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Epic Meepo Presents: Archetypes


Suggestions/House Rules/Homebrew

101 to 150 of 287 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
RPG Superstar 2009 Top 16, 2012 Top 32

Drejk wrote:
My personal concern: isn't damage bonus of Sanctified Athlete's accuracy ability a bit too high? ... Or is it intended to work only when making single attack?

Accuracy is intended to apply only to actions that restrict you to one attack against one target.

Here's a revision to clarify that point:

Accuracy (Ex) At 1st level, whenever you perform an action that allows you to make a single weapon attack against a single target, you gain a +1 bonus on your attack roll and a bonus equal to your sanctified athlete level on your damage roll. You do not gain these bonuses when performing an action that allows you to attack more than one time or to attack more than one target. At 5th level, and every four levels thereafter, the attack bonus granted by this ability increases by 1. This replaces flurry of blows.


Pathfinder Roleplaying Game Subscriber

You might want to also have once per round limit on that, unless you're fine with a monk specced for getting as many AoOs as possible getting a ton of Accuracy-powered strikes.

RPG Superstar 2009 Top 16, 2012 Top 32

Cheapy wrote:

You might want to also have once per round limit on that, unless you're fine with a monk specced for getting as many AoOs as possible getting a ton of Accuracy-powered strikes.

I think I'm actually okay with that, given the archetype's otherwise-low damage output.

RPG Superstar 2009 Top 16, 2012 Top 32

I'd like to thank the readers who voted for me in RPG Superstar 2012.

Though I won't be moving on to the monster design round, I appreciate your support.


:(

<casts good hope on Epic Meepo>

I'd love to see you in third round. A pitty that making a monster wasn't second round. I think you'd overrun and trampled that task in no time.


Indeed, that would have been your round for sure!

RPG Superstar 2009 Top 16, 2012 Top 32

Azten wrote:
Indeed, that would have been your round for sure!

That and last year's archetype round. I designed the rage-warped barbarian as my submission for that round, had I made it in.

And speaking of archetypes...

RPG Superstar 2009 Top 16, 2012 Top 32

5 people marked this as a favorite.

---
Oracle Archetypes
The following are archetypes for the oracle class.

Militant Oracle:
Modifies class skills; Replaces mystery spells, 1st-level revelation.

Militant oracles don't just convey the will of the gods; they enforce it. As a militant oracle, you have the following class features.

Class Skills You gain Intimidate, Knowledge (engineering), Perception, and Ride as additional class skills. You do not otherwise gain the additional class skills listed for your chosen mystery.

Skill at Arms (Ex) At 1st level, you gain the skill at arms revelation from the Battle mystery, even if the Battle mystery is not your chosen mystery. This replaces your 1st-level revelation.

Mystery Spells You do not gain any bonus spells known from your mystery unless your mystery is the Battle mystery. If your chosen mystery is the Battle mystery, you gain bonus spells known as normal.

Mystical Scholar:
Modifies class skills, weapon and armor proficiency; Replaces oracle's curse, 1st-level revelation

Instead of being cursed with divine magic, mystical scholars actively seek it out. As a mystical scholar, you have the following class features.

Class Skills You gain Appraise and all Knowledge skills as class skills. You do not otherwise gain the additional class skills listed for your chosen mystery.

Weapon and Armor Proficiency You do not gain medium armor proficiency unless you have the skill at arms revelation from the Battle mystery. If you have the skill at arms revelation, you gain medium armor proficiency instead of heavy armor proficiency.

Complex Gestures (Ex) Your spells with somatic components are accomplished through the use of practiced ritualistic gestures. Your oracle spells count as arcane spells for the purpose of arcane spell failure due to medium armor, heavy armor, and shields. Your oracle spells are not subject to arcane spell failure due to light armor. This replaces oracle's curse.

Lore Keeper (Ex) At 1st level, you gain the lore keeper revelation from the Lore mystery, even if the Lore mystery is not your chosen mystery. This replaces your 1st-level revelation.

Prophetic Seer:
Replaces 1st-level revelation, 11th-level revelation.

Prophetic seers receive visions of the future. As a prophetic seer, you have the following class features.

Deja Vu (Su) You can always act in a surprise round even if you don't notice your enemies, though you remain flat-footed until you act. This replaces your 1st-level revelation, but counts as a revelation for the purpose of meeting the prerequisites of feats (such as the Extra Revelation feat).

Prophetic Dreams (Su) At 11th level, you may receive prophetic dreams when you rest. This effect is similar to a divination spell with your caster level, but has no casting time; it is just part of the normal dreams or visions that occur every night. This ability replaces the revelation you would otherwise gain on 11th level.

Prophetic Visions (Su) At 11th level, you gain the vision hex from the major hex feature of the witch class. You cannot use this hex to affect an unwilling creature.

Spellblight Oracle:
Replaces oracle's curse

Spellblight oracles are cursed by the forces of magic itself. As a spellblight oracle, you have the following class features.

Spellblight (Su) You permanently suffer one minor spellblight of your choice. This spellblight cannot be cured by any means, and affects you even if you would normally be immune to its effects. This replaces oracle's curse.

Wise Oracle:
Modifies weapon and armor proficiency, spells.

Wise oracles are noted for their great insight and perception. As a wise oracle, you have the following class features.

Weapon and Armor Proficiency You do not gain proficiency with any armor or shield unless you have the skill at arms revelation from the Battle mystery. If you have the skill at arms revelation, you gain light armor proficiency instead of heavy armor proficiency.

Spells You use your Wisdom score and Wisdom modifier in place of your Charisma score and Charisma modifier for the purpose of your spells oracle class feature. This modifies spells.

AC Bonus (Ex) You gain the AC bonus monk class feature as if your wise oracle levels were monk levels. As with a monk, you lose this AC bonus any time you wear armor, use a shield, or carry a medium or heavy load. If you have more than one class that grants the AC bonus monk class feature, your levels in those classes stack for the purpose of that ability.


... Honestly, one of the better ideas for a non-fighting "Priest" could just be a Wise Oracle who also drops BAB and HD to 1/2 and d6. It's a concept that comes up fairly frequently and Wise Oracle is an extremely elegant way to get halfway there. Perhaps they get additional revelations for the trade-off, or can access a 2nd Mystery at higher levels? Or more simply, drop BAB and HD, bump skill points to 6+Int and increase the class skill list, though that may not be worth the hit in combat capability and I'm not sure how I feel about 6+Int on a full divine caster.

I apologize if this breaks the rule on revisions in this thread, and if so, will delete this comment. If that's the case, is it okay if I start a new thread referencing this one, EM?

Cheliax

Interesting Oracles, I don't play them but this archetypes look solid.

RPG Superstar 2009 Top 16, 2012 Top 32

Tim4488 wrote:
I apologize if this breaks the rule on revisions in this thread, and if so, will delete this comment. If that's the case, is it okay if I start a new thread referencing this one, EM?

No need to delete anything, though I'd prefer to see further discussion about re-purposing my archetypes moved to a separate thread. I want to keep this thread lean and easy to browse by keeping lengthy tangents to a minimum. But feel free to start a thread that links back to this one.

Silver Crusade

You should just open a google doc dood.

RPG Superstar 2009 Top 16, 2012 Top 32

4 people marked this as a favorite.

By popular request, here's the Google Docs version:

Epic Meepo Presents: Archetypes (Google Document)

It's nothing fancy, but it collects all the archetypes from this thread in one place.


Looking forward to my favorite classes, Ranger and Rogue!

RPG Superstar 2009 Top 16, 2012 Top 32

3 people marked this as a favorite.

---
Paladin Archetypes
The following are archetypes for the paladin.

Domain Paladin:
Modifies spells; Replaces divine bond

Domain paladins have a strong tie to the interests of a particular deity. As a domain paladin, you have the following class features.

Spells Your paladin spell list is replaced by the list of all 4th- and lower-level domain spells from each domain granted by your deity. If you don't have a deity (or have more than one), choose a single deity whose alignment is within one step of your own and use that deity's granted domains for the purpose of this class feature.

Domain At 5th level, choose one of the domains whose spells replaced your paladin spell list. You gain the granted powers of the chosen domain as if your paladin levels were cleric levels. If you have levels in more than one class that grants the chosen domain, your levels in those classes stack for the purpose of the granted powers of that domain. This replaces divine bond.

DOMAIN ANTIPALADINS
An antipaladin can take this archetype, in which case the domain class feature replaces fiendish boon instead of divine bond.

Noble Paladin:
Modifies smite evil; Replaces divine bond.

Noble paladins belong to the same aristocratic orders as cavaliers. As a noble paladin, you have the following class features.

Mount (Ex) At 1st level, you gain the mount cavalier class feature, using your paladin level as your effective cavalier level. If you have more than one class that grants the mount class feature, your levels in those classes stack for the purpose of your mount. This replaces divine bond.

Order (Ex) At 1st level, choose one cavalier order. You gain the benefits of that order, treating your paladin levels as cavalier levels. If you have more than one class that lets you choose an order, you must choose the same order for each class, and your levels in those classes stack for the purpose of the order class feature. For the purpose of order abilities that apply only when using the challenge ability, your smite evil ability counts as the challenge ability.

Smite Evil (Su) When using the smite evil ability, if your target is evil, you add your paladin level to all damage rolls made against the target, and your attacks automatically bypass any DR that creature might possess. You do not gain any of the other benefits of a standard paladin's smite evil ability (to don't gain any bonus to attack rolls, don't gain any bonus to AC, etc.).

Prejudiced Paladin:
Modifies alignment, smite evil; Replaces aura of good, detect evil, divine grace, divine bond, aura of faith.

Prejudiced paladins are convinced that most creatures not of their own type are evil monsters. As a prejudiced paladin, you have the following class features.

Alignment Any.

Prejudice For the purpose of all your paladin class features and spells, animals, plants, vermin, and creatures of your own creature type count as non-evil, regardless of their actual alignment; all other creatures count as evil. Creatures that count as evil never count as legitimate authority figures or innocents for the purpose of your code of conduct paladin class feature. This replaces aura of good, detect evil, divine grace, and divine bond.

Smite Evil (Su) When using the smite evil ability, if your target is evil, you add your paladin level to all damage rolls made against the target, and your attacks automatically bypass any DR that creature might possess. You do not gain any of the other benefits of a standard paladin's smite evil ability (to don't gain any bonus to attack rolls, don't gain any bonus to AC, etc.).

Aura of Purity (Su) At 14th level, you and all allies within 10 feet gain a +4 bonus on saving throws against the racial abilities of evil creatures. This ability functions while you are conscious, but not if you are unconscious or dead. This ability replaces aura of faith.

Wayward Paladin:
Modifies alignment; Replaces aura of good, code of conduct, associates.

Wayward paladins have turned their back on the code of conduct tied to their righteous power, and suffer a curse as a result. As a wayward paladin, you have the following class features.

Alignment Any.

Divine Curse (Ex) At 1st level, you gain the oracle's curse class feature if you don't already have it. If you later gain a level of oracle, you don't gain oracle's curse a second time. Your levels of afflicted paladin count as oracle levels, and stack with any actual oracle levels you have, for the purpose of the oracle's curse class feature. This replaces your aura of good, code of conduct, and associates class features.

WAYWARD PALADINS AND EX-PALADINS
At the GM's option, any time a paladin without the wayward paladin archetype would become an ex-paladin, that paladin may choose to instead gain the wayward paladin archetype. The paladin can only choose to do so if the paladin could have taken the the wayward paladin archetype on paladin level 1st (i.e., the paladin does not have another paladin archetype that modifies alignment or that modifies or replaces code of conduct or associates).

Witch Hunt Paladin:
Modifies alignment, code of conduct; Replaces aura of good, channel positive energy, divine bond.

Witch hunt paladins believe that demons, devils, and other evil outsiders are the source of all arcane magic. As a witch hunt paladin, you have the following class features.

Alignment Any.

Witch Hunt Morality For the purpose of all your paladin class features and spells, creatures with arcane spell slots count as having the evil subtype. Creatures that neither have nor count as having the evil subtype count as good, regardless of their actual alignment. This replaces aura of good.

Dispel Magic (Sp) At 4th level, you may use dispel magic as a spell-like ability, using your class level as your caster level. Using this ability consumes two uses of your lay on hands ability. At 11th level, you can use greater dispel magic instead. This replaces channel positive energy.

Arcane Resistance (Su) Starting at 5th level, you gain spell resistance equal to 10 + your class level against arcane spells. You cannot voluntarily lower this spell resistance. This replaces divine bond.

Code of Conduct You lose all class features except proficiencies if you ever casts an arcane spell or willingly activate a spell-completion or spell-trigger item that stores an arcane spell. This replaces the normal paladin code of conduct.

These archetypes have also been added to the Google Document for this thread.

Andoran

Epic Meepo wrote:

By popular request, here's the Google Docs version:

Epic Meepo Presents: Archetypes (Google Document)

It's nothing fancy, but it collects all the archetypes from this thread in one place.

You totally rock. I was just coming in this thread to start copying and pasting them into a text document.

Also, my condolences on not moving on, its their loss.


Pathfinder Roleplaying Game Subscriber

I was hoping most of the paladin ones wouldn't just be ones that loosened the restriction on alignment.

At least there's a google docs now!


Cheapy wrote:

I was hoping most of the paladin ones wouldn't just be ones that loosened the restriction on alignment.

At least there's a google docs now!

I'm digging the domain paladin. The idea that you can get all the domain spells from your god seems to fit more of a Champion of the Gods imo. The only problem I see is overlap in spells. If you chose Iomedae your 3rd and 4th level spell list may be only 2 or 3 spells, and they will be underwhelming.

Maybe give them the power to choose subdomains as well? or even give them subdomain spells too.


Pathfinder Roleplaying Game Subscriber

Paladins can already get domains, from Sacred Servant. The advantages of EM's version is that it doesn't have the less often Smite Evil.

RPG Superstar 2009 Top 16, 2012 Top 32

Matt Stich wrote:

I'm digging the domain paladin... The only problem I see is overlap in spells. If you chose Iomedae your 3rd and 4th level spell list may be only 2 or 3 spells, and they will be underwhelming.

Maybe give them the power to choose subdomains as well? or even give them subdomain spells too.

Subdomains added.

Plus, there's always Unsanctioned Knowledge.


More please.

:)

Grand Lodge

Because of this thread, if we ever move away from our E6'd Beginner Box game, I will for the first time allow monks. Long live the asterisk monk!

Additionally... Just amazing work and thanks to the link I was introduced to your monster thread.


The suspense is killing me.


Huh. The "franciscan-like" monk is BETTER than my own Friar archetype. Even if I hate having to say it.^_^

RPG Superstar 2009 Top 16, 2012 Top 32

1 person marked this as a favorite.

---
Ranger Archetypes
The following are archetypes for the ranger.

Commando:
Modifies class skills, hunter's bond; Replaces wild empathy, spells.

Commandos are skilled soldiers trained to work in small teams that locate and neutralize high-value targets. As a commando, you have the following class features.

Class Skills You gain Disable Device and Use Magic Device as additional class skills.

Trapfinding (Ex) You add 1/2 your level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). You can use Disable Device to disarm magic traps. This replaces wild empathy.

Hunter's Bond (Ex) You must select to bond with your hunting companions with this ability. Whenever you activate hunter's bond, choose one teamwork feat you possess. Each ally that gains a bonus from your hunter's bond also gains the chosen feat as a bonus feat for as long as the bonus from your hunter's bond lasts. The ally need not meet the prerequisites of the chosen feat.

Teamwork Feats At 4th level, and again every four levels thereafter, choose one teamwork feat whose prerequisites you meet. You gain that feat as a bonus feat. This replaces the spells class feature. You do not gain any ranger spells or spellcasting abilities, do not have a ranger caster level, and do not have any spells on your ranger spell list (affecting your ability to use spell trigger or spell completion magic items, accordingly).

Master of the Hunt:
Modifies favored enemy, hunter's bond, quarry.

A master of the hunt focuses on a single target at a time, and may choose to join in the mythical Wild Hunt when stalking prey. As a master of the hunt, you have the following class features.

Favored Enemy (Ex) Instead of selecting one of the standard favored enemy types, you gain "the last creature you selected with your quarry ability" as your favored enemy type. The specific creature that falls into this category changes every time you target a new creature with your quarry ability. You don't gain additional favored enemy types after ranger level 1st, though your bonus against your existing favored enemy increases at 8th level and every five levels thereafter, as normal.

Quarry (Ex) You gain this ability at 1st level instead of 11th, though your critical threats against your quarry are not automatically confirmed unless you are at least 11th level. You may select a creature as your quarry even if it is not a currently favored enemy.

Hunter's Bond (Ex) Instead of bonding with your hunting companions or an animal companion, you may instead choose to gain the wild hunt ability described below. If you do, this wild hunt ability replaces spells; you do not gain any ranger spells or spellcasting abilities, do not have a ranger caster level, and do not have any spells on your ranger spell list (affecting your ability to use spell trigger or spell completion magic items, accordingly).

Wild Hunt (Su) You can select this ability with your hunter's bond class feature, as noted above. If you do, starting at 4th level, whenever you choose a quarry, you may choose to have a number of dogs equal to one plus one per four master of the hunt levels appear as if summoned by a summon monster I spell. Each dog remains for as long as you retain your current quarry or until the dog is slain, up to a maximum of eight hours. The summoned dogs will only assist you and other creatures by tracking your current quarry or attacking your current quarry.

Starting at 5th level, each creature summoned by this ability gains the benefits of a greater magic fang spell with a caster level equal to your master of the hunt level for as long as it remains summoned. This spell effect cannot be dispelled or disjoined. Starting at 10th level, you may choose to summon wolves with this ability instead of dogs, and any creatures you summon with this ability are immune to mind-affecting effects. Starting at 15th level, you may choose to summon yeth hounds with this ability instead of dogs or wolves. Creatures other than your quarry are immune to the bay special attack of any yeth hound summoned in this manner.

Vagabond Ranger:
Modifies favored terrain; Replaces woodland stride.

Vagabond rangers regularly move from place to place, adapting to local terrain conditions as needed. As a vagabond ranger, you have the following class features.

Favored Terrain (Ex) You don't gain additional favored terrain types after ranger level 3rd, though your bonus when in your existing favored terrain increases at 8th level and every five levels thereafter, as normal. Starting at 8th level, as a move action once per day, you may select a new favored terrain type. This favored terrain type replaces your existing favored terrain type, as if it were the terrain type you chose upon gaining 3rd level.

Acrobatic Steps (Ex) At 7th level, you gain Acrobatic Steps as a bonus feat, even if you don't meet its normal prerequisites. This replaces woodland stride.

Versatile Ranger:
Modifies favored enemy.

Versatile rangers learn to hunt a wide range of creatures. As a versatile ranger, you have the following class feature.

Favored Enemy (Ex) You gain only half the normal bonus from the favored enemy ability, and don't gain additional favored enemies after ranger level 1st. Your bonus against your existing favored enemy still increases at 5th level and every five levels thereafter, but it only increases by one on each of those levels instead of increasing by two. However, your favored enemy is chosen from the following list of options instead of the standard list:

  • Natural Creatures: all animals, humanoids, plants, and vermin.
  • Supernatural Creatures: all dragons, fey, magical beasts, monstrous humanoids, and outsiders.
  • Unnatural Creatures: all aberrations, constructs, oozes, and undead.

Wrangler:
Modifies favored enemy, hunter's bond; Replaces combat style, spells.

Wranglers are more focused upon animal companions than upon favored enemies or spells. As a wrangler, you have the following class features.

Favored Enemy (Ex) You gain your first favored enemy at 5th level instead of 1st level. You gain additional favored enemies at 10th level and every five levels thereafter, as normal.

Hunter's Bond (Ex) You gain hunter's bond at 1st level instead of 4th. You must select an animal companion with this ability, and your effective druid level for your animal companion equal your full wrangler level instead of your ranger level minus three.

Teamwork (Ex) At 2nd level, and every four levels thereafter, choose one teamwork feat whose prerequisites you meet. You gain that feat as a bonus feat. As a trick, you may teach your animal companion to use all teamwork feats you have selected with this ability, in which case your animal companion gains all of those feats as bonus feats, even if it doesn't meet their normal prerequisites. This replaces combat style and spells. You do not gain any ranger spells or spellcasting abilities, do not have a ranger caster level, and do not have any spells on your ranger spell list (affecting your ability to use spell trigger or spell completion magic items, accordingly).

Master Trainer (Ex) At 4th level, you receive a bonus equal to 1/2 your wrangler level on Handle Animal checks. In addition, you can reduce the time needed to teach an animal a new trick or train an animal for a general purpose to 1 day per 1 week required by increasing the DC by +5. You can also train more than one animal at once, although each animal after the first adds +2 to the DC.

These archetypes have also been added to the Google Document for this thread.


At least going Commando still let's you wear armor! XD

Sorry, I couldn't resist.

I really like the Versatile ranger and the Wrangler. Nice job yet again!


For some reasons, I keep reading Azten as Aizen...

Where is my Archetype fix?

RPG Superstar 2009 Top 16, 2012 Top 32

4 people marked this as a favorite.

---
Rogue Archetypes
The following are archetypes for the rogue.

The archetype marked with an asterisk is an archetype for the ninja subclass.

Masked Man*:
Replaces poison use, 2nd-level ninja talent, light steps, hidden master.

Masked men and women are ninjas that make frequent use of disguises and other props during the course of their adventures. As a masked man or woman, you have the following class features.

Alter Ego (Ex) Whenever your body and at least half of your face are covered, you can disguise yourself as a generic member of your normal race, gender, and age category as a standard action. This disguise obscures your identifying physical features, but does nothing to disguise any distinctive armor, clothing, or mask you are wearing. Creatures that already associate your true identity with whatever you are currently wearing can identify you in that manner. This replaces poison use.

Deep Pockets (Ex) Starting at 2nd level, you may carry unspecified equipment worth up to 50 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, you may dig through your pockets to retrieve an item you specify at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, you can retrieve no more items until you refill your deep pockets by spending a few hours and an amount of gold to bring your total up to 50 gp per class level. This ability replaces your 2nd-level ninja talent and light steps.

Contingency Plan (Su) At 20th level, you have accumulated numerous favors and exotic magical resources. Once per day, you can cast miracle as a spell-like ability. You can use this ability as an immediate action in response to your own death. If you use this ability to produce an effect with a costly material component, you must provide that component. This replaces hidden master.

Suggested Ninja Tricks Choking bombs, feather fall, forgotten trick, hidden weapons, ki charge, rogue talent (canny observer, cunning trickster, follow clues, quick disguise, or quick trapsmith), and smoke bombs.

Suggested Master Tricks Advanced talent (knock-out blow or thoughtful reexamining), blinding bombs, evasion, master disguise, and see the unseen.

Ruffian:
Modifies evasion.

Ruffians often find themselves in combat. As a ruffian, you have the following class features.

Combat Savvy (Ex) Whenever you make an attack roll, you may choose to gain a +1 bonus on that roll. If you do, your attack doesn't count as a sneak attack, even if you're attacking a creature that is flat-footed or flanked. At 5th level, and every four levels thereafter, the bonus you gain on your attack roll when you choose to use this ability increases by an additional +1.

Nimble (Ex) Starting at 2nd level, you gain a +1 dodge bonus to AC while wearing light or no armor. Anything that causes you to lose your Dexterity bonus to AC also causes you to lose this dodge bonus. At 6th level, and every four levels thereafter, this dodge bonus increases by +1, to a maximum of +5 at 20th level. This replaces evasion. (If you later take the improved evasion advanced talent, you gain the full normal benefits of that talent.)

Suggested Rogue Talents Any talents that affect your sneak attack, plus assault leader, combat trick, finesse rogue, positioning attack, resiliency, strong impression, surprise attack, survivalist, and weapon training.

Suggested Advanced Talents Any advanced talents that affect your sneak attack, plus defensive roll, hunter's surprise, knock-out blow, opportunist, and unwitting ally.

Scoundrel:
Replaces evasion.

Always wary of the nefarious company they keep, scoundrels are quick to evade their opponent's blows and strike from afar. As a scoundrel, you have the following class features.

Shoot First (Ex) You gain Quick Draw as a bonus feat. If your hands are free and unrestrained, and the ranged weapon is not hidden, you can draw a ranged weapon as part of making an initiative check. Starting at 6th level, you gain a bonus on initiative checks equal to one-half your scoundrel level, and can always act in a surprise round even if you don't notice your enemies.

Nimble (Ex) Starting at 2nd level, you gain a +1 dodge bonus to AC while wearing light or no armor. Anything that causes you to lose your Dexterity bonus to AC also causes you to lose this dodge bonus. At 6th level, and every four levels thereafter, this dodge bonus increases by +1, to a maximum of +5 at 20th level. This replaces evasion. (If you later take the improved evasion advanced talent, you gain the full normal benefits of that talent.)

Suggested Rogue Talents Canny observer, firearm training, getaway artist, grit, hard to fool, offensive defense, snap shot, sniper's eye, and surprise attack.

Suggested Advanced Talents Another day, confounding blades, defensive roll, fast tumble, getaway master, and improved evasion.

Thief:
Replaces evasion.

Thieves know best how to rob and steal. As a thief, you have the following class features.

Theft (Ex) You gain Improved Disarm and Improved Steal as bonus feats, even if you don't meet their normal prerequisites. At 6th level, you also gain Greater Disarm and Greater Steal as bonus feats, even if you don't meet their normal prerequisites.

Stab-and-grab (Ex) Starting at 2nd level, whenever you make a sneak attack as part of a full attack with a single melee weapon, if you have at least one hand free, you may attempt a disarm or steal combat maneuver against the target of that sneak attack as a swift action. This replaces evasion. (If you later take the improved evasion advanced talent, you gain that talent's full normal benefits.)

Suggested Rogue Talents Black market connection, fast fingers, fast getaway, fast picks, fast stealth, ledge walker, nimble climber, quick disable, trap spotter, and wall scramble.

Suggested Advanced Talents Hide in plain sight, skill mastery, and weapon snatcher.

Trickster:
Replaces evasion.

Tricksters are noted for the their dirty tricks. As a trickster, you have the following class features.

Dirty Tricks (Ex) At 1st level, you gain Improved Dirty Trick and Improved Feint as bonus feats, even if you don't meet their normal prerequisites. At 6th level, you also gain Greater Dirty Trick and Greater Feint as bonus feats, even if you don't meet their normal prerequisites.

Sneaky Maneuvers (Ex) At 1st level, you may choose to gain the sneaky maneuvers class feature described below instead of gaining the sneak attack class feature.

Sneaky Maneuvers (Ex) If you chose to gain this ability instead of sneak attack, whenever you perform a successful combat maneuver or feint, you may choose one other creature that threatens the target of your combat maneuver or feint as a swift action. The chosen creature gains the ability to make one additional attack of opportunity this round, and the target of your maneuver provokes an attack of opportunity from the chosen creature. If you are at least 8th level, this attack of opportunity deals double damage if successful. If you are at least 15th level, it instead deals triple damage if successful.

Maneuver Training (Ex) Starting at 2nd level, you use your trickster level in place of your base attack when bonus when calculating your Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. This replaces evasion. (If you later take the improved evasion advanced talent, you gain that talent's full normal benefits.)

Suggested Rogue Talents Combat swipe, deft palm, fast stealth, ki pool, major magic, minor magic, and ninja trick (shadow clone, sudden disguise, vanishing trick, or ventriloquism).

Suggested Advanced Talents Fast tumble, hide in plain sight, improved evasion, redirect attack, unwitting ally, and weapon snatcher.

These archetypes have also been added to the Google Document for this thread.


mmm it seems that the thief archetype have 4 extra feats for free, that is somehow weird.

Andoran

1 person marked this as a favorite.

He's not a thief, he's a treasure hunter **** it. :)

All of them, though, gain quite a bit for just giving up evasion. I know that is done to empower the rogue, but it makes the archetypes a must have.

RPG Superstar 2009 Top 16, 2012 Top 32

2 people marked this as a favorite.

I make no apologies for powering up the rogue. :)

(Though if the power-up bothers you, just have each archetype also replace the 2nd-level rogue talent.)

Also: "Wholly ninja archetype, Masked Man!" :P


Why was Masked Man made ninja-only? I think it would be a great rogue archetype.

RPG Superstar 2009 Top 16, 2012 Top 32

HawaiianWarrior wrote:
Why was Masked Man made ninja-only? I think it would be a great rogue archetype.

An archetype that needs both sneak attack and uncanny dodge can't be both a ninja archetype and a rogue archetype (without writing it up as two archetypes). Aside from sneak attack and the uncanny dodge tree, the ninja and the rogue have literally no class features in common. You have to choose to trade out either ninja class features or rogue class features, because (short of sneak attack and uncanny dodge) you can't trade out both.

Given that restriction, I went with ninja because it better fit the theme of the archetype: disguises and props. Ninjas are inherently better at disguises and have better props than rogues (what with sudden disguise, master disguise, exotic weapons, smoke bombs, etc.). Plus, the archetype is based on masked superheroes, who should arguably all have the unarmed combat mastery ninja master trick, which rogues can't ever take.

Besides, everyone knows that Batman is a ninja. :P


Pathfinder Roleplaying Game Subscriber

Trading out rogue talents / ninja tricks can easily be done without two archetypes.

Also, batman was a bard. clearly.


Batman is a Gestalt of a lot of classes, with some of their archetypes to boot.


You guys are all wrong. Batman is a demigod.

Andoran

4 people marked this as a favorite.

Batman is a level 20 Batman.


Ironic Hero wrote:

Batman is a level 20 Batman.

Old, now he is level 30~40'ish.

RPG Superstar 2009 Top 16, 2012 Top 32

3 people marked this as a favorite.

I should never have opened this can of worms.


Shouldn't that be can of bats?

We can all agree he had Martial Artist and Alchemist levels though, right?

Andoran

Can you apply Gestalt to Gestalt? I'd say he's definitely got a lot of Monk, Ninja, and Inquisitor levels, as well as some Alchemist and Bard, at the very least.


Ironic Hero wrote:

Can you apply Gestalt to Gestalt? I'd say he's definitely got a lot of Monk, Ninja, and Inquisitor levels, as well as some Alchemist and Bard, at the very least.

Batman also add up their skill point modifiers instead of just taking the highest one.


Epic Meepo wrote:

I make no apologies for powering up the rogue. :)

And for that, I thank you.


Are you on an Epic Break?


Pathfinder Roleplaying Game Subscriber
Void Munchkin wrote:
Are you on an Epic Break?

Dude, he's doing these for free. Let him take his time.

Qadira

Cheapy wrote:
Void Munchkin wrote:
Are you on an Epic Break?
Dude, he's doing these for free. Let him take his time.

Indeed.

RPG Superstar 2009 Top 16, 2012 Top 32

Void Munchkin wrote:
Are you on an Epic Break?

I've been taking an Epic Break to design an Epic Campaign Setting.

I'll be back to archetypes this weekend, and expect to post sorcerer archetypes sometime Sunday.


New campaign setting? Are you willing to talk?

Take your time. I'm every bit as busy as you now.


A campaign setting designed by Epic Meepo... Sounds interesting!

RPG Superstar 2009 Top 16, 2012 Top 32

Kelsey MacAilbert wrote:
New campaign setting? Are you willing to talk?

There's not much to say at the moment. The only thing I know for sure is that the setting is inspired by the real world, circa 1492, as described by cartographers alive at that time (the world according to Christopher Columbus, as it were). My research into 15th-Century geography is ongoing, so I haven't yet nailed down any particulars.

In the mean time, here are some more archetypes...

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