What are your hopes for the remaining classes?


Advanced Class Guide Playtest General Discussion

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What classes do you hope they combine?

I kinda hope they make a monk/barbarian combo. Instead of using his anger to become completely uncontrollable,he uses his anger to focus to an absurd point. Basically the slow motion scenes in the new Sherlock Holmes movies.


Hmm... Isn't that sort of the flavor of the monk already? It was always how I envisioned the fast movement and flurry of blows.

It sounds cool, though.


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Also, all the classes have been announced...


What like far off into the future?

Alchemist/Summoner: Alchemical Robot pet class.

Sorcerer/Fighter: Some sort of Bloodline Magus.

Alchemist/Wizard: Magical item engineer.

Druid/Rogue: Trickster Beastmorpher.

Monk/Wizard: Ki mage. doesn't cast spells but produces spell like effects with its amazing amounts of ki. Bonus if the ki is set on Constitution.


Magus/Sorcerer. I love the idea of the Magus, but I *hate* prep casting. I want a spontaneous magus.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber; Starfinder Charter Superscriber
Zhayne wrote:
Magus/Sorcerer. I love the idea of the Magus, but I *hate* prep casting. I want a spontaneous magus.

That sounds more like an archetype for magus then a combo class.


Azouth wrote:
Zhayne wrote:
Magus/Sorcerer. I love the idea of the Magus, but I *hate* prep casting. I want a spontaneous magus.
That sounds more like an archetype for magus then a combo class.

It would be but it seems things like casting type, saves, BAB, and Hit Dice is are hard to touch in the archetype arena. There's probably an internal design philosophy steers clear of tweaking things like that.


Malwing wrote:
Azouth wrote:
Zhayne wrote:
Magus/Sorcerer. I love the idea of the Magus, but I *hate* prep casting. I want a spontaneous magus.
That sounds more like an archetype for magus then a combo class.
It would be but it seems things like casting type, saves, BAB, and Hit Dice is are hard to touch in the archetype arena. There's probably an internal design philosophy steers clear of tweaking things like that.

Yeah. I suspect it'd be like the ninja-rogue relationship.


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Summoner archetypes! I'd love to have a useful Eidolon that isn't a brutal biped reach-grappler or pouncing quadroped.

Ninja-Sorcerer! Less Arcane Trickster, more Arcane Murderer.


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One idea I had already;

Brew Master, Bard/Alchemist: 3/4 casting, 3/4 BAB, good will and reflex, combines merriment and alchemy to create potent brews of ales and salves and such to buff allies, and hinder foes. With maybe an archetype dedicated to crafting.

On top of that I'd love to see maybe a Magus/Summoner that instead of using a traditional Eidolon, uses a magical creature that is his weapon, and evolution points can be used to grant it astounding powers.

And, because the War Priest wasn't underwhelming enough already, maybe a Paladin/Inquisitor that sacrifices spells outright for most of the cool super powers of both. Full BAB, MAYBE heavy armor, and a defensive power house with banes. Minor healing with limited lay on hands, but a divine weapon forged explicitly for a single cause.


I thought about Magus/summoner as having a weapon that could possibly turn into a construct.


Hmmm...

Fighter/Alchemist would be fun.

Barbarian/Druid
Barbarian/Monk (more like Barbarian/Brawler, actually)

Magus/Sorcerer

Monk/Sorcerer
Monk/Magus (This one could be such a great Magus archetype)
Monk/Gunslinger (hopefully it makes a Swashbuckler that actually feels like a Swashbuckler and is not horrible)
Monk Paladin (As a full class instead of a prestige class. Hopefully one not insanely MAD)

Rogue/Wizard (Again, as a full class instead of a prestige class)

Paladin/Gunslinger
Paladin/Ranger

Summoner/Cleric (Like a guy who focuses on summoning Angels or Demons)


I'd love to see the following:

:: Alchemist/Gunslinger - Pretty much a no-brainer setup.
:: Rogue/Sorcerer - robber of all things magical and expensive, heh.
:: Inquisitor/Monk - A Holy Mystic Monk type that specializes in eliminating enemies of his order.
:: Paladin/Druid - A Neutral (ish) Martial defender of nature?


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Honestly I'd be happy with an entire book of Monk/X classes.

Monkquisitor. Monkaladin. Monkorcerer. Magunk.

Everything goes better with Monk.


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Especially forum threads!


Rynjin wrote:

Honestly I'd be happy with an entire book of Monk/X classes.

Monkquisitor. Monkaladin. Monkorcerer. Magunk.

Everything goes better with Monk.

I think both Monk and Sorcerer can be used to make great hybrid classes. They open so many possibilities for characters with a small but solid selection of special powers.

Besides, fighting unarmed is really cool. :)


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wizard/cleric- philosopher class, 1/2 BAB full divine casting class that focuses on its casting and gets access to free metamagic and/or MIC feats.

cleric/magus- some form of divine caster that has the Spell Combat mechanic, sadly the warpriest doesn't seem to be going this way and it feels kinda boring to me.

paladin/witch- in all reality I would love to see them remake the Hexblade class from 3.5, or come up with something akin to the Battle Scion from Marc Radle, but even that doesn't scrath my itch for a proper 4/9 full BAB arcane caster. Bloodrager doesn't sit well with me, I was looking for something prepared and INT based.

rogue/fighter- give me one non magical class to rule them all. If I can't have magic, then I want a class that is good at everything else. I personally feel paizo really dropped the ball with this one, the slayer and brawler seemed like they were both uninspired. I really want to be able to play a 'batman' character who is truly powerful and useful even though he doesn't have 'super powers' like all the others.


Arcanist/Warpriest: He uses his abilities to screw with the very divinity of the gods themselves. He is - the Godkiller!


master_marshmallow wrote:

wizard/cleric- philosopher class, 1/2 BAB full divine casting class that focuses on its casting and gets access to free metamagic and/or MIC feats.

cleric/magus- some form of divine caster that has the Spell Combat mechanic, sadly the warpriest doesn't seem to be going this way and it feels kinda boring to me.

paladin/witch- in all reality I would love to see them remake the Hexblade class from 3.5, or come up with something akin to the Battle Scion from Marc Radle, but even that doesn't scrath my itch for a proper 4/9 full BAB arcane caster. Bloodrager doesn't sit well with me, I was looking for something prepared and INT based.

rogue/fighter- give me one non magical class to rule them all. If I can't have magic, then I want a class that is good at everything else. I personally feel paizo really dropped the ball with this one, the slayer and brawler seemed like they were both uninspired. I really want to be able to play a 'batman' character who is truly powerful and useful even though he doesn't have 'super powers' like all the others.

Yeah,they really do love their divine/magic classes. There are very few classes are are simply martial skill. I was really hoping the investigator was going to be some combination of bard/rogue,but nope.


What about a Monk/Wizard hybrid, call it the sage.

Full Martial BAB, and has access to 9th level spells, but it works on a different mechanic. The Sage chooses to specialize and gains spells in one field exclusively. And in the interest of fun flavor it can pick and chose a variety of special abilities based on the form of magic it has. It would also gain some special abilities of the monk but mostly based on the specialization it chose.

FAR less variety than the wizard (or Sorcerer) and not as durable or martial as the monk (Probably giving up the flurry of blows) but weaving spells and martial arts into fluid almost as cool as Bruce Lee power.


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Mr. Whatever wrote:
Full Martial BAB, and has access to 9th level spells.

The thread is over.


Spy - Rogue/Bard - We have Sherlock Holmes, so what about James Bond?

Priest/Evangelist - Cleric/Bard; Because we need a cleric that is less martial and has more spellcasting, and the Bard's Inspire Courage/Performances seem like a good match for a traditional priest

Engineer/Artificer - Alchemist/Summoner. Can throw bombs and gets a robot companion that it builds as it levels

Mystic - Monk/Cleric - There is a niche for a divine caster which doesn't draw upon the gods but isn't cursed. Reflavor the Ki point pool to allow magical effects

Occultist - Witch/Summoner? - A lovecraftian themed caster would be great.

? - Wizard/Paladin - Not sure what to name it...I would go with Warden but that is already a mythic path. Basically a martially oriented character who is specialized in fighting against magic users. Give it a smite option that work on magic-users/Fey/Magical Beasts.

Shapeshifter - Druid/? (maybe bard?) - a class focused on wildshape and spellcasting

Dragonrider - Cavalier/Summoner - Might be horribly overpowered, but still seems like a viable niche.


Hmm, I'd like to see something like taking a bit of Druid or Synthesist Summoner and toss it onto a Sorcerer-Magus.

Basically, heritage determines what sort of creature you slowly become (maybe a limited number of times, maybe not). 3/4 BAB, spell progression, mixing magic and attacks. The classic sort of thing would be a class that becomes more and more like a dragon.* But switch the heritage around and you can change that easily enough.

*Full BAB, 1/2 Casting, all good saves, with abilities are dragons. The basic theme is pretty viable as 3/4 BAB, 3/4 Casting, etc.


MMCJawa wrote:

Priest/Evangelist - Cleric/Bard; Because we need a cleric that is less martial and has more spellcasting, and the Bard's Inspire Courage/Performances seem like a good match for a traditional priest

Engineer/Artificer - Alchemist/Summoner. Can throw bombs and gets a robot companion that it builds as it levels

Mystic - Monk/Cleric - There is a niche for a divine caster which doesn't draw upon the gods but isn't cursed. Reflavor the Ki point pool to allow magical effects

These seem cool.

Quote:
Occultist - Witch/Summoner? - A lovecraftian themed caster would be great.

Niche casters tend to get ignored in PF more so than in 3.5 from what I've seen.

Quote:
? - Wizard/Paladin - Not sure what to name it...I would go with Warden but that is already a mythic path. Basically a martially oriented character who is specialized in fighting against magic users. Give it a smite option that work on magic-users/Fey/Magical Beasts.

Like a Spellhunter? That actually would be kinda cool.

Quote:
Shapeshifter - Druid/? (maybe bard?) - a class focused on wildshape and spellcasting

Sounds like you just want a druid.

Quote:

Dragonrider - Cavalier/Summoner - Might be horribly overpowered, but still seems like a viable niche.

It already exists as a highly OP 3PP class. I can see it being a very strong high level Prestige Class that Druids, Rangers, Cavaliers, and Paladins can take plus any other class that has an animal companion and has Boon Companion as a prereq. That might be cool.


Marshmallow, you might want to reread the dragonrider. It's only OP if you haven't read it clearly.


Cheapy wrote:
Marshmallow, you might want to reread the dragonrider. It's only OP if you haven't read it clearly.

Full BAB and all good saves was a really bad start.


It's a class of subtleties that seems overpowered at first glance. Read it again, there's a lot to be learned from that one :-)


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Actually...the Shapeshifter was a typo. I mean focused on wildshape without spellcasting.

For Occultist, the difference between it and say Wizard or Sorceror, is that those are full casting classes that either require extensive learning/training (Wizard) or some innate magical heritage (Sorceror). An occultist is someone who lacks either, but is basically playing around with powers he can't really control or understand. Mechanically I am not sure how I would pull that off, but I admit the concept might be a bit niche


OK I have an idea for my Wizard/Monk. 9th level spells and full BAB...yeah bad idea. Now I shall tweak it!

Full BAB, no armor (But has defensive abilities like a monk) and at character creation chose a specialty, just like a Wizard. As you gain levels you can select certain powers based on your specialty, and use Ki to create certain spells even, but is not a caster, and limited to specific ones in your field.

Maybe even some crafting abilities of the Wizard.

Dark Archive

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Gunslinger/Druid

He is like a hippie but really high tech and shoots people.

PLUS he can summon animals out of the barrel of his gun! Awesome! He shoots dire bears at people.

And his animal companions can use guns too

Like if he has a tyrannosaurus, the dinosaur can use twin revolvers in its little hands

Or his treant can have a cannon hidden in its foliage

I call this class the SOOTHSHOOTER

EDIT: Rynjin knows better. He is called the SOOTHSLAYER


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I second that class, and recommend the Captain shares whatever he's on with the design team when they take on Ultimate Gonzo.


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I think "Soothslayer" rolls off the tongue better.


Some cross overs I'd like to see.

Druid/Witch

Druid/Summoner

Witch/Sorcerer

And some feats or new class features that let you cross the familiar, animal companion, mount, and eidolon class features together in various mixes.


The two hybrids I want are-

Alchemist/ Wizard- tbh, I was surprised this wasn't one of the ACG classes. Someone who combines magic and science seems like it would be relatively common in a fantasy setting. I wish this was in the book instead of Arcanist.

Paladin/ Wizard- I would love to see a heavy armor wearing arcane class, that focuses more on magical class abilities than spells.


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To go along with the Soothslayer, how about a druid/paladin? He'd be the holy defender of the World, the Greenpeacemaker.


Cthulhudrew wrote:
To go along with the Soothslayer, how about a druid/paladin? He'd be the holy defender of the World, the Greenpeacemaker.

And fallen/ex-greenpeacemakers (druid/anti-paladins) would be Defoliators.


Wizard/Cleric - to make some d6 1/2 Bab spellcaster similar to the 3.5 Archivist.

Druid/Barbarian - Beastshaper, Martial guy, who uses Beast Shape

Fighter/Paladin - A holy knight with a code of conduct, but with less magical abilities.

Monk/Rogue - Monkish skillmonkey.

Alchemist/Wizard - Because it fits so well together.


Paladin/Ninja, Paladin/Wizard and Paladin/Druid sound cool. I'd like to see those classes.

Gunslinger/Wizard or Gunslinger/Sorcerer would be nice too. Preferably something similar to Iron Kingdom's Gun Mage. (No. That horrible Wizard archetype doesn't count!)


Pathfinder Lost Omens, Rulebook Subscriber
Lemmy wrote:

Paladin/Ninja, Paladin/Wizard and Paladin/Druid sound cool. I'd like to see those classes.

Gunslinger/Wizard or Gunslinger/Sorcerer would be nice too. Preferably something similar to Iron Kingdom's Gun Mage. (No. That horrible Wizard archetype doesn't count!)

paladin ninja? can you explain that to me because im not seeing any thematicly or mechanicaly interesting middleground there


Kekkres wrote:
paladin ninja? can you explain that to me because im not seeing any thematicly or mechanicaly interesting middleground there

Batman. (In one of his LG incarnations, that is).

Sometimes a "honest" frontal assault is simply not the best way to protect innocent lives.

- Sneak Attack would be more about finishing combat faster and giving enemies a quick death than about back-stabbing. It can also be useful to add crippling but not deadly effects to your enemies. Things like Sacred Sneak Attack open even more options.
- Poison use would be about creating non-lethal but still incapacitating drugs (make your enemies fall sleep instead of giving them several concussions or running a broad sword through their skulls).
- Stealth and infiltration would be used to lead your allies (and whoever else you are protecting) through the enemy lines without getting caught, or avoiding killing/harming the lowly guards who only obey the BBEG out of ignorance of his evil ways or fear that they and their families will be executed.
- Also, having enough skills to actually be a good party-face and still know something about the gods, undead (Kn(Religion)), angels and demons (Kn(Planes)) should prove useful.

You can do all of that and still be as merciful, selfless and honorable as they come.

I actually have a Paladin 4/Ninja 6 build that I really like.
EDIT I think it was something like this...

Koi The Ninjadin:
Koi
Human (Tian-Dan) Ninja 6/Paladin (Oath of Vengeance) 4
LG Medium humanoid (human)
Init +4; Senses Perception +18
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 20 (+8 armor, +2 Dex, +1 natural, +1 deflection)
hp 83 (4d10+6d8+30)
Fort +14, Ref +13, Will +11; +2 vs. death
Defensive Abilities uncanny dodge; Immune disease, fear
--------------------
Offense
--------------------
Speed 20 ft., light steps
Melee +1 silversheen katana +15/+10 (1d8+7/15-20) and
. . +3 silversheen katana +17/+12 (1d8+12/15-20)
Ranged +1 composite longbow +11/+6 (1d8+5/x3)
Special Attacks bloodline arcana: draconic, ki attack speed, claws, smite evil, sneak attack +3d6
Spell-Like Abilities
. . At will—detect evil
. . —shadow clone
. . —vanishing trick
Paladin (Oath of Vengeance) Spells Prepared (CL 1st; concentration +4):
1st (1/day)—grace
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 16, Int 10, Wis 8, Cha 16
Base Atk +8; CMB +14; CMD 27
Feats Cornugon Smash, Eldritch Heritage, Fey Foundling, Furious Focus, Improved Critical (katana), Power Attack, Skill Focus (Intimidate), Skill Focus (Perception)
Traits indomitable faith, reactionary
Skills Acrobatics +12 (+8 jump), Climb +7, Diplomacy +16, Disguise +5, Escape Artist -1, Fly -1, Intimidate +22, Knowledge (religion) +13, Perception +18, Ride -1, Sense Motive +12, Stealth +12, Swim +7; Racial Modifiers ki jump (running start), no trace
Languages Common, Draconic, Tien
SQ aura of courage, aura of good, channel wrath, ki movement, ki pool, ki stealth, lay on hands, mercies (mercy [fatigued]), poison use
Combat Gear Wand of cure light wounds; Other Gear +2 Breastplate, +1 Composite longbow (Str +4), +1 Silversheen Katana, +3 Silversheen Katana, Amulet of natural armor +1, Belt of physical perfection +2, Cloak of resistance +2, Feather step slippers, Headband of alluring charisma +2, Ring of protection +1, Ring of sustenance
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.

This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Feather step slippers Ignore difficult terrain as though affected by feather step.
Fey Foundling Magical healing works better on you
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Lay on Hands (2d6) (5/day) (Su) You can heal 2d6 damage, 5/day
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Magic Claws (6 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Shadow Clone (Su) The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Smite Evil (2/day) (Su) +3 to hit, +4 to damage, +3 deflection bonus to AC when used.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Now that I think about it, Inquisitor kinda fulfills that niche, but the loss of Smite Evil and LoH doesn't make it feel very Paladin-ish...

RPG Superstar 2012 Top 32

Exorcist: paladin/wizard (abjurer) dispel magic specialist.

Mystic: cleric/monk uses ki to channel energy and use spell-like effects.

Rageshaper: barbarian/druid that combines wildshape and rage.

Weirdwright: alchemist/summoner monster maker.


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Ooooo. What if for the Alchemist/Summoner it didn't make monsters, but made himself into a monster? Blending Evolutions and Mutagens, allowing him to constantly modify and enhance his body, mostly temporary though some bonuses. The capstone could be "Perfect form" which, as part of a number of bonuses, eliminates vulnerability by creating your own monster class.

Muahahahahaaaaa.


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I'm disappointed that the ability is called "Perfect Form" and not "Final Form".

Just, the potential, at every level, to down your super-mutagen and go "And this isn't even my Final Form" is too good to pass up.


Oh right. What was I thinking?

Or one winged angel! lol


Rynjin wrote:

Honestly I'd be happy with an entire book of Monk/X classes.

Monkquisitor. Monkaladin. Monkorcerer. Magunk.

Everything goes better with Monk.

Of late, I have been watching a lot of martial arts films and TV shows. One thing that leaped out at me from the playtest document was a glaring lack of monk/spell caster hybreds. How else to portray the Taoist swordmasters of high flying wuxia action better than a monk/sorcerer or monk/witch? And so many of the portrayals of Buddhist priests seem to cry out for a monk/cleric.

Sigh...


A Warpriest of Irori makes for a pretty Clerink.

Dark Archive

Rynjin wrote:

Honestly I'd be happy with an entire book of Monk/X classes.

Monkquisitor. Monkaladin. Monkorcerer. Magunk.

Everything goes better with Monk.

In our gestalt games monk gets used alot making these same combinations. Only one of the players plays a monk when gestalts aren't used.

So, for us, Monk is made better by everything else.


DragoDorn wrote:
Rynjin wrote:

Honestly I'd be happy with an entire book of Monk/X classes.

Monkquisitor. Monkaladin. Monkorcerer. Magunk.

Everything goes better with Monk.

In our gestalt games monk gets used alot making these same combinations. Only one of the players plays a monk when gestalts aren't used.

So, for us, Monk is made better by everything else.

Mmmmmm... yes... needs more Monk!


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Monk/Gunslinger. Uses Chi to fire energy blasts!

Dark Archive

Mr. Whatever wrote:
Monk/Gunslinger. Uses Chi to fire energy blasts!

I always think of the movie Equilibrium when I see that combo. Played one using some modern guns made using the Talented Monk. It was rather fun to flurry using guns and martial arts.

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