Round 2 Class Breakdown


RPG Superstar™ General Discussion

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Noodling around ideas for an AT from the River Kingdoms book, I did think that Alchemist was going to be a major player, since they are described as being prevelant in Daggermark, Hymbria *and* Uringen. Uringen seemed the most intriguing, since the other two pretty much focused on poisons (although the idea of being able to slip a dose of poison into a bomb, and reducing it's damage while poisoning everyone it hits, could be sexy), while the Uringen group could deal with unstable space and dimensions.

I expected some sort of Pitax Bard AT, since the place is crawling with them, and they seem to be both artsy *and* intrigue-y. Some sort of political schemer AT could be ideal.

A Druid AT based on the Sevenarches Oakwardens seemed a gimme, as well as a Fighter / Cavalier 'Bloodied Gladiator' AT for Tymon, or a Fighter / Cavalier 'Aldori Suitor' from Mivon (and that one we did get!).

I didn't expect anyone to leap at the Lambrethian Black Eagles, evil versions of the Andoran Eagle Knights known to use fiendish hounds and horses in their fight to keep Razmiran at bay, as a Fighter / Cavalier AT, but it sure sounded cool in my head. :)

The lack of Cleric, Sorcerer and Wizard ATs is interesting. Is it possible that they tend to be good enough 'out of the box' that nobody wants to swap out features for other stuff? Surely there's got to be some AT abilities that could swap out for those unsexy Sorcerer bonus feats, or Wizard school powers!

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Sean McGowan wrote:

Man, another year with an archetype round goes by and sorcerers still get no love.

No sorcerers, no clerics. It makes me pretty darn sad. We rarely get the Wondrous Items of magic or fighting because we're regularly viewed as the band-aid. :-( Come on guys!

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I was looking at an archetype for cleric at one point - there wasn't much that could be given up in the way of class abilities, rather like the sorcerer.

However, I did wonder how you could balance say giving up access to certain schools could work and balance...

Something like ...

School Abandonment (Sp): At 1st level and every 3rd level thereafter, the cleric/sorcerer may elect to deny themselves access to a chosen school of magic. Choosing to do so allows her to replace that access with one of the following listed abilities - you must choose the ability that swaps out the related school. This ability alters spell casting.

... ability name... replaces access to Enchantment, etc...

My only problem was - serious word count issues >.< and I suspect at least one of the judges might have gone "wild man with big whacking club" at doing something like this and no designer wanting to keep his legs and arms intact risks that :D


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I've always thought that one of the things that makes Sorcerers and to a lesser extent Oracles hard to build archetypes for is that they already have archetypes built into their structure in the form of Bloodelines and Mysteries. Other than designing additional Bloodlines or Mysteries, there's not a whole lot of options out there.

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I agree a lot with Anthony and Matthew. I think it's hard to find something to give up with them, especially compared to some of the classes that get a new feature at every level, which makes for easy swaps.

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I honestly think the cleric, sorcerer, and wizard aren't hard to archetype.

WORKSPACES

Cleric
- channel energy
- domains completely

Sorcerer
- bloodline feats, powers, and/or spells

Wizard
- arcane school
- bonus feats with abilities

I have done some campaigns with archetypes for these classes and had a cleric ready for Rd 2.

(this reminds me I need to update my player folder for my upcoming Mordant Spire campaign)

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I agree they aren't hard to archetype but found doing so in interesting and unique ways challenging.

With my earlier example, each ability was themed against the school being swapped, had to scale correctly as it could be swapped at any level and so had to ramp in power internally much the way spells ramp up. It simply wouldn't fit in 450 words when you look at averaging 100 - 150 per school swap.

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Thomas LeBlanc wrote:

I honestly think the cleric, sorcerer, and wizard aren't hard to archetype.

WORKSPACES

Cleric
- channel energy
- domains completely

Sorcerer
- bloodline feats, powers, and/or spells

Wizard
- arcane school
- bonus feats with abilities

I have done some campaigns with archetypes for these classes and had a cleric ready for Rd 2.

(this reminds me I need to update my player folder for my upcoming Mordant Spire campaign)

I looked hard at cleric. The ARG and UM traded out entire domains, weakened spell classes, altered/removed channel energy. I was unable to come up with anything worth losing a domain or spells for (& I am pretty sure it came up against SKR's archetype advice). I did come up with something I thought was cool for channel energy, but not cool enough to submit to SS. I'll place it in the practice thread when the contest is over. Or maybe I will have a better idea by then. :)

The Exchange

no summoner archetypes? hmm..
if i would have known about this earlier, i would have submitted one.

in a nutshell:

"channeler"
exchange the spell-like ability to summon monsters with the ability to enhancing his eidolon with a limited amount of special qualities/attacks/defenses by channeling the essence of the creatures he typically could have summoned with the appropriate level.

similar to the mechanics of beast shape, where spell level dictates amount of bonus and sizes and what not, only it applies to the eidolon.

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Nice, Dysfunction. I'd have been curious to see that (though I do think it could have some slight balance issues, since you won't have to choose between having one or the other at a time).

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Set wrote:

Noodling around ideas for an AT from the River Kingdoms book, I did think that Alchemist was going to be a major player, since they are described as being prevelant in Daggermark, Hymbria *and* Uringen. Uringen seemed the most intriguing, since the other two pretty much focused on poisons (although the idea of being able to slip a dose of poison into a bomb, and reducing it's damage while poisoning everyone it hits, could be sexy), while the Uringen group could deal with unstable space and dimensions.

I expected some sort of Pitax Bard AT, since the place is crawling with them, and they seem to be both artsy *and* intrigue-y. Some sort of political schemer AT could be ideal.

A Druid AT based on the Sevenarches Oakwardens seemed a gimme, as well as a Fighter / Cavalier 'Bloodied Gladiator' AT for Tymon, or a Fighter / Cavalier 'Aldori Suitor' from Mivon (and that one we did get!).

I didn't expect anyone to leap at the Lambrethian Black Eagles, evil versions of the Andoran Eagle Knights known to use fiendish hounds and horses in their fight to keep Razmiran at bay, as a Fighter / Cavalier AT, but it sure sounded cool in my head. :)

The lack of Cleric, Sorcerer and Wizard ATs is interesting. Is it possible that they tend to be good enough 'out of the box' that nobody wants to swap out features for other stuff? Surely there's got to be some AT abilities that could swap out for those unsexy Sorcerer bonus feats, or Wizard school powers!

I actually worked on a Sevenarches Oakwardens alchemist archetype. I'll probably post after the archetype voting in a woulda-coulda-shoulda thread.

And of course, a river rat-type rogue archetype.

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Personally, I was very surprised to see the lack of bards (where my archetype was located), especially after in War of the River Kings adventure, nearly every main enemy was a bard - Irovetti, I'm looking at you.

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1 person marked this as a favorite.

I had another idea that I never actually looked into:

False Prophet (Oracle)

Basically, I thought it would be great to have an Oracle that could weave lies, either as a cut-rate fortune teller preying on the desperate former nobles of Gralton or as a Jaffar-esque advisor whispering in the ear of some river lord's ear.

Also, I really wanted to make an ability called "Suspiciously Auspicious". :D

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