Epic Meepo Presents: Archetypes


Homebrew and House Rules

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Foghammer wrote:

I know you said you aren't taking direct requests, and I'm not asking for this, but I would like to plant a bug in your ear for something I have yet to really see done in a unique or flavorful way (and I know you have the talent to do so, based on your monster thread).

Knowledge and healing themed druid.

If you take that into consideration and it sparks your interest, I will be delighted to see if you use it. If not, well this thread promises to knock our socks off anyway. :) Go, Eric, go!

EDIT: As commentary on what is here, I really like the Surgeon Apothecary as a whole; more options to have flavorful healing are always welcome at my table. The Herbalist I dislike at a personal level because of the annoyances I've seen entangle cause in well-laid ambushes. Entangle is a really great spell - black tentacles I have no experience with, though.

I've made a healing archetype for the druid if your interested let me know.

RPG Superstar 2009 Top 16, 2012 Top 32

karlbadmanners wrote:
I've made a healing archetype for the druid if your interested let me know.

You can also find a healing archetype for the druid (called the folk healer) in this thread you're reading right now (and in the Google Document for this thread).

RPG Superstar 2009 Top 16, 2012 Top 32

I've added the following language to the dragon steed ability of the dragon rider cavalier: "You do not take an armor check penalty on Ride checks while riding your dragon steed. Should your steed die, you may find another steed to serve you after 1 week of mourning."

This change has been incorporated into the Google Document for this thread.


No wizard archtypes? :(


Give him time. It looks like he might be going through and clarifying/fixing stuff right now.

RPG Superstar 2009 Top 16, 2012 Top 32

JMD031 wrote:
No wizard archtypes? :(

Wizard archetypes (and NPC archetypes) are still under construction.


Epic Meepo wrote:
JMD031 wrote:
No wizard archtypes? :(

Wizard archetypes (and NPC archetypes) are still under construction.

The downside of popularity and the expectations that come with it.

Take your epic time. 8D

RPG Superstar 2009 Top 16, 2012 Top 32

This just in: eight potential wizard archetypes I was considering have now been rolled into a single wizard archetype with class features dependent upon the wizard's chosen school. It's a very meaty archetype.


Epic Meepo wrote:
This just in: eight potential wizard archetypes I was considering have now been rolled into a single wizard archetype with class features dependent upon the wizard's chosen school. It's a very meaty archetype.

Now you are just teasing with us :(

<insert a photo of cat trying to reach toy hanged over its head on a piece of cord, just beyond its reach>


Drejk wrote:
Epic Meepo wrote:
This just in: eight potential wizard archetypes I was considering have now been rolled into a single wizard archetype with class features dependent upon the wizard's chosen school. It's a very meaty archetype.

Now you are just teasing with us :(

<insert a photo of cat trying to reach toy hanged over its head on a piece of cord, just beyond its reach>

*inserts photo*


Wizard of the Deadly Sins.

Silver Crusade

Dot

RPG Superstar 2009 Top 16, 2012 Top 32

Just dropping in to say I haven't forgotten all the folks patiently awaiting the wizard archetypes. All five archetypes are essentially finished, but I want to let them simmer a wee bit longer in case I come up with any last-minute tweaks that allow me me cram even more wizardly goodness into these five bad boys.


Like wizards need more goodness.[/jk]

RPG Superstar 2009 Top 16, 2012 Top 32

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Wizard Archetypes
The following are archetypes for the wizard.

Arcane Librarian:
Modifies arcane school; Replaces arcane bond.

Eager to learn about all schools of magic, arcane librarians strive to archive many different spells. As an arcane librarian, you have the following class features.

Arcane School You must select universalist as your arcane school.

Spell Knowledge (Ex) You gain a bonus equal to 1/2 your arcane librarian level (minimum +1) on Spellcraft checks made to identify or learn a spell. In addition, whenever you gain an arcane librarian level after 1st, you gain four new spells for your spellbook of any level or levels you can cast (based on your new arcane librarian level) instead of gaining only two new spells for your spellbook.

Elementalist Wizard:
Modifies spells, arcane schools.

An elementalist wizard learns to cast only spells related to the basic material elements. As an elementalist wizard, you have the following class features.

Spells Remove all spells not belonging to the air, earth, fire, or water elemental arcane schools from your wizard spell list. (If you are using the five-element system, instead remove all spells not belonging to the earth, fire, metal, water, or wood elemental arcane schools from your wizard spell list, but add all spells belonging to the metal and wood schools to your wizard spell list.) After making these changes, add read magic to your wizard spell list.

Arcane School You must select the air, earth, fire, or water elemental arcane school as your arcane school. (If you are using the five-element system, you must instead select the earth, fire, metal, water, or wood elemental arcane school as your arcane school.)

Elemental Revelation At 2nd level, and again every four levels thereafter, you gain one revelation whose prerequisites you meet from the oracle mystery associated with your elemental arcane school (see Elemental Associations, below). For the purpose of gaining and using these revelations, you count as an oracle of your elementalist wizard level with a Charisma modifier equal to your Intelligence modifier.

Elemental Bloodline Starting at 3rd level, you gain and can use the 3rd- and higher-level powers of the sorcerer bloodline associated with your arcane school (see Elemental Associations, below). For the purpose of gaining and using these granted powers, you count as a sorcerer of your elementalist wizard level with a Charisma modifier equal to your Intelligence modifier.

ELEMENTAL ASSOSCIATIONS
Air: Air is associated with the Wind mystery and the Elemental (air) bloodline.
Earth: Earth is associated with the Stone mystery and the Elemental (earth) bloodline.
Fire: Fire is associated with the Flame mystery and the Elemental (fire) bloodline.
Metal: Metal is associated with the Metal mystery and the Draconic (bronze) bloodline.
Water: Water is associated with the Waves mystery and the Elemental (water) bloodline.
Wood: Wood is associated with the Wood mystery and the Verdant bloodline.

Mneumonic Wizard:
Modifies spells, arcane school; Replaces Scribe Scroll.

Whenever possible, mneumonic wizards prefer commit their spells to memory instead of recording them in writing. As a mneumonic wizard, you have the following class features.

Spells Whenever you prepare one or more spells from a spellbook, it takes you four times as long as normal to prepare those spells. Spells you prepare without referring to a spellbook (such as those you've selected with the Spell Mastery feat) are instead prepared at the normal rate.

Arcane School You never gain bonus spell slots from your arcane school. If your arcane school would otherwise grant bonus spell slots, you instead gain the ability to use a special mneumonic device: any time you cast a prepared wizard spell, you may choose to lose another prepared wizard spell at least one level higher than the one being cast. If you choose to do so, the spell being cast remains prepared as if you hadn't just cast it.

Spell Mastery At 1st level, and again every two levels thereafter, you gain Spell Mastery as a bonus feat.

Rune Caster:
Replaces arcane school

Rune casters study special arcane runes. As a rune caster, you have the following class features.

Rune Magic You gain the granted powers of the Rune cleric domain, using your rune caster level as your effective cleric level and your Intelligence modifier as your effective Wisdom modifier. For the purpose of these granted powers, your wizard spells count as cleric spells of the same spell level. If you have levels in more than one class that grants the powers of the Rune domain, your levels in those classes stack for the purpose of gaining and using the granted powers of that domain.

Rune Spells Once per day per spell level, you can lose a prepared rune caster spell of that level to spontaneously cast any other rune caster spell you know of equal or lower level. Any spell you spontaneously cast in this manner requires an arcane scroll you've deciphered as an additional focus component; the scroll must be one that currently stores the spell you are casting.

Named Rune (Su) At 20th level, whenever you use the blast rune power of the Rune domain, you may scribe the name of one specific individual into your blast rune. If you do so, the blast rune can be triggered only by the named individual. In addition, if the name scribed into your blast rune is an individual’s actual given name (as opposed to a false name, nickname, or title), the save DC of any spell effect produced by the blast rune increases by +2, and you gain a +8 bonus on caster level checks made to overcome the named creature’s spell resistance with any spell effect produced by the rune.

True Specialist:
Modifies spells, arcane school

True specialist wizards trade versatility for greater mastery of a single school of magic. As a true specialist, you have the following class features.

Spells All spells belonging to any of your prohibited schools are removed from your wizard spell list. After making this change, add read magic to your wizard spell list.

Arcane School You must choose to specialize in one of the standard eight schools of magic (instead of choosing the universalist school or any other arcane school). You must select four prohibited schools instead of two prohibited schools, but gain additional class features based upon your chosen arcane school (see Expanded Arcane Schools, below).

Timely Focus Once per day as part of preparing wizard spells, you may choose one focused school associated with your chosen arcane school. You gain the replacement powers of that chosen focused school instead of the school powers they replace until you next prepare spells.

Versatile Spellcraft (Su) At 2nd level, and every four levels thereafter, choose one skill associated with your arcane school (see Expanded Arcane Schools, below). You may use your total Spellcraft bonus in place of your bonus in the chosen skill, even if you have no ranks in the chosen skill and even if it isn't a class skill. You may make checks in the chosen skill untrained.

EXPANDED ARCANE SCHOOLS
As a true specialist, you must select one of the standard eight schools of magic as your arcane school, but gain additional class features from that arcane school. These additional class features, listed below for each allowed school, are in addition to the normal features of that arcane school.

ABJURATION
As a true specialist with the abjuration school, you have the following additional class features.

Associated Skills You may select any of the following skills with your versatile spellcraft class feature (see above): Craft (traps), Escape Artist, Heal, Perception, Sense Motive, Survival.

Spell Resistance (Su) Starting at 4th level, once per day as an immediate action, you can grant yourself spell resistance equal to 11 + your true specialist level for 1 round. If you already have spell resistance, you also gain a +4 bonus on saving throws against spells for the same duration. At 8th level, and every four levels thereafter, you can use this ability one additional time per day.

CONJURATION
As a true specialist with the conjuration school, you have the following additional class features.

Associated Skills You may select any of the following skills with your versatile spellcraft class feature (see above): Bluff, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (planes).

Defensive Blink (Su) Starting at 4th level, once per day as an immediate action, you can gain the benefits of a blink spell until the beginning of your next turn. At 8th level, and every four levels thereafter, you can use this ability one additional time.

DIVINATION
As a true specialist with the divination school, you have the following additional class features.

Associated Skills You may select any of the following skills with your versatile spellcraft class feature (see above): Appraise, Knowledge (any one), Linguistics, Perception, Sense Motive.

A Step Ahead (Su) Starting at 4th level, once per day, you can perform any move or move-equivalent action you would normally be able to take as an immediate action, instead. At 8th level, and every four levels thereafter, you can use this ability one additional time per day.

ENCHANTMENT
As a true specialist with the enchantment school, you have the following additional class features.

Associated Skills You may select any of the following skills with your versatile spellcraft class feature (see above): Bluff, Diplomacy, Handle Animal, Intimidate, Perform (any one).

Enchanting Influence (Ex) Starting at 4th level, once per day, you can use Diplomacy or Intimidate to influence a creature’s attitude as a standard action without requiring 1 minute of continuous interaction. At 8th level, and every four levels thereafter, you can use this ability one additional time per day.

EVOCATION
As a true specialist with the evocation school, you have the following additional class features.

Associated Skills You may select any of the following skills with your versatile spellcraft class feature (see above): Craft (armor), Craft (weapon), Disable Device, Intimidate, Sleight of Hand, Swim.

Force Field (Su) Starting at 4th level, once per day as an immediate action, you can cloak yourself in an invisible field of force until the beginning of your next turn. This field is a force effect that grants you cover against all attacks. At 8th level, and every four levels thereafter, you can use this ability one additional time per day.

ILLUSION
As a true specialist with the illusion school, you have the following additional class features.

Associated Skills You may select any of the following skills with your versatile spellcraft class feature (see above): Bluff, Disguise, Intimidate, Perform (any one), Sleight of Hand, Stealth.

Subjective Reality (Su) Starting at 4th level, once per day as an immediate action taken in response to making a saving throw, you can use your total bonus on Will saves in place of your normal bonus on that save, even it is a Fortitude or Reflex save. If the save would normally result in half damage or a partial effect on a successful save, you instead suffer no effect on a successful save. At 8th level, and every four levels thereafter, you can use this ability one additional time per day.

NECROMANCY
As a true specialist with the necromancy school, you have the following additional class features.

Associated Skills You may select any of the following skills with your versatile spellcraft class feature (see above): Craft (bone), Craft (leather), Heal, Intimidate, Knowledge (religion), Survival.

Deadening (Su) Starting at 4th level, once per day as an immediate action, you can grant yourself immunity to cold, disease, nonlethal damage, and poison for 1 round. At 8th level, and every four levels thereafter, you can use this ability one additional time per day.

TRANSMUTATION
As a true specialist with the transmutation school, you have the following additional class features.

Associated Skills You may select any of the following skills with your versatile spellcraft class feature (see above): Acrobatics, Climb, Craft (any one), Disable Device, Disguise, Escape Artist, Fly, Swim.

Defensive Transformation (Su) Starting at 4th level, once per day as an immediate action, you can grant yourself immunity to critical hits and precision damage for 1 round. At 8th level, and every four levels thereafter, you can use this ability one additional time per day.

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

RPG Superstar 2009 Top 16, 2012 Top 32

Next up: five NPC class archetypes.


Nice. I really like the Elementalist Wizard archtype, since it basically makes you a good old-fashioned Black Mage, instead of slumping you with all this Magic Missile and Campfire Wall and Unseen Crew nonsense hoo-ha.


Harrison wrote:
Nice. I really like the Elementalist Wizard archtype, since it basically makes you a good old-fashioned Black Mage, instead of slumping you with all this Magic Missile and Campfire Wall and Unseen Crew nonsense hoo-ha.

To be honest, magic missle is one of the most useful spells of its level. Though I will agree that Campfire Wall and Skeleton Crew are definitely niche spells, though as a wizard, no one is making the player learn them.

What I'm saying is that using raw arcane force to strike down your enemies is one of the most Black Mage-ish things you CAN do.


I really love Arcane Librarian. My favorite kind of character to play is a student/scholarly type and being able to get so many spells for me is gravy.

True Specialist is cool to me as well, I really love the forcefield ability for the evocation specialist.

These archetypes are definitely some of my favorites, right up with the ranger and fighter archetypes.

I can't wait to see what you do with the NPC classes.


I have a rules question with the Elementalist Wizard:

Both the Elemental Bloodline and the associated Oracle Mystery that the player gets give the player some form of special movement or a movement speed bonus, but I'm not sure how some of them are supposed to interact.

At 15th level, the Elemental Bloodline gives 60ft fly (average) for air, 30ft burrow for earth, +30 base movement for fire, and 60ft swim for water.

Flame Mystery can give the player +10 to movement speed, Waves Mystery also gives 60ft swim and also water breathing, Air Mystery gives 60ft flight but with perfect maneuverability, and Stone Mystery gives you a burrow speed equal to your base land speed.

How do these different movement bonuses interact with each other?

Liberty's Edge

IIRC so long as they're not enhancement bonuses to speed they'll stack. Of course, that's only a concern for fire, all the rest are pretty obvious.

Earth: take the best burrow speed, Air: 60 ft fly / perfect, waves: 60 ft swim / water breathing

RPG Superstar 2009 Top 16, 2012 Top 32

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NPC Class Archetypes (Adept)
The following archetype is for the adept class.

Metamagic Adept:
Modifies spells; Replaces familiar; Special elite adept (see below).

Metamagic adepts alter spells to suit their whims. As a metamagic adept, you have the following class features.

Elite Adept Your levels in metamagic adept count as levels in a PC class instead of levels in an NPC class. You can have only one archetype that grants the elite adept class feature.

Spells Your spells are drawn from all spells on all spell lists. (You cannot prepare or cast any spell whose effects rely upon the caster possessing a class feature you do not possess.)

Bonus Spells You can prepare one additional spell of each spell level you are able to cast. Each of these bonus spells must be drawn from the normal adept spell list.

Magical Powers At caster level 2nd, and again at caster level 6th, you gain one hex from the witch class. At caster level 10th, and again at caster level 14th, you gain one major hex from the witch class. At caster level 18th, you gain one grand hex from the witch class. For the purpose of gaining and using these hexes, major hexes, and grand hexes, you use your metamagic adept caster level as your effective witch level and your Wisdom modifier in place of your Intelligence modifier.

Metamagical Powers Starting at 2nd level, whenever you gain a new hex, major hex, or grand hex (as a class feature or from a feat), choose a metamagic feat whose prerequisites you meet. You gain that feat as a bonus feat.

Metamagic Mastery (Su) Starting at 5th level, whenever you prepare a spell that is normally 1st-level or higher with one or more metamagic feats, the spell's effective level is reduced by one, to a minimum of the spell's normal level. At 9th level and every four levels thereafter, the spell's effective level is reduced by an additional one, to a minimum of the spell's normal level.

(The Google Doc for this thread will be updated once all five NPC class archetypes are posted.)

Liberty's Edge

Very nice. I love the elite feature, I never would've thought of using that to increase the power of the class. I can't wait to see an Elite Commoner.

RPG Superstar 2009 Top 16, 2012 Top 32

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NPC Class Archetypes (Aristocrat)
The following archetype is for the aristocrat class.

Exemplary Aristocrat:
Special elite aristocrat (see below).

Exemplary aristocrats lead by example. As an exemplary aristocrat, you have the following class features.

Elite Aristocrat Your levels in exemplary aristocrat count as levels in a PC class instead of levels in an NPC class. You can have only one archetype that grants the elite aristocrat class feature.

Authority (Ex) As a move action, you may speak a command and choose any one feat you have selected as an exemplary feat (see below). Any ally able to hear and understand your command gains the chosen feat as a bonus feat, even if that ally doesn't meet the feat's normal prerequsites. You can use this ability a number of times per day equal to your elite aristocrat level + your Charisma modifier. Each use of your authority ability lasts for up to three rounds, but ends immediately if you activate your authority ability again before three rounds have elapsed.

Starting at 10th level, you can activate your authority ability as a swift action. If you choose to activate it as a move action instead, you may choose two feats instead of one. Any ally that can hear and understand your command gains both chosen feats as bonus feats for the duration of your authority.

At 20th level, you can activate your authority ability as an immediate action. If you choose to activate it as a swift action instead, you may choose two feats instead of one. If you choose to activate it as a move action instead, you may choose three feats instead of one. Any ally that can hear and understand your command gains all chosen feats as bonus feats for the duration of your authority.

Exemplary Feat At 1st level, 2nd level, and every two levels thereafter, you gain a bonus feat chosen from the following list: any teamwork feat whose prerequisites you meet, Acrobatic Steps, Blind-Fight, Charge Through, Cleave, Covering Defense, Diehard, Dodge, Far Shot, Gang Up, Lunge, Mobility, Mounted Combat, Nimble Moves, Quick Draw, Rapid Shot, Run, Saving Shield, Sidestep, Stand Still, Step Up, Team Up, or Trample. At 8th level, the following are added to the list: Combat Patrol, Parting Shot, Ride-by Attack, Shot on the Run, Spring Attack, and Swift Aid. Unless stated otherwise, you need not meet the prerequisites of the chosen bonus feat.

Incite Allies (Ex) Starting at 3rd level, whenever an ally has one or more bonus feats as a result of your authority ability, that ally gains a +1 morale bonus to attack rolls, weapon damage rolls, and Will saves. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

Embolden Allies (Ex) At 5th level, and every four levels thereafter, choose one type of combat maneuver. Any ally that has one or more bonus feats as a result of your authority ability does not provoke attacks of opportunity for performing combat maneuvers of the chosen type.

(The Google Doc for this thread will be updated once all five NPC class archetypes are posted.)


Epic Meepo wrote:

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NPC Class Archetypes (Aristocrat)
The following archetype is for the aristocrat class.

** spoiler omitted **

(The Google Doc for this thread will be updated once all five NPC class archetypes are posted.)

Marked as favorite, epic thanks Epic.


Wow! These are awesome. I'm adding these to my house-rule master file. I can't wait to see what comes out of the commoner! :O

RPG Superstar 2009 Top 16, 2012 Top 32

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NPC Class Archetypes (Commoner)
The following archetype is for the commoner class.

Destined Commoner:
Special elite commoner (see below).

A destined commoner is fated to either achieve great things or die trying. As a destined commoner, you have the following class features.

Elite Commoner Your levels in destined commoner count as levels in a PC class instead of levels in an NPC class. You can have only one archetype that grants the elite commoner class feature.

Beneath Notice (Ex) You permanently gain the benefits of a nondetection spell with a caster level equal to your destined commoner level. In addition, whenever an opponent is threatened by one of your allies (other than yourself), you gain concealment against that opponent. You lose all the benefits of beneath notice if you have racial Hit Dice, levels in any class other than commoner, or both.

Fellowship (Ex) As a standard action, you can marvel at the deeds of an ally within your line of sight. Until the beginning of your next turn, if that ally's number of Hit Dice is no greater than 1 + your destined commoner level, that ally can perform any standard action as a swift action, instead.

Inheritance (Su) You inherit a strange pet or an unusual object. This functions as the arcane bond wizard class feature, using your destined commoner level as your effective wizard level.

Uncommon Luck (Ex) You gain a +1 luck bonus to Armor Class, saving throws, and all skill checks other than Intimidate checks. Each time you would take lethal hit point damage, an amount of that lethal damage no greater than the luck bonus from this ability is converted into nonlethal damage, instead. At 3rd level, and every two levels thereafter, the luck bonus from this ability increases by an additional +1.

Destiny Realized (Ex) At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score are automatically confirmed.

(The Google Doc for this thread will be updated once all five NPC class archetypes are posted.)


I kinda expected you to keep NPC archetypes within line of NPC powerlevel rather than making them into PC powerlevel. But I guess this works.


I expected that as well, but thinking back on it, what could really have changed without altering the power-level of the classes? Commoners get a low hit die, poor saves, poor BAB, few skills and points, and only proficiency in one simple weapon. I can't think of a change that could be made without buffing it. Other NPC classes might have had some more options, but... [/shrug]

Expert and Warrior are all that's left! So sad to see this thread nearing its close.


Not sure about Beast Kin. Sure, you lose rage, but you get many of the rage powers, some of which are greatly improved by being active all the time? All with a full animal companion (Mounted Fury only gets a -4 and can only select the usual mount options) and wild empathy for icing?

It seems a bit much. I would totally play this archetype, but I don't know how balanced it is versus a regular barbarian (or a regular ranger, for that matter).

Shadow Lodge

Foghammer wrote:

I expected that as well, but thinking back on it, what could really have changed without altering the power-level of the classes? Commoners get a low hit die, poor saves, poor BAB, few skills and points, and only proficiency in one simple weapon. I can't think of a change that could be made without buffing it. Other NPC classes might have had some more options, but... [/shrug]

Expert and Warrior are all that's left! So sad to see this thread nearing its close.

NNNNOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!

I will miss the epicness that is this thread. (said as I die a little inside)


Come on everyone, time to start preparing manacles to chain Eric to his computer so he can work another batch of 100 archetypes for us! :D


Drejk wrote:

Come on everyone, time to start preparing manacles to chain Eric to his computer so he can work another batch of 100 archetypes for us! :D

+5 Binding Adamantine Manacles?


Belle Mythix wrote:
Drejk wrote:

Come on everyone, time to start preparing manacles to chain Eric to his computer so he can work another batch of 100 archetypes for us! :D

+5 Binding Adamantine Manacles?

+5 binding admanatine manacles of compulsory creativness!


Drejk wrote:
Belle Mythix wrote:
Drejk wrote:

Come on everyone, time to start preparing manacles to chain Eric to his computer so he can work another batch of 100 archetypes for us! :D

+5 Binding Adamantine Manacles?

+5 binding admanatine manacles of compulsory creativness!

Make sure one of the links is a ring of sustenance built into the chain so he doesn't have to take more than two hours off to sleep!

Shadow Lodge

So, a question on the Destined Commoner. When does he/she gain these abilities? Does he/she choose one at 1st level and just run with that one?


I believe you get all those benefits, at level one (or the listed levels, as noted). These archetypes seem to be made in order to make NPC classes viable as PC classes.


These are more like NPCs-that-don't-suck classes. The destined commoner is for playing the role of "This guy is the special snowflake who is going to save us all!"


Paladin of Baha-who? wrote:
"This guy is the special snowflake who is going to save us all!"

"Eventually! Maybe…"

"Guys, I think he just got kidnapped."
"Who?"
"The new kid? The one with the thingamajig."
"Huh. Eh, he didn't do much anyway. Just stood around watching Howitzer the Mighty thrash on things. The thingamajig was kinda cool, though."


Clearly, the destined commoner is destined to become the greatest sidekick ever. Especially as rogue with leadership, this guy would be great going as an unnoticed flank buddy.


Thanis Kartaleon wrote:
Paladin of Baha-who? wrote:
"This guy is the special snowflake who is going to save us all!"

"Eventually! Maybe…"

"Guys, I think he just got kidnapped."
"Who?"
"The new kid? The one with the thingamajig."
"Huh. Eh, he didn't do much anyway. Just stood around watching Howitzer the Mighty thrash on things. The thingamajig was kinda cool, though."

So he basically filled the "Tagalong Kid" trope for the group and he's less of a load.


Harrison wrote:
Thanis Kartaleon wrote:
Paladin of Baha-who? wrote:
"This guy is the special snowflake who is going to save us all!"

"Eventually! Maybe…"

"Guys, I think he just got kidnapped."
"Who?"
"The new kid? The one with the thingamajig."
"Huh. Eh, he didn't do much anyway. Just stood around watching Howitzer the Mighty thrash on things. The thingamajig was kinda cool, though."
So he basically filled the "Tagalong Kid" trope for the group and he's less of a load.

Not only is he not the load, he has heart as an awesome power. As long as he is around, you can have wizards throwing extra spells each turn or fighters moving as a swift action and full atacking and other game breaking shenanigans. He can't do anything but he's awesome to have around. But I'm not sure someone would want to actually play him.


I might, actually. It could be interesting to see how it plays out.


Comeon, Expert and Warrior! >.> And Magewright…

It's too bad the Magewright wasn't OGL… there really should be an arcane NPC class. Guess you could just make an adept that casts as arcane, but what else would you change to make that distinct from the divine adept?


Switch the Familiar over to an Arcane Bond(non-weapon only).


I think we scared him away.

RPG Superstar 2009 Top 16, 2012 Top 32

Nah, I'm just taking some time out to work on my campaign setting.


Epic Meepo wrote:

Nah, I'm just taking some time out to work on my campaign setting.

Well, with all the talk about chaining you somewhere...


Belle Mythix wrote:
Epic Meepo wrote:

Nah, I'm just taking some time out to work on my campaign setting.

Well, with all the talk about chaining you somewhere...

But they're such nice chains...


I won't be surprised that Epic Meepo's homebrew setting will have some fancy prestige class/archetype that will get enromous bonus to Escape Artist checks and freedom of movement available for a certain number of rounds each day ;)

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