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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

I already have an archetype for the totally broken Tempest: The Master of Shields.

Replace Two-Weapon Defense, Improved Two-Weapon Defense, Greater Two-Weapon Defense, Superior Two-Weapon Defense, and Perfect Two-Weapon Defense with a bonus Shield Feat (any combat feat with the word Shield in it).


Konan the Librarian

Qadira

An actual fast Rogue that deals damage both with sneak attack, and on regular combat! It's frustrating not being allowed to play what you wanna play. Just saying. I don't care if it has a low Hit Die or low constitution. But I would actually like it if I can be fast, sneaky, and also able to punch your face in regular combat.

And no! Duelist don't count!

Qadira

Kthulhu wrote:
Steampunk mad scientist.

Also! I love this idea =D

RPG Superstar 2012 Top 32

Conan could read and speak lots of languages, even some ancient ones.

RPG Superstar 2012 Top 32

Maulium wrote:

An actual fast Rogue that deals damage both with sneak attack, and on regular combat! It's frustrating not being allowed to play what you wanna play. Just saying. I don't care if it has a low Hit Die or low constitution. But I would actually like it if I can be fast, sneaky, and also able to punch your face in regular combat.

And no! Duelist don't count!

Something like the 3.5 Scout?

Taldor

A large blob whose primary attack is eating its targets. PC version of gibbering mouther or w/e that monster is.

Qadira

SmiloDan wrote:
Maulium wrote:

An actual fast Rogue that deals damage both with sneak attack, and on regular combat! It's frustrating not being allowed to play what you wanna play. Just saying. I don't care if it has a low Hit Die or low constitution. But I would actually like it if I can be fast, sneaky, and also able to punch your face in regular combat.

And no! Duelist don't count!

Something like the 3.5 Scout?

Haven't played 3.5, so I don't know. What was he able to do?


The counter base classess.
Detective: The opposite of a Rogue, search replaces slight of hand. Add their level to all skills when searching for clues. They gain tracking instead of backstabbing. Their scientific nature may give them the use of pistols, as a class weapon.
Abjurationist: The opposite of a Wizard. Can use any spell as a counterspell, but can only cast abjurations as straight up spells.
Healer: Already exists. Opposite of a fighter. has defensive magic powered by their pledges of non-violence.
Sworn Athiest: Opposite of a cleric. Must be neutral. Immune to all magic that has alignment effects. Only half of a flame strike will damage them, the fire component. Saves and fights as a barbarian, but has no rage.

RPG Superstar 2012 Top 32

Maulium wrote:
SmiloDan wrote:
Maulium wrote:

An actual fast Rogue that deals damage both with sneak attack, and on regular combat! It's frustrating not being allowed to play what you wanna play. Just saying. I don't care if it has a low Hit Die or low constitution. But I would actually like it if I can be fast, sneaky, and also able to punch your face in regular combat.

And no! Duelist don't count!

Something like the 3.5 Scout?
Haven't played 3.5, so I don't know. What was he able to do?

Similar to the rogue, with more wilderness abilities, and its primary attack was Skirmish. Similar to sneak attack, it did +1d6 points of damage, plus +1d6 at levels 5, 9, 13, and 17, whenever they moved 10 feet or more in a round. Also, +1 dodge AC at levels 3, 7, 11, 15, and 19. Very fun, because you have to do lots of fun tactical movement. Also got evasion, uncanny dodge, fast movement, bonus feats, flawless stride, etc.


Pathfinder Roleplaying Game Subscriber

This is one of the better takes on the Scout that I've seen. In particular, the idea that when they take the Attack Action, they get the extra damage solves a lot of problems (and introduces a few at low levels, but eh)


Pathfinder Roleplaying Game Subscriber
Goth Guru wrote:


Sworn Athiest: Opposite of a cleric. Must be neutral. Immune to all magic that has alignment effects. Only half of a flame strike will damage them, the fire component. Saves and fights as a barbarian, but has no rage.

Sworn Atheist: "I DON'T BELIEVE IN THE EMPIRICALLY PROVEN EXISTENCE OF THE GODS, THEREFORE I DONT GET AFFECTED BY THEIR MAGIC AS MUCH!"

Gorum: "No, screw you." <smites the atheist to Pharasma, followed by much embarrassment on his part>

Qadira

SmiloDan wrote:
Maulium wrote:
SmiloDan wrote:
Maulium wrote:

An actual fast Rogue that deals damage both with sneak attack, and on regular combat! It's frustrating not being allowed to play what you wanna play. Just saying. I don't care if it has a low Hit Die or low constitution. But I would actually like it if I can be fast, sneaky, and also able to punch your face in regular combat.

And no! Duelist don't count!

Something like the 3.5 Scout?
Haven't played 3.5, so I don't know. What was he able to do?
Similar to the rogue, with more wilderness abilities, and its primary attack was Skirmish. Similar to sneak attack, it did +1d6 points of damage, plus +1d6 at levels 5, 9, 13, and 17, whenever they moved 10 feet or more in a round. Also, +1 dodge AC at levels 3, 7, 11, 15, and 19. Very fun, because you have to do lots of fun tactical movement. Also got evasion, uncanny dodge, fast movement, bonus feats, flawless stride, etc.

Yup! Pretty much what I'm searching for!

RPG Superstar 2012 Top 32

One of my favorite characters was one. Very fun and versatile...I had a longbow, a longspear, and a handaxe, so I could do ranged combat, reach melee, and in-your-face melee. 8+ skill points, half as many bonus feats as a fighter, lots of cool class features, and pretty consistent relatively high damage.


Cheapy wrote:
Goth Guru wrote:


Sworn Athiest: Opposite of a cleric. Must be neutral. Immune to all magic that has alignment effects. Only half of a flame strike will damage them, the fire component. Saves and fights as a barbarian, but has no rage.

Sworn Atheist: "I DON'T BELIEVE IN THE EMPIRICALLY PROVEN EXISTENCE OF THE GODS, THEREFORE I DONT GET AFFECTED BY THEIR MAGIC AS MUCH!"

Gorum: "No, screw you." <smites the atheist to Pharasma, followed by much embarrassment on his part>

That one was kind of a joke, so good comeback. Since all magical healing is clerical in nature, it's kind of balanced. Could be useful as an NPC on a religions hit list.


Goth Guru wrote:
That one was kind of a joke, so good comeback. Since all magical healing is clerical in nature, it's kind of balanced. Could be useful as an NPC on a religions hit list.

Witches, Bards, and Alchemists disagree with the bolded part of this statement.

RPG Superstar 2012 Top 32

2 people marked this as a favorite.

WARSMITH

BAB: +¾
Good Saves: Fortitude and Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Craft, Disable Device, Fly, Intimidate, Knowledge engineering, Knowledge nature, Perception, Profession, Ride, Spellcraft, Survival, Swim, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier

Warsmiths are proficient in all simple and martial weapons, all armors, and shields (but not tower shields).

LEVEL ABILITY
1. Arcane Strike, Bomb 1d6, Craft Arms and Armor, Enchanted Armor, Enhancements
2. Discovery, Enchanted Armor (+1)
3. Bomb 2d6
4. Discovery, Enchanted Armor (+2)
5. Bomb 3d6
6. Discovery, Enchanted Armor (+3)
7. Bomb 4d6
8. Discovery, Enchanted Armor (+4)
9. Bomb 5d6
10. Discovery, Enchanted Armor (+5)
11. Bomb 6d6
12. Discovery, Enchanted Armor (+6*)
13. Bomb 7d6
14. Discovery, Enchanted Armor (+7*)
15. Bomb 8d6
16. Discovery, Enchanted Armor (+8*)
17. Bomb 9d6
18. Discovery, Enchanted Armor (+9*)
19. Bomb 10d6
20. Discovery, Enchanted Armor (+10*), Forged Intellect

Arcane Strike: At 1st level, the warsmith gains Arcane Strike as a bonus feat.

Bomb (Su): As the alchemist special ability. Alchemist and warsmith levels stack when determining the base damage of a multi-classed character.

Craft Arms and Armor: At 1st level, the warsmith gains Craft Arms and Armor as a bonus feat, even if he does not meet the normal requirements.

Enchanted Armor (Su): Beginning at 1st level, the warsmith possesses a suit of enchanted armor that he has built. This armor is masterwork. While wearing his enchanted armor, the warsmith gains a number of bonus hit points equal to his warsmith level multiplied by his Intelligence modifier. At 2nd level, the warsmith’s enchanted armor gains a +1 enhancement bonus; this bonus increases by +1 at 4th level and every 2 levels thereafter. At 4th level, the warsmith may choose to add a special armor ability worth +1 in place of increasing its enhancement bonus by +1. Upon gaining an additional level, the warsmith can choose to change the special armor ability of his enchanted armor or enhancement bonus of his armor. The maximum enhancement bonus the warsmith‘s armor can possess is +5, but it can have a total of enhancement bonus and special ability bonus of up to +10.

In addition, the warsmith’s enchanted armor gains an additional special ability at 1st level, 2nd level, and every 2 levels beyond 2nd. While these special abilities are built into the warsmith’s suit of armor, they also take up one of the warsmith’s body slots from the following list of body slots: belt, body, chest, eyes, feet, hands, head, headband, neck, shoulders, or wrist. These special abilities mimic the abilities of wondrous items that normally fill the allocated body slot. The caster level required to construct the body slot item cannot exceed the warsmith’s level. At each level, the warsmith can choose to change the special abilities on his suit of enchanted armor.

Belts: belts and girdles.
Body: robes and vestments.
Chest: mantles, shirts, and vests.
Eyes: eyes, glasses, and goggles.
Feet: boots, shoes, and slippers.
Hands: gauntlets and gloves.
Head: circlets, crowns, hats, helms, and masks.
Headband: headbands and phylacteries.
Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs.
Shoulders: capes and cloaks.
Wrist: bracelets and bracers.

Enhancements (Sp): At 1st level, the warsmith learns a small number of arcane spells called enhancements. The warsmith uses the alchemist’s extracts known and extracts per day table. A warsmith prepares enhancements from an instruction manual the same way an alchemist prepares extracts from a formula book. A warsmith must have an Intelligence score equal to 10 + the spell level of an enhancement in order to cast enhancement. The save DC, if any, of a warsmith’s enhancement is 10 + the spell level + the warsmith’s Intelligence modifier. However, most warsmith enhancements target himself or his armor.

Discovery (Ex, Sp, or Su): At 2nd level, and every 2 levels beyond 2nd, the warsmith gains one of the following discoveries.

Discoveries:

Additional Armor: The warsmith may construct a number of additional suits of enchanted armor equal to his Intelligence modifier. He must pay the construction costs for these additional suits of armor. If the warsmith has the Enchanted Shield discovery, he may also construct a number of additional enchanted shields equal to his Intelligence modifier.

Alchemical Bomb Discovery: The warsmith selects a discovery from the list of alchemist discoveries; the selected discovery must be one that has the word “bomb“ in its name. The warsmith levels stack with alchemist levels for the purposes of qualifying for alchemical discoveries; a warsmith without alchemist levels uses his warsmith level as his alchemist level. This discovery may be selected more than once; each time, the warsmith selects a different bomb discovery.

Amateur Gunslinger: The warsmith gains Amateur Gunslinger as a bonus feat.

Armor Training: As the fighter ability of the same name. The warsmith may select this discovery up to 2 times. The first time, the warsmith gains the ability to

Armored Damage Reduction: While wearing his enchanted armor, the warsmith gains DR/adamantine equal to ½ his class level. The warsmith may select this discovery a second time; when he does, his damage reduction increases to DR/adamantine equal to his class level.

Armored Familiar: This discovery acts as the Tumor Familiar alchemist discovery, except the familiar is a mechanical construct, gaining all the traits of the construct type. When the warsmith selects this discovery, he may choose to apply the clockwork template to his familiar. The warsmith uses his class level as his equivalent alchemist level; alchemist and warsmith levels stack for the purposes of this discovery.

Deflective Armor: The warsmith’s enchanted armor’s armor bonus (including any enhancement bonus to its armor bonus), up to an amount equal to half the warsmith’s level, applies against touch and ranged touch attacks.

Energy Resistant Armor: The warsmith gains energy resistance 5 against one of the following energy types while wearing his enchanted armor: acid, cold, electricity, fire, or sonic. At 4th level, and every 2 levels thereafter, the warsmith’s energy resistance increases by 5 or he gains energy resistance 5 to a different energy type.

Efficient Armor Crafting: The warsmith reduces the cost of adding special abilities to his armor by 25%. The warsmith may select this discovery up to 3 times; its effects stack.

Enchanted Shield: The warsmith may enchant a shield as if it were a suit of enchanted armor. The only body slot enhancements the enchanted shield are the hand, ring, and wrist body slots.

Explosive Missile: The warsmith gains the alchemist discovery of the same name.

Extra Armor Slot: The warsmith’s enchanted armor gains an extra item body slot of the warsmith’s choice. This essentially gives the warsmith two item body slots of the same type on his enchanted armor. Each time the warsmith gains a new level, he can change which item body slot is doubled.

Firearm Enabled: The warsmith gains the ability to build firearms into his enchanted armor. A single one-handed firearm may be built into the wrist slot of the enchanted armor; this uses up the warsmith’s enchanted armor’s wrist slot. The warsmith can also build a one-handed or two-handed firearm into his shoulders slot. The warsmith must pay the cost of the built-in firearms.

Firearm Proficiency: The warsmith gains proficiency in all firearms.

Force Armor: The warsmith’s enchanted armor’s armor bonus (including any enhancement bonus to its armor bonus), up to an amount equal to the warsmith’s level, applies against incorporeal touch and incorporeal ranged touch attacks.

Gunsmithing: The warsmith gains Gunsmithing as a bonus feat.

Item Creator: The warsmith gains a bonus item creation feat. He must meet the requirements of the selected feat. He may select this discovery multiple times, each time selecting a different item creation feat that he meets the requirements for.

Skilled Armor: The warsmith selects one of the following skills: Acrobatics, Climb, Escape Artist, Fly, Stealth, or Swim. The warsmith’s enchanted armor provides him with a circumstance bonus equal to his level to the selected skill. The warsmith can select this discovery multiple times; each time, it applies to a different skill.

Sudden Spell: The warsmith can choose to cast any prepared spell that targets himself or his enchanted armor as an immediate action; this reduces the duration of the spell to 1 round.

Trapfinding: The warsmith adds half his class level on Disable Device skill checks to disarm traps and on Perception skill checks to detect traps. The warsmith can detect and disarm traps with a DC higher than 20 and can detect and disarm magical traps.

Vestigial Arm: The warsmith gains the alchemist discovery of the same name, using his warsmith level as his alchemist level. This discovery can be selected two times, gaining the same benefits of the alchemist version of this discovery. Additional arms are enhancements to the warsmith’s armor; the warsmith’s body does not grow additional limbs of his own when selecting this discovery.

Wings: The warsmith gains the alchemist discovery of the same name, using his warsmith level as his alchemist level. This discovery can be selected multiple times, gaining the same benefits of the alchemist version of this discovery. These wings are enhancements to the warsmith’s armor; the warsmith’s body does not grow wings of his own when selecting this discovery.

Forged Intellect: At 20th level, the warsmith gains either the Awakened Intellect grand discovery or the warsmith’s enchanted armor becomes an intelligent magic item.


Hmm. It's possible I missed this, but it didn't stand out browsing through the thread again. I'd like to see something that uses magic, to give bonuses/capability to a combat/melee type play. Kind of like a Tenser's Transformation that actually works, if you will. Flavor wise, it could be any number of things, but so far, the closest I came to a system like this was the eidolon's evolution, and I just can't balance that system for a class. :x

TLDR: Idea: Mage-Type binds spirit/demon or does ritual, or other weird magicry, gains appropriate power to be a fighter type.

RPG Superstar 2012 Top 32

I'd like to make a class that is kind of like the magus, but with no spells (or spells like the magus/bard) and lots of arcana and lots of arcana points, like 4 + Int modifier at 1st level and 2 points per level after 1st.

Most of the abilities would be immediate action or swift action 1 round or 1d4 round buffs.


That definitely sounds fun. My idea was inspired by stories of an old game a friend played from way back when. Where the "mage" character was the party's fighter, due to him using all his magic to just make himself a fiend in a fight.


Shiney wrote:
TLDR: Idea: Mage-Type binds spirit/demon or does ritual, or other weird magicry, gains appropriate power to be a fighter type.

I'd do this as alternate barbarian that gains his combat prowess from possession instead of actual rage changing the source of ability powers and rage powers and some intricacies of its working (supernatural instead of extraordinary, immunity to calm emotion but vulnerability to effects that deal with possession).

RPG Superstar 2012 Top 32

1 person marked this as a favorite.

HYDDENFOLK

Hyddenfolk normally appear to be humans, but tend to look more predatory, particularly when they are manifesting their mutagenic psyche.

+2 to One Ability Score: Hyddenfolk characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Size: Hyddenfolk are Medium creatures and have no bonuses or penalties due to their size. If a hyddenfolk’s size changes to Small due to her mutagenic psyche, she gains a +1 size bonus to her AC, a +1 size bonus on attack rolls, a –1 penalty to her Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

Speed: Hyddenfolk have a base speed of 30 feet.

Hidden Nature: Hyddenfolk receive a +2 racial bonus to Bluff, Disguise, and Stealth skill checks due to their deceptive natures.

Human Blood: Hyddenfolk count as humans for any effect related to race.

Mutagenic Psyche (Ex): A hyddenfolk’s mutagenic psyche is an alter ego that has a different personality than her normal form; it takes the form of a Small or Medium-sized humanoid creature. The mutagenic psyche often shares memories and basic goals with the hyddenfolk’s normal personality but goes about meeting those goals in a different manner. The mutagenic psyche is often ugly and monstrous, but just as often the changes are subtle and barely noticeable, or they may look as different as two unrelated people. Indeed, the mutagenic psyche often has his or her own name, and may attempt to maintain independent relationships and strongholds (though the alter ego’s limited time in existence often makes this difficult). The mutagenic psyche even has his or her own alignment (which is selected by the player, but must be different on both the ethical axis and moral axis from the hyddenfolk‘s normal alignment). The change in alignment only affects the hyddenfolk while she is manifesting her mutagenic psyche.

The hyddenfolk’s mutagenic psyche also has her own ability scores, character classes, class features, favored class bonuses, feats, languages, and skills; she is essentially a totally different character. Her ability scores are generated the same way the normal version of the hyddenfolk generated her ability scores (point buy, randomly rolled, elite array, etc.), she may choose to place her level-based ability score increases in the same or different ability scores as the normal version, and the mutagenic psyche can place her +2 racial bonus to her ability score in the same or a different ability than the normal version of the hyddenfolk. This ability otherwise functions as alter self. The hyddenfolk’s mutagenic psyche may select the following alchemist discoveries as feats, using his character level as his effective alchemist level.

Cognatogen, Feral Mutagen, Grand Cognatogen, Grand Mutagen, Greater Cognatogen, Greater Mutagen, Healing Touch, Lingering Spirit, Mummification, Mutagen, Nauseating Flesh, Parasitic Twin, Preserve Organs, Spontaneous Healing, Tentacle, Tumor Familiar, Vestigial Arm, Wings.

Once per day, usually at sundown or midnight, the hyddenfolk must make a DC 20 Will save or her mutagenic psyche manifests. For each night the hyddenfolk successfully makes her Will save, the DC increases by a cumulative +1 the following night. The hyddenfolk’s mutagenic psyche persists for 2d6 hours.

In order to access her mutagenic psyche voluntarily, the hyddenfolk must use a standard action and make a DC 20 Will save.

A hyddenfolk may be forced to assume her mutagenic psyche against her will by stress or damage. Anytime the character is in her normal form, she may be forced to switch forms after suffering a critical hit or failing a Fortitude save. In these situations the hyddenfolk must make a DC 20 Will save; if she fails, on her next turn she uses a standard action to change to her mutagenic psyche.

Languages: Hyddenfolk begin play speaking Common. Hyddenfolk with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

The hyddenfolk can select from the following racial feats.

Hyddenfolk Racial Feats:

Amphibious Psyche
Prerequisites: Swim 1 rank, hyddenfolk
Benefit: You gain a Swim Speed of 30 feet, a +8 racial bonus on Swim checks, and can take 10 on Swim skill checks when you assume your mutagenic psyche.

Arcane Psyche
Prerequisites: any metamagic feat, Cha 13+, Int 13+, Spellcraft 5 ranks, hyddenfolk
Benefit: Your mutagenic psyche can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day for every 2 ranks in Spellcraft that you possess. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Brutal Psyche
Prerequisites: BAB: +5, Str 13+, proficient in all simple weapons, hyddenfolk
Benefit: You add +2 to damage rolls with all simple weapons.

Creeping Psyche
Prerequisites: Climb 3 ranks, hyddenfolk
Benefit: You gain the benefits of spider climb whenever you assume your mutagenic psyche. This is an extraordinary ability.

Divine Psyche
Prerequisites: channel energy 3d6, hyddenfolk
Benefit: You add +1 per die of you channel energy ability whenever you assume your mutagenic psyche.

Durable Psyche
Prerequisites: Thick-skinned Psyche, Con 15+, hyddenfolk
Benefit: You gain a DR 1/- when you assume your mutagenic psyche.
Special: You may select this feat multiple times; its effects stack.

Enlarged Psyche
Prerequisites:[b] BAB: +1, hyddenfolk
[b]Benefit:[b] You gain the benefits of enlarge person whenever you assume your mutagenic psyche. This is an extraordinary ability.

[b]Hasty Psyche
Prerequisites: Acrobatics 5 ranks, Dex 15+, hyddenfolk
Benefit: You can use haste a number of rounds per day equal to half your ranks in Acrobatics; activating this ability is a swift action and the rounds do not need to be consecutive.

Huge Pysche
Prerequisites: BAB +14, Enlarged Psyche, hyddenfolk
Benefit: You gain the benefits of giant form 1 whenever you assume your mutagenic psyche. This improves to giant form 2 when your BAB improves to +16. This is an extraordinary ability.

Improved Amphibious Psyche
Prerequisites: Amphibious Psyche, Swim 3 ranks, hyddenfolk
Benefit: You gain a bonus on Constitution checks to hold your breath equal to the number of ranks in Swim you have. When you have 5 ranks in Swim, you gain the ability to breathe water.

Improved Visionary Psyche
Prerequisites: Visionary Psyche,, Perception 5 ranks, Wis 15+, hyddenfolk
Benefit: You can use see invisiblity a number of rounds per day equal to half your ranks in Perception; activating this ability is a swift action and the rounds do not need to be consecutive.

Mighty Psyche
Prerequisites: BAB: +1, Str 13+, hyddenfolk
Benefit: You gain a +1 bonus to your CMB during your mutagenic psyche.

Multiple Personalities
Prerequisites: Character level 3, Cha 17+, hyddenfolk
Benefit: You gain an additional number of mutagenic psyches equal to your Charisma modifier minus 2.

Pure Psyche
Prerequisites: Cha 13+, hyddenfolk
Benefit: You gain a +1 bonus on all saving throws during your mutagenic psyche.

Quick Psyche
Prerequisites:[b] Dex 13+, hyddenfolk
[b]Benefit:
Your speed for all your movement abilities increases by +10 feet when you assume your mutagenic psyche.

Resistant Psyche
Prerequisites: Con 13+, hyddenfolk
Benefit: Select acid, cold, electricity, fire, or sonic. You gain energy resistance 5 against the selected energy type.
Special: You may select this feat multiple times. Each time you do, you may select a different energy type or the same. If you select an energy type multiple times, your resistance to that energy type stacks.

Steady Psyche
Prerequisites: Con 13+, hyddenfolk
Benefit: You add your Constitution modifier to your Combat Maneuver Defense.

Stealthy Psyche
Prerequisites: Stealth 7 ranks, Dex 15+, hyddenfolk
Benefit: You can use invisiblity a number of minutes per day equal to half your ranks in Acrobatics; activating this ability is a swift action and the minutes do not need to be consecutive.

Swift Psyche[b]
[b]Prerequisites:
Con 13+, hyddenfolk
Benefit: You can assume your mutagenic psyche as a swift action.
Normal: You can assume your mutagenic psyche as a standard action

Thick-skinned Psyche
Prerequisites: Con 13+, hyddenfolk
Benefit: You gain a +1 natural armor class when you assume your mutagenic psyche.
Special: You may select this feat multiple times; its effects stack.

Visionary Psyche
Prerequisites: Perception 3 ranks, Wis 13+, hyddenfolk
Benefit: You gain darkvision with a range of 60 feet when you manifest your mutagenic psyche.

Wild Psyche
Prerequisites: wildshape, hyddenfolk
Benefit: Whenever you wildshape while manifesting your mutagenic psyche, you gain a +2 bonus to your choice of Strength, Dexterity, or Constitution..


I would love something Steampunk'ish. A Steampunk Gunner of some sort.


Whoa the hyddenfolk are awesome!!! But my question is, isn't having a second class broken and how do you level that class up?


How about a gun-blade fighter class?

RPG Superstar 2012 Top 32

Vero wrote:
Whoa the hyddenfolk are awesome!!! But my question is, isn't having a second class broken and how do you level that class up?

Yes.

And it levels up as the primary personality levels up.

Actually, power-level-wise, it is probably somewhere between the Leadership feat and Gestalt characters. Action economy of a single character, but with the choice of 2 classes at any one time. And the Will save to change is pretty hard, so it's not reliable.

Maybe I should change the DC from 20 to 20 +1 per successful change within the last 24 hours.


Could you try a rogue that lacks sneak attack?


Could I modify the Nightslinger for firearm heavy campaigns?


2 people marked this as a favorite.

i love to see an elemental fighter of some kind, as in a martial class with elemtal abilities


Yeh, an elemental fighter would be cool to play.


Or can someone make the PrC vigilante from 3.5 into a base class for pathfinder?


I don't know if someone already suggested these: Factotum or Archivist from 3.5 (first from Dungeonscape, created by Paizo's own Rich Burlew, the second from Heroes of Horror).

The first is the ultimate everyclass/intellectual adventurer, and one of the best builds for an Indiana Jones type character.

The second was a memorization/scholarship based divine caster, based on Call of Cthulu type investigators.

The Wanderer from the old 3rd ed Swashbuckling Adventures was one of the cooler characters that I always hoped would be imported into a splatbook for the core game. Basically the wanderer was a high skilled every- situation survivalist along the lines of Gulliver and Robinson Crusoe.

Risen Martyr from Book of Exalted Deeds. This was a prestige class originally, but could work as a character class. Also, it could be made darker, creating someone much like The Crow.


Monk/Natural Attack Ranger/Druid blending:

A martial artist who REALLY uses animals style arts, i.e. begins to adopt qualities of his or her art's animal.


Pathfinder Roleplaying Game Subscriber

BlueEyedDevil: Paizo's own is Jason Bulmahn, the co-author with Rich Burlew on Dungeonscape.

Also, check out Kobold Quarterly's Savant or Rite Publishing's Taskshaper.


BlueEyedDevil wrote:

I don't know if someone already suggested these: Factotum or Archivist from 3.5 (first from Dungeonscape, created by Paizo's own Rich Burlew, the second from Heroes of Horror).

The first is the ultimate everyclass/intellectual adventurer, and one of the best builds for an Indiana Jones type character.

The second was a memorization/scholarship based divine caster, based on Call of Cthulu type investigators......

I'd definitely second that suggestion of the Archivist; a guy in our 3.5 game played one and he had a lot of fun with the character. Nice blend spells, tomb-raiding, exploration, and gathering of Ancient knowledge kind of stuff.


Cheapy wrote:

BlueEyedDevil: Paizo's own is Jason Bulmahn, the co-author with Rich Burlew on Dungeonscape.

Also, check out Kobold Quarterly's Savant or Rite Publishing's Taskshaper.

All apologies, no offense meant, you're right of course. I was also thinking of the OOTS books.

I'll check out your recoms.


Pathfinder Roleplaying Game Subscriber

Yea, that was a bit stand-offish of me. Sorry! But those both should fit the concept. I like the Savant the most.

RPG Superstar 2012 Top 32

I'm working on an Archivist and elemental fighter-type.

Osirion

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

If Paizo ever decides to make their own version of the "Book of Erotic Fantasy" I would love to see something risque perhaps built around using illusion or conjuration magic to play on your victims fantasies and lure them into traps. For example: I would use my feminine wiles to entrance my foe and he would allow himself to be grappled (thinking "sumthin" is about to happen) and I could either perform a garrote attack or maybe handcuff him while he is unawares?

I was also thinking that maybe she could have powers like a cross between a succubus and a paladins mercy ability? Like instead of praying or studying a spellbook, she gets her daily spells through pleasure and maybe she gets her "mercy" powers through...the "energies" of other people. Like- charm abilities, and maybe some minor healing?

I could try to convert some stuff from the book of erotic fantasy...but converting 3rd edition while trying to keep it balanced, is a pain in the neck.

If nothing else- maybe you could private message me with some ideas? ;)
I am a girl btw.. and not some creepy guy who only likes to play girls.

RPG Superstar 2012 Top 32

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

If Paizo ever decides to make their own version of the "Book of Erotic Fantasy" I would love to see something risque perhaps built around using illusion or conjuration magic to play on your victims fantasies and lure them into traps. For example: I would use my feminine wiles to entrance my foe and he would allow himself to be grappled (thinking "sumthin" is about to happen) and I could either perform a garrote attack or maybe handcuff him while he is unawares?

I was also thinking that maybe she could have powers like a cross between a succubus and a paladins mercy ability? Like instead of praying or studying a spellbook, she gets her daily spells through pleasure and maybe she gets her "mercy" powers through...the "energies" of other people. Like- charm abilities, and maybe some minor healing?

I could try to convert some stuff from the book of erotic fantasy...but converting 3rd edition while trying to keep it balanced, is a pain in the neck.

If nothing else- maybe you could private message me with some ideas? ;)
I am a girl btw.. and not some creepy guy who only likes to play girls.

I made a Companion advanced class for a d20 Modern/Future Firefly 'verse campaign I never got off the ground. She used her wiles--her feminine wiles--to make her way in the world.

EDIT:

Found it!

Companions are elegant courtesans trained in the arts of seduction. They are respected and revered wherever they go.

Companion

Requirements:
Allegiance: Companion Motherhouse.
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Sense Motive 4 ranks.
Feats: Iron Will, Renown.
Special: Must have the Charm Talent.

Class Features:
Base Attack Bonus: +1/2
Medium Saving Throws: Reflex and Will
Hit Dice: 1d6
Class Defense Bonus: As Personality Advanced Class
Class Reputation Bonus: As Personality Advanced Class
Action Points Per Level: 7 + 1/2 character level

Class Skills:
Balance (Dex)*, Bluff (Cha), Computer Use (Int), Concentration (Con), Craft (pharmaceutical) (Int), Craft (visual art) (Int), Craft (writing) (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Escape Artist (Dex)*, Gather Information (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavorial sciences, business, civics, current events, history, popular culture, theology and philosophy) (Int), Listen (Wis), Perform (Cha), Pilot (Dex), Profession (Wis), Read/Write Language (None), Research (Int), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex)*, Speak Language (None), Spot (Wis), Treat Injury (Wis).

Skill Points Per Level: 7 + Int modifier.

LEVEL ABILITY
1. Extra Charming, Seduction
2. Astute
3. Bonus Feat
4. Sexual Healing
5. Beguile
6. Bonus Feat
7. Domination
8. Advanced Sexual Healing
9. Bonus Feat
10. Beguile the Masses

Extra Charming. The Companion gains the Charismatic Talent Charm for the sex she didn't choose before.

Seduction. The Companion spends 1 action point to activate this ability. The Companion adds her Reputation Bonus on her next Charisma check.

Astute. The Companion adds half her class level to her Sense Motive checks.

Bonus Feats. At levels 3, 6, and 9, the Companion chooses one of the following as a bonus feat. She must meet all prerequisites of the chosen feat.
Alertness, Archaic Weapons Proficiency, Blindfight, Confident, Creative, Deceptive, Defensive Martial Arts, Educated, Endurance, Focused, Improved Initiative, Lightning Reflexes, Nimble, Trustworthy, Weapon Finesse, Windfall.

Sexual Healing. The Companion must spend 1 action point activate this ability. At 4th level, a character that spends the night with a Companion regains hit points and ability points lost to temporary damage at an advanced rate--3 hit points per character level or 3 ability points restored per night spent enjoying the Companion's charms.

Beguile. At 5th level, the Companion can make a target character fall in love with her. The Companion must spend 1 action point to activate this ability. The target is allowed a Will Save with a DC of 10 + the Companion's Class Level + the Companion's Charisma modifier. If the target fails the Will Saving Throw, he becomes hopelessly in love with the Companion. The duration of this effect is a number of hours equal to 1d20 + the Companion's Charisma modifier + her Charm and Seduction modifiers. The target character has an attitude of Helpful. In addition, the Companion can force the target character to follow her commands by succeeding at an opposed Charisma check. The Companion adds her Charm and Seduction bonuses to this check as well.

Domination. The Companion must spend 1 action point to activate this ability. As an attack action, the Companion can target 1 character within 100 feet of her. The target is allowed a Will Save with a DC of 10 + the Companion's class level + her Charisma modifier. If the Will save is failed, the Companion can control the actions of a Medium sized or smaller humanoid creature. The Companion can generally force the subject to perform as she desires, within the limits of his abilities. Obviously self-destructive orders are ignored. Once control is established, the range at which it can be exercised is unlimited. The Companion does not need to see the target to control him. Control is maintained for 1 day per class level of the Companion.

Advanced Sexual Healing. The Companion must spend 1 action point to activate this ability. At 8th level, a character that spends the night with a Companion regains hit points and ability points lost to temporary damage at an advanced rate--5 hit points per character level or 5 ability points restored per night spent enjoying the Companion's charms. Also at 8th level, a character that spends the night with a Companion regains 1 point of ability drain.

Beguile the Masses. This ability is identical to the Beguile ability of the Companion, except it affects 1 target per class level of the Companion

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ARCHIVIST

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

Class Skills: Craft, Diplomacy, Heal, Knowledge (all). Linguistics, Perception, Profession, Spellcraft.

Skill Ranks per Level: 4 + Intelligence modifier.

Archivists are proficient in all simple weapons. Archivists are proficient in light and medium armor, but not shields.

LEVEL ABILITY
1. Dark Pool, Dark Knowledge, Dark Reserve, Scribe Scroll
2. Dark Knowledge, Lore Mastery
3. Dark Secret
4. Bonus Feat
5. Dark Knowledge
6. Dark Secret
7. Rapid Knowledge (move action)
8. Dark Knowledge
9. Dark Secret
10. Bonus Feat
11. Dark Knowledge
12. Dark Secret
13. Swift Knowledge (swift action)
14. Dark Knowledge
15. Dark Secret
16. Bonus Feat
17. Dark Knowledge
18. Dark Secret
19. Free Knowledge (free action)
20. Dark Knowledge

Spellcasting: An archivist casts divine spells, drawn primarily from the cleric/oracle spell list although he can eventually uncover, learn, and prepare noncleric divine spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The DC for a saving throw against an archivist’s spell is 10 + the spell level + the archivist’s Intelligence modifier.

Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is the same as a specialty wizard of his level. In addition, he receives bonus spells per day if he has a high Intelligence score. He must choose and prepare his spells ahead of time by getting a good night’s sleep and then spending 1 hour studying his prayer book. The archivist decides which spells to prepare while studying.

Prayer book: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayer book except for read magic, which archivists can prepare from memory. An archivist begins play with a prayer book containing all 0-level cleric/oracle spells plus three 1st-level cleric/oracle spells of the player’s choice. For each point of Intelligence bonus the archivist has, the prayer book has an additional 1st-level cleric/oracle spell. At each new class level, the archivist gains two new cleric/oracle spells for his prayer book; these can be of any spell level or levels that he can cast (based on his new archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayer book, but he must make any rolls and spend the time required.

Dark Pool (Ex): The archivist has a reserve of psychic energy that he uses throughout the day. This pool of energy has a number of points in it equal to ½ the archivist’s level + his Intelligence modifier. This pool of energy is replenished after 8 hours of rest.

Dark Knowledge (Ex): The archivist can use his knowledge of his opponents against them. As a standard action, the archivist makes a Knowledge check corresponding to the creature type of his opponent. The DC of this Knowledge check is 10 + the CR of the archivist’s opponent. If there are multiple opponents, the DC is based on the opponent with the highest CR. If the Knowledge check is successful, the archivist either grants himself and his allies a bonus against his opponents, or subjects his opponents to a penalty of some kind; both have a duration for a number of rounds equal to the archivist‘s Intelligence modifier (minimum 1 round). The save DC against the archivist’s abilities is 10 + ½ his archivist level + his Intelligence modifier.

The archivist selects one type of dark knowledge at 1st level, one at 2nd level, 5th level, and every three levels thereafter. The archivist must meet any requirements of the selected dark knowledge.

Dark Knowledges:

Dark Blood
Requirements: Heal 5 ranks
Benefit: Your opponents are sickened if they fail a Fortitude save. If you beat the Knowledge check by 10, they are nauseated instead. If you beat the Knowledge check by 20, they are paralyzed instead.

Dark Defense
Requirements: BAB +1
Benefit: You and your allies gain a +2 CMD against your opponents. If you beat the Knowledge check by 10, the bonus increases to +4. If you beat the Knowledge check by 20, the bonus increases to +6.

Dark Dreams
Requirements: Bluff 1 rank
Benefit: Your opponents are fatigued if they fail a Fortitude save. If you beat the Knowledge check by 10, they are exhausted instead. If you beat the Knowledge check by 20, they fall asleep instead.

Dark Focus
Requirements: Spellcraft 2 ranks
Benefit: You and your allies gain a +1 on the save DC of any spell, spell-like ability, or supernatural ability against your opponents. If you beat the Knowledge check by 10, the bonus increases to +2. If you beat the Knowledge check by 20, the bonus increases to +3.

Dark Magic
Requirements: Dark Focus, Spellcraft 5 ranks
Benefit: You and your allies gain a +2 on all caster level checks against your opponents. If you beat the Knowledge check by 10, the bonus increases to +4. If you beat the Knowledge check by 20, the bonus increases to +6.

Dark Maneuvers
Requirements: BAB +1
Benefit: You and your allies gain a +2 bonus on CMB checks against your opponents. If you beat the Knowledge check by 10, the bonus increases to +4. If you beat the Knowledge check by 20, the bonus increases to +6.

Dark Protection
Requirements: Perception 1 rank
Benefit: You and your allies gain a +1 bonus on CMB checks against your opponents. If you beat the Knowledge check by 10, the bonus increases to +2. If you beat the Knowledge check by 20, the bonus increases to +3

Dark Psyche
Requirements: Bluff 1 rank
Benefit: Your opponents are dazzled if they fail a Will save. If you beat the Knowledge check by 10, they are dazed instead. If you beat the Knowledge check by 20, they are stunned instead.

Dark Puissance
Requirements: BAB: +4
Benefit: You and your allies add +1d6 points of damage against your opponents. If you beat the Knowledge check by 10, this bonus damage increases to +2d6. If you beat the Knowledge check by 20, this bonus damage increases to +3d6.

Dark Purity
Requirements: Perception 1 rank
Benefit: You and your allies gain a +1 bonus on saving throws against the special attacks of your opponents. If you beat the Knowledge check by 10, the bonus increases to +2. If you beat the Knowledge check by 20, the bonus increases to +3

Dark Resiliency
Requirements: BAB +2
Benefit: You and your allies gain DR 1/- against the special attacks of your opponents. If you beat the Knowledge check by 10, this increases to DR 2/-. If you beat the Knowledge check by 20, this increases to DR 3/-.

Dark Soul:
Requirements: Intimidate 1 rank
Benefit: Your opponents are shaken if they fail a Will save. If you beat the Knowledge check by 10, they are frightened instead. If you beat the Knowledge check by 20, they are panicked instead.

Dark Spirit:

Dark Tactics:
Requirements: BAB: +1
Benefit: You and your allies gain a +1 bonus on attack rolls against your opponents. If you beat the Knowledge check by 10, the bonus increases to +2. If you beat the Knowledge check by 20, the bonus increases to +3

Dark Reserve (Ex): As long as you have at leas 1 point remaining in your dark pool, you gain one of the following benefits. Once the selection is made, it cannot be changed.

Dark Reserves:

Brilliant Surgeon: You add your Intelligence modifier to Heal skill checks and to the amount of hit points you restore when using the Heal skill.

Clever Quartermaster: You add your Intelligence modifier added to your Strength score for the purposes of determining your encumbrance.

Cunning Will: You add your Intelligence modifier to your Will saves.

Head Start: You add your Intelligence modifier to your Initiative checks.

Insightful Searcher: You add your Intelligence modifier to your Perception skill checks.

Witty Gossip: You add your Intelligence modifier to Diplomacy skill checks made to gather information.

Scribe Scroll: At 1st level, the archivist gains Scribe Scroll as a bonus feat.

Lore Mastery (Ex): An archivist adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Dark Secrets (Ex, Sp, or Su): At 3rd level, and every 3 levels thereafter, the archivist may select one of the following abilities. The archivist must meet any requirements of the selected ability.

Dark Secrets:

Channel Energy (Su): You gain the ability to channel energy as a cleric of your archivist level -2 a number of times per day equal to 1 + your Charisma modifier.

Divine Bond (Su): You select a bonded object. Objects that are the subject of a divine bond must fall into one of the following categories: amulet, holy symbol, ring, staff, wand, or weapon. These objects are always masterwork quality. If the object is an amulet or ring, it must be worn to have effect, while holy symbols, staves, wands, and weapons must be wielded. If an archivist attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the archivist has in his prayer book and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the archivist, including casting time, duration, and other effects dependent on the archivist's level. This spell cannot be modified by metamagic feats or other abilities.

An archivist can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, an archivist with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the archivist who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the archivist prepares his spells. If the object of a divine bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per archivist level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. An archivist can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Domain (Sp): The archivist gains a single domain, using his archivist level as his effective cleric level. He adds the spells of the domain to his prayer book.

Expanded Spell List (Sp): The archivist selects a divine spellcasting class. He gains the ability to add spells from the selected divine spellcasting class to his prayer book. This Dark Secret may be selected multiple times, each time selecting a different divine spellcasting class.

Familiar (Su): The archivist gains a familiar, using his archivist as his effective wizard level. A multi-classed archivist/wizard’s levels stack for the purpose of determining the abilities of his familiar.

Second Thought (Ex): You can spend 1 point from your dark pool as an immediate action and re-roll a single Knowledge skill check. You must be at least 9th level to select this dark secret.

Skill Mastery (Ex): Select a number of class skills equal to your Intelligence modifier. You can take 10 on the selected skills, regardless of distractions. You must be at least 12th level to select this dark secret. This dark secret may be selected multiple times; each time, the archivist must select different skills.

Spell Mastery (Ex): Select a number of spells equal to your Intelligence modifier. You can prepare the selected spells without your prayer book. This dark secret may be selected multiple times; each time, the archivist must select different spells.

Still Mind (Ex): The archivist gains a +2 bonus on Will saving throws against Enchantment effects.

Twin Knowledge (Ex): When you use your dark knowledge ability, you can target two different creature types (aberration, animals, constructs, etc.) with you dark knowledge ability. You must make a separate knowledge check (of the appropriate knowledge skill) for each creature type targeted.

Bonus Feat: At 4th level, 10th level, and 16th level, the archivist gains a bonus feat. The archivist must meet any requirements of the selected feat. The archivist may select any item creation feat, any metamagic feat, Skill Focus, or Spell Focus.

Rapid Knowledge (Ex): At 7th level, the archivist can use his dark knowledge ability as a move action.

Swift Knowledge (Ex): At 13th level, the archivist can use his dark knowledge ability as a swift action.

Free Knowledge (Ex): At 19th level, the archivist can use his dark knowledge ability as a free action.


Sup Smilo,

I'd like to see this made:

1. A healing/defensive (arcane) magic spell list (holy)
2. Spontaneous casting (sorcerer progression, maybe additional spells per day, maybe charisma based)
3. Access to all domains (good or neutral, one or more active per day, maybe lvl based)
4. Ranged healing ability with level increments (maybe up to 100')
5. No additional weapon or armor proficiency (priest type)
6. Good will, maybe fort
7. D6
8. bad bab
9. Some other pizzaz to make it interesting (maybe just channel).

Basically the concept is this, a class that almost has no need for physical weapons. Can heal from afar, and has the ability to punish enemies through plenty of holy attacks per day, and offensive/defensive buffs for her allies. Maybe a core set of spells known like a Sorc, but some variation in spells known through her choice of a domain for the day. This would could perhaps increase to 2 or even 3 active domains per day. Any inspiration here?

Osirion

SmiloDan wrote:


I made a Companion advanced class for a d20 Modern/Future Firefly 'verse campaign I never got off the ground. She used her wiles--her feminine wiles--to make her way in the world.

EDIT:

Found it!

Companions are elegant courtesans trained in the arts of seduction. They are respected and revered wherever they go.

Companion

Requirements:
Allegiance: Companion Motherhouse.
Skills: Bluff 6 ranks, Diplomacy 6 ranks, Sense Motive 4 ranks.
Feats: Iron Will, Renown.
Special: Must have the Charm Talent.

Class Features:
Base Attack Bonus: +1/2
Medium Saving Throws: Reflex and Will
Hit Dice: 1d6
Class Defense Bonus: As Personality Advanced Class
Class Reputation Bonus: As Personality Advanced Class
Action Points Per Level: 7 + 1/2 character level

Class Skills:
Balance...

How does this work for pathfinder?


SmiloDan wrote:


Brilliant Surgeon: You add your Intelligence modifier to Heal skill checks and to the amount of hit points you restore when using the Heal skill.

Clever Quartermaster: You add your Intelligence modifier added to your Strength score for the purposes of determining your encumbrance.

Cunning Will: You add your Intelligence modifier to your Will saves.

Head Start: You add your Intelligence modifier to your Initiative checks.

Insightful Searcher: You add your Intelligence modifier to your Perception skill checks.

Witty Gossip: You add your Intelligence modifier to Diplomacy skill checks made to gather information.

Cunning Will and Head Start are clearly better than the other four options, and Witty Gossip just looks like a poor version of Insightful Searcher. Why not let Insightful Searcher add to Perception and Sense Motive, Witty Gossip to Bluff and Diplomacy, and Brilliant Surgeon also adds Int to cure spells? Not sure what to do with Clever Quartermaster. Maybe they could stow or remove items or weapons as free actions in addition? Lets them swap out scrolls and potions very easily.

RPG Superstar 2012 Top 32

Tim4488 wrote:
SmiloDan wrote:


Brilliant Surgeon: You add your Intelligence modifier to Heal skill checks and to the amount of hit points you restore when using the Heal skill.

Clever Quartermaster: You add your Intelligence modifier added to your Strength score for the purposes of determining your encumbrance.

Cunning Will: You add your Intelligence modifier to your Will saves.

Head Start: You add your Intelligence modifier to your Initiative checks.

Insightful Searcher: You add your Intelligence modifier to your Perception skill checks.

Witty Gossip: You add your Intelligence modifier to Diplomacy skill checks made to gather information.

Cunning Will and Head Start are clearly better than the other four options, and Witty Gossip just looks like a poor version of Insightful Searcher. Why not let Insightful Searcher add to Perception and Sense Motive, Witty Gossip to Bluff and Diplomacy, and Brilliant Surgeon also adds Int to cure spells? Not sure what to do with Clever Quartermaster. Maybe they could stow or remove items or weapons as free actions in addition? Lets them swap out scrolls and potions very easily.

Good points. I like the idea of Swift Action potion/scroll/wand drawing and stowing.

Maybe free Gather Information, and maybe a roll twice and take better result?

RPG Superstar 2012 Top 32

CONSORT

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

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), Use Magic Device (Cha).

Skill Ranks per Level: 6 + Intelligence modifier.

Consorts are proficient in the club, dagger, hand crossbow, light crossbow, quarterstaff, rapier, scimitar, short bow, and shortsword. Consorts are not proficient in any armor or shields.

LEVEL ABILITY
1. Charm Pool, Charming, Ritual of Sharing, Seductive
2. Astute, Grace
3. Spell Knowledge
4. Sexual Healing
5. Spell Knowledge
6. Grace
7. Spell Knowledge
8. Beguile
9. Spell Knowledge
10. Grace
11. Spell Knowledge
12. Advanced Sexual Healing
13. Spell Knowledge
14. Grace
15. Spell Knowledge
16. Domination
17. Spell Knowledge
18. Grace
19. Spell Knowledge
20. Beguile the Masses

Spells::
A consort casts arcane spells, which are drawn from the consort spell list below. When she gains access to a new level of spells, she automatically knows all the spells for that level on the consort’s spell list. She can cast any spell she knows without preparing it ahead of time. Essentially, her spell list is the same as her spells known list. She also has the option of adding to her existing spell list through her spell knowledge class feature (see below) as she increases in level.
To cast a consort spell, she must have an Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a
saving throw against a consort’s spell is 10 + the spell’s level + the consort’s Cha modifier. Like other spellcasters, a consort can cast only a certain number of spells of each spell level per day. She uses the sorcerer’s base daily spell allotment. In addition, she receives bonus spells for a high Charisma score.
A consort need not prepare spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Charm Pool (Su): The consort has a pool of personal power that she can use to activate some of her abilities. This pool has a number of points in it equal to ½ her class level + her Charisma modifier.

Charming (Ex): The consort adds half her class level (minimum 1) on all Charisma-based skills made to influence characters who could be sexually attracted to her. This bonus can only be used against characters with attitudes of indifferent or better. It does not work against characters who are unfriendly or hostile.

Ritual of Sharing (Su): By spending 1 point from her charm pool and an hour with another character, the consort can transfer some of her personal power to the other character. A character can benefit from this ability a number of times per day equal to his Constitution modifier (minimum 1).
The character gains an additional daily uses equal to the consort’s Charisma modifier to the following abilities: alchemist bombs, barbarian rage, bardic performance, channel energy, domain ability that has a limited number of daily uses, wild shape, ki pool, inquisitor bane, magus arcane pool, any sorcerer bloodline ability that is normally useable 3 + Cha modifier times per day, summoner’s summon monster ability, or any wizard school ability that is normally useable 3 + Intelligence modifier times per day.
Alternatively, the character gains a single additional use of a cavalier’s challenge, inquisitor’s judgment, or paladin’s smite.
Finally, the character gains an additional spell per day; this spell cannot exceed the highest level spell the consort is capable of casting.

Seductive (Ex): The consort can spend 1 point from her charm pool as a swift action and add half her class level (minimum 1) to the next Charisma check she makes against a character who could be sexually attracted to her.

Astute (Ex): The consort adds half her class level to her Sense Motive checks.

Grace (Su): The consort’s force of personality manifests in ways that protect her. At 2nd level, and every 4 levels thereafter, the consort may select one of the following grace abilities.

Grace:

Graceful Charm: The consort’s charming ability works on creatures that are normally not sexually attracted to her.

Graceful Dancer: The consort adds her Charisma modifier as a dodge bonus to her AC.

Graceful Endurance: The consort adds her Charisma modifier to the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
This ability counts as the Endurance feat for the purposes of qualifying for other feats or abilities.

Graceful Enchantments: The consort adds her Charisma modifier to caster level checks.

Graceful Purity: The consort adds her Charisma modifier to her saving throws.

Graceful Seduction: The consort’s seductive ability works on creatures that are normally not sexually attracted to her.

Graceful Start: The consort adds her Charisma modifier to her initiative rolls.

Graceful Tenacity: The consort has a pool of extra hit points equal to her Charisma modifier multiplied by her class level. Whenever the consort suffers non-lethal damage, it is applied to this pool of extra hit points before counting against her normal hit point total.

Spell Knowledge (Ex): At 3rd level, and every 2 levels thereafter, the consort can add a new spell to her list, representing the result of personal study and experimentation. The spell may be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell she already knows or she can select any other spell from the sorcerer/wizard spell list, but its spell level is increased by 1. For example, dispel magic is usually 3rd level, but would be 4th level for the consort. Once a new spell is selected, it is forever added to her spell list and can be cast just like any other spell on her list.

Sexual Healing (Su): At 4th level, a character that spends the night with a consort (consider this 8 hours of rest) regains hit points and ability damage at an advanced rate. The character heals an additional number of hit points equal to half the consort‘s level and restores an additional amount of ability damage equal to half the consort‘s level per night spent enjoying the consort's charms. To activate this ability, the consort must spend 1 point from her charm pool per character she heals in this way; she can heal a number of characters per night equal to her Charisma modifier.

Beguile. At 8th level, the consort can make a target character fall in love with her. The consort must spend 1 point from her charm pool to activate this ability. The target is allowed a Will Save with a DC of 10 + ½ the consort’s class level + the consort's Charisma modifier. If the target fails the Will Saving Throw, he becomes hopelessly in love with the consort. The duration of this effect is a number of hours equal to 1d20 + the consort's Charisma modifier + her charming and seductive modifiers. The target character has an attitude of Helpful towards the consort. In addition, the consort can force the target character to follow her commands by succeeding at an opposed Charisma check. The consort adds her charming and seductive bonuses to this check as well.

Advanced Sexual Healing (Su): At 12th level, a character that spends the night with a consort (consider this 8 hours of rest) regains hit points and ability damage at an advanced rate. The character heals an additional number of hit points equal to the consort‘s level and restores an additional amount of ability damage equal to the consort‘s level per night spent enjoying the consort's charms. In addition, a character has a number of negative levels and points of ability drain equal to half the consort’s level restored. To activate this ability, the consort must spend 1 point from her charm pool per character she heals in this way; she can heal a number of characters per night equal to her Charisma modifier.

Domination (Su): Beginning a 16th level, the consort may spend 1 point from her charm pool to activate this ability. As a standard action, the consort can target 1 character within 100 feet of her. The target is allowed a Will Save with a DC of 10 + ½ the consort’s class level + her Charisma modifier. If the Will save is failed, the consort can control the actions of the creature. The consort can generally force the subject to perform as she desires, within the limits of his abilities. Obviously self-destructive orders are ignored. Once control is established, the range at which it can be exercised is unlimited. The consort does not need to see the target to control him. Control is maintained for 1 day per class level of the consort. The consort can dominate a number of creatures in this way up to her Charisma modifier.

Beguile the Masses. This ability is identical to the beguile ability of the consort, except it affects 1 target per class level of the consort.

Consort spell list::

0: daze, detect magic, detect poison, ghost sound, guidance, message, prestidigitation, read magic, resistance, touch of fatigue.

1: alarm, cause fear, charm person, disguise self, endure elements, hypnotism, liberating command, lock gaze, memory lapse, silent image, sleep, vanish, ventriloquism, youthful appearance.

2: admonitioning ray, adoration, alter self, blur, communal endure elementals, daze monster, delay pain, disguise other, eagle’s splendor, enthrall, hideous laughter, invisibility, mirror image, scare, shield other, silk to steel, touch of idiocy, unnatural lust.

3: deep slumber, displacement, healing thief, heroism, hold person, howling agony, lover’s vengeance, major image, nondetection, pain strike, rage, ray of exhaustion, reckless infatuation, suggestion, tiny hut, vampiric touch.

4: lesser age resistance, bestow curse, charm monster, confustion, crushing despair, fear, illusory wall, greater invisibility, mass daze, detect scrying, lesser geas, locate creature, moonstruck, phantasmal killer, rainbow pattern, scrying.

5: break enchantment, covetous aura, dominate person, dream, feeblemind, hold monster, mind fog, nightmare, mass pain strike, telepathic bond, waves of fatigue

6: age resistance, cloak of dreams, geas/quest, greater heroism, leashed shackles, major curse, mislead, serenity, mass suggestion, transformation, unwilling shield, veil.

7: greater age resistance, circle of clarity, expend, mass hold person, insanity, mass invisibility, joyful rapture, power word blind, project image, resonating word, sequester, waves of ecstasy, waves of exhaustion.

8: antipathy, binding, mass charm monster, clone, euphoric tranquility, irresistible dance, mind blank, power word stun, protection from spells, scintillating pattern, screen, sympathy.

9: communal mind blank, dominate monster, heroic invocation, mass hold monster, overwhelming presence, power word kill, weird.


Azten wrote:
Goth Guru wrote:
That one was kind of a joke, so good comeback. Since all magical healing is clerical in nature, it's kind of balanced. Could be useful as an NPC on a religions hit list.
Witches, Bards, and Alchemists disagree with the bolded part of this statement.

The standard healing potions and wands would not work on them.

I think witches make a pact with something an atheist does not believe in. A healing infusion would work on an atheist, but how often will that come up.


Pathfinder Roleplaying Game Subscriber

The witch doesn't so much make a pact with something as the something takes interest in the witch.

Healing isn't by itself divine. It's taking energy from the plane of positive energy, and poking people with it.


The Consort makes me giggle a little inside. The spell list helps.

Goth Guru wrote:
The standard healing potions and wands would not work on them.

Um... Why wouldn't healing wands and potions work on Witches, Bards, or Alchemists?

RPG Superstar 2012 Top 32

Azten wrote:

The Consort makes me giggle a little inside. The spell list helps.

Yeah, I felt a bit silly designing it.

And really silly posting it.

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