Berselius |
What Archetypes would you like to see come out in Pathfinder RPG?
I'll start with the following:
Knight Commander (Cavalier): An Cavalier Archetype that gives up the Banner and Mount abilities in favor of auras that give specific bonuses to his allies (and eventually himself).
Hex Gunner (Witch): An Witch Archetype that replaces Patron Spells and the Witch's Familiar with the ability to start off with a gun (and eventually gain the ability to construct firearms) as well as possessing grit and a few unique Gunslinger deeds (including Hex Shot).
bob_the_monster |
* Diviner or Divinist class (cleric/oracle smash-up w/ divine exploits, divine metamagic and divine reservoir). Healing without spells or channeling. Archetypes that get arcane casting from the deity.
*Concrete rules for concept clerics, with good examples to encourage more DMs to allow it.
*Cleric capstones or discoveries, as a wizard with a more divine feel.
*Archetypes to Divinist or Cleric that grant divine bloodlines.
*Capstone could be a 3rd domain or channel energy at will.
*Divine Meta-magic in some limited form, maybe as seen above
*More wondrous items that affect domain powers, high level healing mechanics and some porting over of old 3.5 feats like Augmented Healing, Sacred Boost and other cool stuff from Complete Divine
*A viable necromancer archetype that borrows from Bones Oracle and Juju Oracle. Again, like Undead Lord, piegon-holding the PC into channeling negative energy and losing armor/shield proficiency and 1 domain to focus on Undeath domain. Reduced channel progression to get some SLA of animate dead, scaling appropriately.
*Related to above, a companion that functions as an undead version of a druid animal companion, perhaps.
*Divine Bonds or Familiars. Divine bombs. More domain variety, particularly with technology concepts coming to light in Numeria or mentalist material being hinted at in upcoming content.
*A "Red Mage" archetype. Clerics give up pivotal class features to get arcane casting. Starting, obviously losing all armor, shield and weapon proficiency. Possible limited access to wizard arcane schools.
*A Divine Sin Mage Specialist, with divination as the main school. I think we all know this means more cleric spells per level, and yeah some lost spells or "opposition" divine action.
*Immortality discovery or feature as a cleric. Capstone. Seriously, Paizo.
*An archetype that does what Mythic Theurge does, but does it better. Holy Vindicator as a concept archetype, scaling appropriately by level.
More variety and caster/gish/arcane options for the cleric class, essentially.
My 2 copper.
Zhayne |
Hex Gunner (Witch): An Witch Archetype that replaces Patron Spells and the Witch's Familiar with the ability to start off with a gun (and eventually gain the ability to construct firearms) as well as possessing grit and a few unique Gunslinger deeds (including Hex Shot).
I saw a 3PP supplement that had one of those in it, or something similar at least. One of the Into The Breach supplements, I think.
For me ... hmm.
1. Unarmed Magus.
2. Spontaneous versions of all present prep-casting classes.
3. More archetypes for casting classes that change casting stats (like Sage and Empyrial do for Sorcerer)
That's my 'off the top of my head' list.
Secret Wizard |
I'd like to see:
- A Brawler that gives up on maneuvers and possibly knockout/awesome blow for the ability to have herself and an ally gain temporal teamwork feats, in addition to Martial Flexibity.
- A Brawler based on physical Perform skills - it could be flavored in different ways, such as a fighter using a capoeira like fighting style (dance), or a buffoon that fights with slapstick (comedy), or one that unnerves enemies with her bravado (act).
- A spell-less Investigator that gets traps and/or skirmisher tricks.
kevin_video |
This should probably be moved to the Paizo Products section, right alongside the Bestiary Wishlists.
Personally, I'd like to see the 3.5 archetypes and variations from their original campaign setting brought here. The main one being the full BAB cleric archetype with no domains. I know I'd want that one.
kevin_video |
Just thought of another one. DnD 3.5 had a battle sorcerer. It was 3/4 BAB, martial weapon proficiency, light armour proficiency, but was very limited in how many spells it knew and could cast per day. However, it still had all 9 levels. None of that "If you want higher BAB you're therefore limited to only level 6 spells". And it was still balanced.
Naoki00 |
Just thought of another one. DnD 3.5 had a battle sorcerer. It was 3/4 BAB, martial weapon proficiency, light armour proficiency, but was very limited in how many spells it knew and could cast per day. However, it still had all 9 levels. None of that "If you want higher BAB you're therefore limited to only level 6 spells". And it was still balanced.
lol, is it weird that I would prefer more 'class' abilities than to ever get spells above 4-6?
Michael Sayre Design Manager |
A wild-shaping, spell-less nature combatant who isn't terrible, maybe something like:
Moon Seeker
Proficiencies: The Moon Seeker does not gain proficiency in martial weapons. This alters the Hunter's normal proficiencies.
Wild Combatant: Starting at 1st level the moon seeker learns the use of one Hunter's Trick (see the Skirmisher ranger archetype) and may use this ability a number of times per day equal to 1 + his Wisdom bonus. At 4th level and every three levels thereafter (7th, 10th, 13th, etc.) he learns an additional trick and gains an additional use per day of this ability. This replaces the hunter's spells class feature.
Call to the Pack: Starting at 1st level the moon seeker may, as a standard action, expend one use of his wild combatant ability to designate a number of creatures equal to his Wisdom bonus (minimum 1) as members of his pack for a number of rounds equal to 1 plus his class level. Creatures must be able to see and hear the moon seeker to benefit from this affect. Members of the moon seeker's pack are granted use of any teamwork feats he knows for the duration of the ability. In addition, the moon seeker may treat any member of his pack as his animal companion for the effects of any of his hunter's tricks. This replaces the hunter's nature training, hunter tactics, bonus trick, and raise animal companion class features.
Lycanthropic Focus: The moon seeker is constantly connected to his animal nature. This functions as the animal focus class feature, except that the hunter always applies the animal aspect to himself and does not gain the temporary usage of the ability. When the hunter would normally gain the second animal focus class feature, she applies the second permanent focus to herself. This modifies but otherwise counts as the hunter's animal focus and second animal focus class features.
Wild Shift: At 4th level, a moon seeker gains the ability to adopt a hybrid animal form, gaining special abilities while transformed. Choose one of the following animal forms:
Bear: Your natural armor bonus increases by +2, +1 at 8th level and every 4 levels thereafter (+3 1t 8th, +4 at 12th, etc). You gain a bite and two claw attacks.
Wolf: You gain a +2 insight bonus on trip attempts, +1 at 8th level and every 4 levels thereafter and you gain the use of the Pack Flanking feat, even if you would not normally qualify. You gain a bite attack with the trip special ability.
Tiger: You gain a +2 competence bonus on Acrobatics checks, +1 at 8th level and every 4 levels thereafter. You gain a bite, 2 claws, and the rake special attack.
This is a polymorph effect and can be used once a day at 4th level plus 1 additional time at 6th level and every two levels thereafter, to a maximum of eight times at 18th level. This ability replaces the animal companion, improved empathic link, speak with master, and greater empathic link abilities.
Given time I'd probably clean that up and add in additional animal types, but it's just kind of a rough draft of what I might like to see.
kevin_video |
kevin_video wrote:Just thought of another one. DnD 3.5 had a battle sorcerer. It was 3/4 BAB, martial weapon proficiency, light armour proficiency, but was very limited in how many spells it knew and could cast per day. However, it still had all 9 levels. None of that "If you want higher BAB you're therefore limited to only level 6 spells". And it was still balanced.lol, is it weird that I would prefer more 'class' abilities than to ever get spells above 4-6?
I suppose not, but I'm just tired of the same old argument that you have to give up all your spells, or at least the majority, to have any kind of martial ability. That's a cop-out. If 3.5 could do it without breaking the classes, so can Pathfinder.
Naoki00 |
Naoki00 wrote:I suppose not, but I'm just tired of the same old argument that you have to give up all your spells, or at least the majority, to have any kind of martial ability. That's a cop-out. If 3.5 could do it without breaking the classes, so can Pathfinder.kevin_video wrote:Just thought of another one. DnD 3.5 had a battle sorcerer. It was 3/4 BAB, martial weapon proficiency, light armour proficiency, but was very limited in how many spells it knew and could cast per day. However, it still had all 9 levels. None of that "If you want higher BAB you're therefore limited to only level 6 spells". And it was still balanced.lol, is it weird that I would prefer more 'class' abilities than to ever get spells above 4-6?
Oh no I'm not of that group I just personally prefer less powerful spells as the max in a game, but thats just because I'm not a huge fan of uber-magic lol
Secret Wizard |
Just thought of another one. DnD 3.5 had a battle sorcerer. It was 3/4 BAB, martial weapon proficiency, light armour proficiency, but was very limited in how many spells it knew and could cast per day. However, it still had all 9 levels. None of that "If you want higher BAB you're therefore limited to only level 6 spells". And it was still balanced.
Looks like a Druid or Cleric to me.
Oceanshieldwolf |
kevin_video wrote:Just thought of another one. DnD 3.5 had a battle sorcerer. It was 3/4 BAB, martial weapon proficiency, light armour proficiency, but was very limited in how many spells it knew and could cast per day. However, it still had all 9 levels. None of that "If you want higher BAB you're therefore limited to only level 6 spells". And it was still balanced.Looks like a Druid or Cleric to me.
Apart from the light armor only, the limited spell-use and the arcane nature of those spells, AND being balanced, sure.
kevin_video |
A rogue archetype where you trade in trapfinding for a TWF feat and a skill focus feat. It'd go a long way in making the rogue better at what he's supposed to be good at in trap-light campaigns.
In 3.5 there was a variant that had the rogue lose their sneak attack and gain feats as a fighter did. While sneak attack is nice, I wouldn't mind seeing a combat rogue.
Cyrad RPG Superstar Season 9 Top 16 |
kevin_video |
I really wanted a magus/monk hybrid class. Now I gotta make my own.
Well before Paizo came up with the hybrid classes, these guys were designing them. They were very surprised that after all the versions they did, and praise they got on the forums, that Paizo didn't contact them and made the ACG, which they're still on the fence about. Check out their Arcane Fist monk/magus hybrid.
Cyrad RPG Superstar Season 9 Top 16 |
Cyrad wrote:I really wanted a magus/monk hybrid class. Now I gotta make my own.Well before Paizo came up with the hybrid classes, these guys were designing them. They were very surprised that after all the versions they did, and praise they got on the forums, that Paizo didn't contact them and made the ACG, which they're still on the fence about. Check out their Arcane Fist monk/magus hybrid.
I saw that. It did not really light my fire. I'm not much of a fan of the works that come out of the MCA initiative.
Michael Sayre Design Manager |
I would like a Sumo archetype for Monk or Brawler.
Having recently read through the newer Iron Fist graphic novels, I am way into that idea. PLaying a Fat Cobra style character or someone who sepcializes in throwing their weight around in pretty fantastic ways would be awesome. It could also be fun design space to play around with some of the under-used Combat Maneuvers, specifically Bull Rush and Reposition. Maybe a class that gets the Push universal monster ability.
LessPopMoreFizz |
A Firearms-toting Alchemist that gets Explosive Missile 'for free' (replacing the 4th level Discovery is fine) and basically swings a rocket launcher around.
Something not unlike This.
James Langley |
I've been thinking of an Alchemist archetype that trades extracts and alchemy for tinkering and artifice. Let's call it "The Artificer," for example. (Been toying with it for a while now)
I'd also like to see a Gunslinger or Alchemist archetype (or hybrid or what-have-you) that blends bombs and guns. Because Commando, dammit!
LessPopMoreFizz |
If we're talking hybrids, I'd like to see a monk/cleric holy fist hybrid. One that has a punch that gets past DR X/good or evil based on their alignment instead of magic.
You mean like this war priest archetype that got released last month?
kevin_video |
kevin_video wrote:If we're talking hybrids, I'd like to see a monk/cleric holy fist hybrid. One that has a punch that gets past DR X/good or evil based on their alignment instead of magic.You mean like this war priest archetype that got released last month?
Kind of. Like, it works, but there's nothing really to distinguish his unarmed attacks from a monks. He's a monk-3. Oh yippie. By the time you're 7th level, if you don't have a means of making your unarmed attacks "magic" you're doing something wrong. I mean, 3.5 had a trade out, why can't PF? At least give me a feat to mimic it. Give me speed, give me SR, give me "sacred bonuses". Something to make him not something trying to pretend that they're a monk or warpriest.
LessPopMoreFizz |
LessPopMoreFizz wrote:Kind of. Like, it works, but there's nothing really to distinguish his unarmed attacks from a monks. He's a monk-3. Oh yippie. By the time you're 7th level, if you don't have a means of making your unarmed attacks "magic" you're doing something wrong. I mean, 3.5 had a trade out, why can't PF? At least give me a feat to mimic it. Give me speed, give me SR, give me "sacred bonuses". Something to make him not something trying to pretend that they're a monk or warpriest.kevin_video wrote:If we're talking hybrids, I'd like to see a monk/cleric holy fist hybrid. One that has a punch that gets past DR X/good or evil based on their alignment instead of magic.You mean like this war priest archetype that got released last month?
At first level, the Sacred Fist can make his weapons count as Good/Evil/Chaotic/Lawful depending on deity selection.
Michael Sayre Design Manager |
kevin_video wrote:At first level, the Sacred Fist can make his weapons count as Good/Evil/Chaotic/Lawful depending on deity selection.LessPopMoreFizz wrote:Kind of. Like, it works, but there's nothing really to distinguish his unarmed attacks from a monks. He's a monk-3. Oh yippie. By the time you're 7th level, if you don't have a means of making your unarmed attacks "magic" you're doing something wrong. I mean, 3.5 had a trade out, why can't PF? At least give me a feat to mimic it. Give me speed, give me SR, give me "sacred bonuses". Something to make him not something trying to pretend that they're a monk or warpriest.kevin_video wrote:If we're talking hybrids, I'd like to see a monk/cleric holy fist hybrid. One that has a punch that gets past DR X/good or evil based on their alignment instead of magic.You mean like this war priest archetype that got released last month?
Which is awesome and weird, since alignment based DR is typically a higher level kind of damage reduction. You're better at punching angels than golems!
Michael Sayre Design Manager |
1 person marked this as a favorite. |
I've been fiddling around with a Dhalsim archetype for the Monk. Basically you trade out Flurry of Blows for the ability to change the reach on your unarmed strikes. It wouldn't really work in RAW Pathfinder though, my group house rules the Monk as full BAB which is required for it to work.
Maybe it'll click together better with the Unchained monk then :)
UnArcaneElection |
1 person marked this as a favorite. |
I've been fiddling around with a Dhalsim archetype for the Monk. Basically you trade out Flurry of Blows for the ability to change the reach on your unarmed strikes. It wouldn't really work in RAW Pathfinder though, my group house rules the Monk as full BAB which is required for it to work.
Wouldn't it work better as a Brawler Archetype, for full BAB/d10 HD?
As for the title request of this thread, see this thread of exactly the same name from not too much earlier -- I posted a bunch in there.
To staple together a bunch of highlights (and add Planewalker as a new race-specific Archetype and Wild-Blooded Bloodline):
I would like for Pathfinder Unchained (or a future supplement) to make class abilities more a large carte, so that you can build the character you want without having to wait for (and wade through) a profusion of archetypes.
Short of that, a lot of the archetypes I would like to see would be multiples archetypes/blended alternate classes:
Scholastic Summoner and Scholastic Master Summoner = prepared spell versions of these, with Familiars that are Evolved in their normal forms and like mini-Synthesists in their Eidolon-replacement forms.
Thaumaturgist = prepared divine spell (including altered spell list) casting Summoner specializing in a particular type of Outsider.
Arcane Fist = Magus-Monk blend (actually surprised Paizo did not do this already). The Multiclass Archetypes Arcane Fist linked above actually looks pretty good, although I'd probably want to tweak a couple of things (for instance, support Spellstrike/Spell Combat through Monk weapons). Would also like a divine version, but need to wait and see if the Warpriest will be a better chassis for this after the Advanced Class Guide gets past what is for practical purposes its Third Playtest.
Sorcerous Witch = Sorcerer that uses Witch spell list and gets a Hex instead of Eschew Materials, and can get more with Extra Hex, which also becomes a Bloodline Feat; this let's you play a Witch who can't spell, but who is not hosed by Familiar loss (if even applicable), and who can run for political office.
For (sort of) non-multiclass archetypes (since they do not have the Alternate Class prohibition):
Arcane Trickster Base Classes = Sorcerer and Wizard archetypes that trade out bonus feats and some Bloodline abilities for Sneak Attack and Impromptu Sneak Attack, and qualification for some Rogue Talents/Ninja Trick (these do not forbid Rogue/Ninja levels, and stack with them); this enables a 1-seat ride into Arcane Trickster Prestige Class.
Battle Herald Cavalier trades out Cavalier's Charge and Bonus Feats for Bardic Performance (starting with Inspire Courage and going up the "Inspire" chain; if you get later Bardic Performances from another class you get a refund on the Bonus Feats); this enables a 1-seat ride into Battle Herald Prestige Class, while allowing mixing with Cavalier archetypes that trade out Mount such as Huntmaster).
A Magus ranged archetype that isn't nerfed to the point of unusability (which Myrmidarch is).
A Druid archetype I'd like to see (open to everybody): Divinely Bound Druid. These Druids worship and act as priests of a specific Deity. This replaces the standard Druid's alignment requirement (Any Neutral) with the same alignment requirement that a Cleric of the Deity in question would have. This allows corner alignment Deities with nature/wild-oriented themes to have Druids of matching alignment: Erastil for Lawful Good; Desna for Chaotic Good, by way of inheritance from Curchanus; Lamashtu for Chaotic Evil, by way of theft from Curchanus; also some of the more beastly-themed/corrupted-nature-themed other Demon Lords (such as Angazhan, Dagon, Deskari, Jubilex, and Pazuzu) for Chaotic Evil; not sure which if any Lawful Evil deities fit with this. Divinely Bound Druids trade in Perception as a Class Skill in exchange for Knowledge(Religion), and add proficiency with their Deity's favored weapon. Divinely Bound Druids' Code of Conduct is the union of a Druid's Code of Conduct and the Code of Conduct of their patron Deity, but their penalty for wearing prohibited armor disappears immediately upon taking off the prohibited armor instead of lasting for 24 hours thereafter (this cuts Druids of Gorum some slack, even though Gorum's official alignment already allows standard Druids). This can be combined with any Druid archetype that does not remove Perception as a Class Skill, and Divinely Bound Druids have the option to become Totem Druids of their patron deity's sacred animal even if the sacred animal is not on the Totem Druid list.
More race-specific archetypes:
For Fetchling: Fetchling doesn't have a Rogue/Ninja archetype? Really? At the least they ought to get one that gives them some Shadowdancer abilities within their archetype of Rogue base class (stacking with the Prestige Class if they take levels of that too). Unfortunately the Fetchling Ranger archetype ("Dusk Stalker") already took the good name for a Rogue (or Slayer) archetype.
For Orc: Orc doesn't get a Barbarian archetype? Really? (At least let them take the Half-Orc's Hateful Rager archetype.)
The Elemental-touched other than Suli got 2 archetypes each (although they could probably stand to have another one each). Suli only gets Elemental Knight (archetype of Magus). So, Elementalist Cleric (archetype specific to Suli): Instead of the normal choice of Cleric Domains, you get a blend of the Air, Earth, Fire, and Water Domains (not their Subdomains, which don't really fit with this scheme). You must worship a deity that grants access to at least one of these Domains or that is thematically tied to opposing Portfolios or Domains (for instance, Nethys grants access to both Protection and Destruction, so he lets you extend the dualism to the Elemental domains, even though he doesn't normally offer these). You can use the 1st level power of any of these Domains, but they have a shared pool of uses per day that is 5 + {your Wisdom modifier} (instead of the usual 3 + {your Wisdom modifier}); for the purpose of the Domain Strike feat, this counts as the 1st level Domain power of 1 Domain. At 6th Level, when you prepare spells, you also prepare the resistance from any one of these Domains (like an Abjurer Wizard preparing Resistance, except you get it later), which stacks with your innate elemental resistance; if you have the Elemental Channel feat, this also chooses which elemental subtype your Elemental Channeling affects (you can still take Elemental Channeling another time to get application to a fixed elemental subtype). For your Domain spells, you can pick from any of the 4 Domains; for Elemental Body IV (7th level spell) and Elemental Swarm (9th level spell), you get the unrestricted versions of these spells (you do not have to choose an elemental subtype that matches your chosen Resistance type).
Archetypes specific to Changelings/Witchbloods (including new names for some of the Changeling/Witchblood subtypes):
Hulking Rager (Barbarian archetype for Annis Changelings) trades out Fast Movement for the Wrecker Oracle's Curse (even in the absence of Oracle levels) and trades out Uncanny Dodge and Improved Uncanny Dodge for a permanent increase to Large size (the growth is actually gradual, but the changes are mechanically represented in 2 stages, of which the 2nd also gives back Fast Movement). Has the option to gain Strength or Constitution in place of a Rage Power. Also, need to fit Coven (and eventually Coven Anchor) and the limited Spell-Like Abilities in there somewhere, or maybe make these be Changeling-specific Feats. Actually, depending upon the final form of the ACG, might want to rebuild this as a Bloodrager archetype, although last time I checked, no Accused Bloodline was available for Bloodragers (but maybe Abyssal is okay for this).
Green-Faced Druid (Druid Archetype for Mutable Changelings) trades out Venom Immunity for Sound Mimicry and early onset of A Thousand Faces, and specializes Wild Shape to act as a "Humanoid Totem" archetype, eventually adding the ability to duplicate the Monstrous Physique and Giant Form spells, at the expense of being behind levels on normal Wild Shape. Also trades out Nature Bond and Spontaneous Casting for a swim speed, continuous Water Breathing (initially self-only and later usable on others), and some other thematically appropriate Spell-Like Abilities. Also, need to fit Coven (and eventually Coven Anchor) in there somewhere, or maybe make these be Changeling-specific Feats.
Sea Stalker (Rogue archetype for Seaborn Changelings) trades out Trap finding for Horrific Appearance, trades out Evasion for Amphibious SQ and a swim speed (improved swim speed if you already had one), trades out the Rogue Talents gained at 2nd and 4th level for Evil Eye and Greater Evil Eye (respectively), and thereafter can substitute Witch Hexes (eventually Major and then Grand) for Rogue Talents. Also, need to fit Coven (and eventually Coven Anchor) in there somewhere, or maybe make these be Changeling-specific Feats.
Planewalker (Cleric or Oracle archetype for Planewalker Changelings) -- haven't thought this one through as fully yet, but in terms of flavor, it is needed. Should replace Mystery and Revelations with powers that enable ethereal travel, soul trapping/transport, and something like an Eldritch Blast from the 3.5 Warlock. Depending upon how the upcoming Occult Adventures and Advanced Class Origins come out, might want to rebuild this as a Kineticist or Spiritualist Archetype (assuming that I got the right names of upcoming new psychic Base Classes).
More race-specific Wild-Blooded Bloodlines (but please put them where they are easier to find, unlike the current split personality organization of Bloodlines and Wild-Blooded Bloodlines):
Changeling/Witchblood sub-race specific bloodlines of the non-specific Accursed bloodline (again, also add new names that the characters themselves might actually want to use). All of these and the original Accursed Bloodline also add the following Bloodline Feat option: Coven Anchor (lets you anchor a Coven; requires Coven Hex and Major Hex, or Coven Bloodline Arcana and 9th Level Bloodline Power from Accursed Bloodline or one of its associated Wildblooded lines).
Annis: Replaces Horrific Visage with Enlarge (like Enlarge Person, but works even if you quit being Humanoid). Replaces Dread Gaze with Alter Self, usable for a certain amount of time (not necessarily consecutive) per day. Also replaces some of the Bloodline Spells with appropriately themed spells.
Mutable: Replaces Bloodline Class Skill with Disguise. Replaces Horrific Visage with weakening attack/grasp (optionally grows claws, but if you forgo this, you do more Strength damage). Replaces Dread Gaze with Alter Self, usable for a certain amount of time (not necessarily consecutive) per day (same as with Annis above). Also replaces some of the Bloodline Spells with appropriately themed spells.
Seaborn: Bumps Dread Gaze from 9th level to 3rd level (replacing Wretched Endurance, and also advancing the progression of number of times per day you can use it), and adds Greater Dread Gaze at 9th level, which lets you use Dread Gaze again on an already-affected target to get the comatose effect. Also replaces some of the Bloodline Spells with more underwater-themed spells.
Planewalker: Replaces some of the spells with soul manipulation powers. Replaces Horrific Visage with a Force Blast. Replaces Dread Gaze by bumping Dream Walking from 15th Level to 9th Level, and makes the 15th Level power a soul-trapping/transport power that synergizes with some of the bonus spells related to this (or alternatively but related to this, a power that makes targets more vulnerable to these/suffer extended effects from these).
Arachnofiend |
Arachnofiend wrote:I've been fiddling around with a Dhalsim archetype for the Monk. Basically you trade out Flurry of Blows for the ability to change the reach on your unarmed strikes. It wouldn't really work in RAW Pathfinder though, my group house rules the Monk as full BAB which is required for it to work.Wouldn't it work better as a Brawler Archetype, for full BAB/d10 HD?
Nah, the Monk chassis is perfect for it due to Dhalsim's supernatural abilities (he can also teleport and spit fireballs in addition to the stretchy arms), it's just that Paizo Monks without flurry are impractically bad.
Orthos |
1 person marked this as a favorite. |
I thought the term we were going with these days was Post-Mortem Communications?
Secret Wizard |
I don't get why you need full BAB though, you are playing a character that can use melee attacks from long range, it should have some balancing factors that prevent it from being strictly better than, say, a Brawler.
However, you could bump it's strength up by giving it another additional attack when it uses ki to get another attack. That makes sense.
kevin_video |
At first level, the Sacred Fist can make his weapons count as Good/Evil/Chaotic/Lawful depending on deity selection.
I'm apparently 110% blind because I don't see that anywhere.
I would like a Sumo archetype for Monk or Brawler.
You'd probably rather a Paizo version, but Little Red Goblin Games did come out with one for the monk. It's not a terrible archetype. They do have to eat a lot to not lose their bonuses.
Michael Sayre Design Manager |
KingmanHighborn wrote:I would like a Sumo archetype for Monk or Brawler.You'd probably rather a Paizo version, but Little Red Goblin Games did come out with one for the monk. It's not a terrible archetype. They do have to eat a lot to not lose their bonuses.
I laughed when I read that, thinking it was a joke, and then laughed even harder when I realized that since it was referencing an LRGG product, it was probably totally serious.
kevin_video |
kevin_video wrote:I laughed when I read that, thinking it was a joke, and then laughed even harder when I realized that since it was referencing an LRGG product, it was probably totally serious.
KingmanHighborn wrote:I would like a Sumo archetype for Monk or Brawler.You'd probably rather a Paizo version, but Little Red Goblin Games did come out with one for the monk. It's not a terrible archetype. They do have to eat a lot to not lose their bonuses.
Yup, 100% true. "A rikishi (sumo wrestler) must consume at least 5x the normal amount of food per day (more if possible). This means a minimum of 5 trail rations per day. If he fails to consume that much food he loses access to their AC Bonus until they make up the lost rations"
Just thought of two more archetypes I'd love to see:
1) Equilibrium Grammaton Cleric (Gun-Kata Monk) -- Yes I know about the Grammaton from Dreamscarred.
2) Bullet Time gunslinger. This seems like it wouldn't happen, but Rogue Genius made the Time Thief and Time Warden and each have abilities that mimic bullet time aspects and Prince of Persia time reversals. Surely something could be cobbled together.
Michael Sayre Design Manager |
Yup, 100% true. "A rikishi (sumo wrestler) must consume at least 5x the normal amount of food per day (more if possible). This means a minimum of 5 trail rations per day. If he fails to consume that much food he loses access to their AC Bonus until they make up the lost rations"
I love that he has to make up the rations. With that wording the guy doesn't just lose it until his next big meal, his next big meal has to be 10x the rations!
kevin_video |
kevin_video wrote:I love that he has to make up the rations. With that wording the guy doesn't just lose it until his next big meal, his next big meal has to be 10x the rations!Yup, 100% true. "A rikishi (sumo wrestler) must consume at least 5x the normal amount of food per day (more if possible). This means a minimum of 5 trail rations per day. If he fails to consume that much food he loses access to their AC Bonus until they make up the lost rations"
I have the book, King of the Ring and personally love it just for the insanity. Whether you want to build E. Honda, Hulk Hogan, or Nacho Libre with a magically enhanced luchador mask (seriously, the book has those) you are golden.
BadBird |
I'd love to generally see more archetypes that work to combine spells and weapons in the way that the Magus gets Spellstrike. I like that the Arcanist has a way to get Spellstrike, but I would have preferred it as the focus of the archetype rather than an optional afterthought to getting a Black Blade.
I'd specifically love to see archetypes that let you cast a spell 'into' a weapon, and then have that spell effect sort of 'bleed out' into your attacks bit by bit - like having a damage spell channeled through a weapon release a certain number of damage dice on a hit, or an effect spell channeled through a weapon drop a save-or-effect on a hit, consuming a round of effect duration every time you forced the save, but only actually lasting for one round.