti-paladin that can curse enemies. Dread auras which inspire terror, strikes which cripple the mind and body - that sort of thing. Likely replacing smite good for a selection of cursed strikes. Spells too could be done away with in favor of adding more spell-like abilities to the class.

And you returned me to thinking about Dark Knight Pathfinder class, based on World Of Warcraft Death Knight...

Andoran

Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Subscriber

Non-magical battlefield control specialist. Something like an Engineer/Trapsmith, throwing more powerful versions of tanglefoot bags and caltrops, creating movement restriction and other difficult/damaging terrain.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules Subscriber

NPC Fleshshaper class, something that uses Eidolon evolution points on themselves to represent a high-magic culture of people who craft their bodies into new forms for aesthetics and practical applications.


TriOmegaZero wrote:
Non-magical battlefield control specialist. Something like an Engineer/Trapsmith, throwing more powerful versions of tanglefoot bags and caltrops, creating movement restriction and other difficult/damaging terrain.

This could go well with the gadgeteer I suggested, that insta-built, more or less, a companion. So you could have a construct "Animal Companion" or Eidolon...


Drejk wrote:
My older attempt at it: Animist-Wizard Archetype.

The player that wanted this archetype was inspired by LOTRO's Loremaster, too! Did you consider giving it Wild Empathy? Perhaps it could be made into an Arcane Discovery. Good job on this one, looks awesome.

Drejk wrote:
If Elemental companion is to be main feature of this class then Summoner could be good start - Eidolon is already outsider, like elementals. Evolutions could be replaced with some other ability. Summon Monster replaced with Summon Nature Ally, spell list rewriten, using druid spell list with tweaking to balance access to only six levels of spells.

I don't know why I didn't think of this, haha.

Drejk wrote:
Nice idea.

Thanks.

Drejk wrote:
You mean old school Ranger? ;)

No, not quite. Close, but no cigar.


More Evolver support please: maybe with the new spells from UM-UC, adding archetypes, also am I blind or the 19th level ability' description is missing?
And I'll echo the request of polymorphing into objects :)
BTW well done sir!


How about an elementalist?

Like a summoner of elementals or golems. Summoner kind of works, but I like the idea of a caster that uses the environment exclusively. So reaching down and touching the earth and having an elemental form and fight the bad guys.

RPG Superstar 2012 Top 32

Richard Leonhart wrote:

a summoner that can summon a range of customm made PC's, this way those with a ton of concepts in their head, can summon them all. (got concept from Inkheart movie)

a mix between chamaeleon and master of masks, if you don't know them, it consists of emulating other classes, one or two at a time. (I love to change every day to a new set of skills.)

I'm actually working on a Pretender class that can choose to be a tank, skill monkey, or spell caster each day.

I'll try to neaten it up for posting soon.


SmiloDan wrote:
Richard Leonhart wrote:

a summoner that can summon a range of customm made PC's, this way those with a ton of concepts in their head, can summon them all. (got concept from Inkheart movie)

a mix between chamaeleon and master of masks, if you don't know them, it consists of emulating other classes, one or two at a time. (I love to change every day to a new set of skills.)

I'm actually working on a Pretender class that can choose to be a tank, skill monkey, or spell caster each day.

I'll try to neaten it up for posting soon.

Sounds awesome.Can you also throw in damage-dealer as one of the options too? :D


Some kind of class that combines the roles of Wizard and Rogue.

RPG Superstar 2012 Top 32

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, 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.

Charlatan: The Charlatan adds her Charisma modifier to her Will Saves. The Charlatan gains the ability to cast 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. The Charlatan has a pool of False Spell points equal to 4 + her Charisma modifier at 1st level; this pool increases by 2 at 2nd level and every level thereafter. To cast a spell, the Charlatan spends 1 spell point per 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. At 1st level, the Scoundrel has a pool of False Skill points equal to 4 + her Charisma modifier; this pool increases by 2 at 2nd level and every level thereafter. By spending 1 point 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 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, all heavy and medium armor and all shields, but not tower shields. At 1st level, the Thug has a pool of False Feat points equal to 4 + her Charisma modifier; this pool increases by 2 points at 2nd level and every level thereafter. As a free action, the Thug spends 1 point and gains 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.

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:

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.

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.

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.

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.

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 when qualify for 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:

Improved Tricks

Improved Charlatan: When the pretender takes on the Charlatan persona, she increases the highest level spell she can know by 1. 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 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 a 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 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 Tricks

Greater Charlatan: When the pretender takes on the Charlatan persona, she increases the highest level spell she can know by 2. 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 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 a 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.

Ultimate Tricks:

Ultimate Tricks

Ultimate Charlatan: When the pretender takes on the Charlatan persona, she increases the highest level spell she can know by 3. 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 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 a 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.

RPG Superstar 2012 Top 32

This is just a bare bones beginning. I think there is room for a lot of other Tricks to represent other class features, especially things like buffing, summoning, smiting, etc.


A fighter/wizard with real meat cut the familiar the scribe scroll and school powers. Reduce spells learned every lvl to one.
D8 hit die
Skills all fighter minus survival and swim 2+ int add K arcane Spellcraft.
Spell Casting per lvl as a wizard.

At 5th lvl light armor no spf at 10th lvl medium armor no spf 15th heavy armor no spf.

Bonus Feats 1 every 2 lvls. may use for fighter or wizard feats.

No armor training or weapon training
Base attack as fighter.
Saves split fighter wizard

Weapon and Armor Proficiency this class get all simple and one martial weapon chosen at first lvl no armor and buckler.

So does it work?


yellowdingo wrote:
A Cleric who uses Charisma instead of Wisdom and needs it to convince folks to worship his/her god/demon, convince his/her god/demon to cough up spells, and basically be a leader of the cult.

That's a Sorcerer.


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

a stealthy caster( think nightblade from TES)


Pathfinder Roleplaying Game Subscriber
Bromton wrote:

A fighter/wizard with real meat cut the familiar the scribe scroll and school powers. Reduce spells learned every lvl to one.

D8 hit die
Skills all fighter minus survival and swim 2+ int add K arcane Spellcraft.
Spell Casting per lvl as a wizard.

At 5th lvl light armor no spf at 10th lvl medium armor no spf 15th heavy armor no spf.

Bonus Feats 1 every 2 lvls. may use for fighter or wizard feats.

No armor training or weapon training
Base attack as fighter.
Saves split fighter wizard

Weapon and Armor Proficiency this class get all simple and one martial weapon chosen at first lvl no armor and buckler.

So does it work?

No. That's all of the benefits of the fighter, minus the d10 HD, and the biggest benefits of the wizard.

RPG Superstar 2012 Top 32

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

a stealthy caster( think nightblade from TES)

What's a nightblade? What is TES?


Pathfinder Roleplaying Game Subscriber
SmiloDan wrote:
Steelfiredragon wrote:
SmiloDan wrote:
I'm bored: give me ideas for a new base class I can design!!!

a stealthy caster( think nightblade from TES)

What's a nightblade? What is TES?

The Elder Scrolls. A very popular sandbox style RPG.

The nightblade is one of the few "premade" classes.

Translated to PFRPG, they'd focus on Transmutation, Abjuration, and Illusions. They'd also focus on light armor, short blades (light weapons?), marksmanship, stealth, and disable device.

That's the Morrowind version (TES3). The Oblivion version (TES4) is crazy, and not very "nightblade"-y at all.

They get light armor, transmutation, evocation (?!), restoration skills (?!), Acrobatics, and increased run speed.

The Morrowind version is listed here. Note that the spells are just the spells they started with.

"Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents."

I've been planning to play around with this concept a bit, but I'd love to see other attempts.


Detect Magic wrote:
]2.) A druid elementalist. Perhaps borrowing some of the more elemental themed spells from the sorcerer/wizard spell list, and gaining an elemental companion rather than an animal. Elementals are more powerful than beasts, so perhaps it would be an X/day for X/minutes ability. That, or the elemental could simply be scaled down.

I have a thread trying to work something like this out HERE.

RPG Superstar 2012 Top 32

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

a stealthy caster( think nightblade from TES)

What's a nightblade? What is TES?

The Elder Scrolls. A very popular sandbox style RPG.

The nightblade is one of the few "premade" classes.

Translated to PFRPG, they'd focus on Transmutation, Abjuration, and Illusions. They'd also focus on light armor, short blades (light weapons?), marksmanship, stealth, and disable device.

That's the Morrowind version (TES3). The Oblivion version (TES4) is crazy, and not very "nightblade"-y at all.

They get light armor, transmutation, evocation (?!), restoration skills (?!), Acrobatics, and increased run speed.

The Morrowind version is listed here. Note that the spells are just the spells they started with.

"Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents."

I've been planning to play around with this concept a bit, but I'd love to see other attempts.

Yeah, I'm working on something like this. Using the Magus as a skeleton, and then switching different abilities in and out.

I might have something presentable in a day or two.

Osirion

SmiloDan wrote:

Apothecary

Apothecaries use alchemy to heal their friends, harm their foes, and change their forms.

This is a totally cool class!


A full caster that gets D20 for hit die, Con as the casting ability, takes damage from casting, with highly restricted (if any) multiclassing. Flavor is they put there own life into the spells.


dunelord3001 wrote:
A full caster that gets D20 for hit die, Con as the casting ability, takes damage from casting, with highly restricted (if any) multiclassing. Flavor is they put there own life into the spells.

I predict min/maxing...


Detect Magic wrote:
Vindicator wrote:
A summoner/ alchemist hybrid with elements of the old 3.5 artificer. Something akin to a warcaster from Warmachines. With a warjack that grows more powerful as you level. That would be cool.
Not to threadjack, but you might want to take a look at the arcane mechanik I designed (IK-inspired, summoner-based).

You, sir, are my freaking hero.


Spyder25 wrote:
You, sir, are my freaking hero.

Thank ye kindly.

RPG Superstar 2012 Top 32

Set wrote:
SmiloDan wrote:

Apothecary

Apothecaries use alchemy to heal their friends, harm their foes, and change their forms.

This is a totally cool class!

Thanks! Take a gander at my Pretender class, too.

Pretender.

Qadira

The Medieval equivelent of a Soccer Hooligan.

RPG Superstar 2012 Top 32

yellowdingo wrote:
The Medieval equivelent of a Soccer Hooligan.

Jousting Hooligan?

Drunken Barbarian Pugilist? Weapon Focus: tankard?


Dan, you're apothecary looks like an awesome class.


Pathfinder Roleplaying Game Subscriber
SmiloDan wrote:
yellowdingo wrote:
The Medieval equivelent of a Soccer Hooligan.

Jousting Hooligan?

Drunken Barbarian Pugilist? Weapon Focus: tankard?

I designed a mug that in the hands of a dwarf was a formidable weapon for Headless Hydra Game's 15 Specific Weapons Volume II.

It also could make ale at-will!

I've never been happier with a creation of mine before.

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