Sam's Homemade Pathfinder Archetype Emporium


Homebrew and House Rules


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Hello! This is my first time creating pathfinder archetypes. Feel free to use them. If you guys do use them, could you send me your build? I would love to see what you guys do with these, if anything at all.

Here they are. Enjoy!

Earthbreaker (Barbarian):
Concept: The Earth breaker draws strength from core of the planet and is given the power to break mountains.
Weapon and Armor Proficiency: An Earthbreaker is proficient with all two-handed weapons, light armor and medium armor. This replaces normal weapon and armor proficiencies.
Mountain Stance (Ex): An Earthbreaker gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures. She must be in contact with the earth (eg. not on a boat or indoors). This ability replaces fast movement.
Earth Infused (Ex): At 2nd level an Earthbreaker gains Acid resistance 5. This increases to 10 at 8th level, 15 at 15th level, and gains acid immunity at 20th level. This Replaces Uncanny Dodge.
Flesh of Stone (Su):At 5th level an Earthbreaker mas use Flesh of Stone. As an immediate action, your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 Barbarian levels you possess beyond 2nd. You can dismiss this effect as an immediate action, but otherwise it continues until you dismiss it. This replaces improved uncanny dodge.
Earthen Connection: At 3rd level an Earthbreaker gains tremorsense 10. This increases by 10 at every three levels thereafter. Also at 15th level an Earthbreaker gains a burrowing speed of half their movement speed. At 20th level an Earthbreaker gains a burrowing speed equal to their current speed. This replaces Trap Sense.

Possessed Rager (Barbarian):
Concept: The Possessed Rager allows an Ancestral Spirit into its body and draws on its strength.
Bonded Spirit: At first level a Possessed Rager Bonds with a shaman spirit. She gains one hex available from their bonded spirit. Your Barbarian level counts as your shaman level. Replaces 2nd level rage power.
Spirit Boon (Su): At 2nd level, whenever a possessed shaman fails a saving throw against a charm or compulsion spell or effect, she can attempt a new saving throw (using the original DC) at the end of her next turn as the spirit inside her attempts to regain control. If the saving throw is successful, the charm or compulsion effect ends. If the saving throw fails, she is affected as normal for the remainder of the duration. This replaces uncanny dodge.
Greater Bonded Spirit At 8th level a Possessed Rager gains the Greater Spirit shaman ability of her bonded spirit. This replaces the rage power gained at level 8.
True Bonded Spirit: At 16th level a Possessed Rager gains the Greater Spirit shaman abiility of her bonded spirit.
Manifestation: At 20th Level a Bonded Rager gains the Manifestation shaman ability of her bonded spirit. This replaces mighty rage.

Dragonslayer (Fighter):
Concept: The Dragonslayer spends a lifetime training to take on their greatest foe: Dragons.
Class skills: Dragonslayers gain knowledge (arcana) as a class skill.
Dragonheart: Dragonslayers gain the dragonheart feat regardless of requirements. Replaces 1st level bonus feat.
Dragonslayer: At 4th level Dragonslayers gain the dragonslayer feat regardless of requirements. Replaces 4th level bonus feat.
Dragonslayer's Tactics: Starting at 2nd level, a dragonslayer gains a +1 bonus on attack rolls to confirm critical hits vs dragons. This bonus increases by +1 for every four levels beyond 2nd. This replaces bravery.

Phantom Stranger (Gunslinger):
Concept: Phantom Strangers channel the power of the spirits of the deceased to bolster their abilities.
Saves: Phantom Stranger gains +2 Will save. Replaces +2 Fort save.
Cantrip: Phantom Stranger gains access to one cantrip or 0 level arcane spell as if they were a wizard. Their caster level is equal to their Gunslinger level. This replaces the 1st level deed.
See Invisibility: At 3rd level a Phantom Stranger may cast see invisibility as a spell like ability. This replaces the 3rd level deed.
Ghost Shot: At 8th level a Phantom Stranger treats her firearms as having ghost touch. Replaces 8th level bonus feat.

Saurian Savage (Barbarian):
Concept: Some tribes struggle to survive amongst dinosaurs. The Saurian Savage thrives.
Saurian Empathy: The Saurian Savage gains wild empathy with reptiles. She has a +1 bonus when using Saurian empathy on dinosaurs. This replaces trap senses.
Dinosaur Defence: At 4th level the Saurian Savage gains +2 dodge vs. Large and larger attackers. At 8th level this increases to +3 and gains +1 attack vs dinosaurs. This replaces the rage powers of levels 4 and 8.

Master of the Burning Fist (Monk):
Concept: The Master of the Burning Fist has a heart of fire and can convert his ki power into burning discipline.
Burning Ki Fist: The Master of the Burning Fist can spend 1 ki point to deal fire damage with their unarmed strike. They may spend 1 additional ki to deal +1 extra fire damage with their unarmed strike. This replaces Stunning fist.
Burning Ki Soul: When a Master of the Burning Fist is hit with an attack that would deal fire damage, he gains +wisdom modifier attack on his next melee attack. Replaces Purity of Body.
Elemental Form: As a standard action, the The Master of the Burning Fist assumes the form of a Huge (or smaller) fire elemental, as if using elemental body IV (fire), + fire resist 5, with a duration of 1 hour per level. The Master of the Burning Fist can use this ability once per day. This replaces Perfect Self.

Dreadrider (Cavalier):
Concept: While many cavaliers are inspiring warriors, the Dreadrider takes a different approach. Binding an infernal mount the Dreadrider aims to conquer the battlefield and spread their wrath across Golarion.
Fiendish Mount: At 1st level, a Dreadrider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid’s animal companion, using the Dreadrider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the Dreadrider (Medium or Large for a Small character; Large or Huge for a Medium character). The Dreadrider does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability. Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power. Small-sized Dreadrider can choose a pony or wolf mount with the fiendish template at 1st level. At 4th level, a Small Dreadrider can also choose a hellhound, Mehrim Demon, or a boar with the fiendish template. Medium Dreadriders can choose a camel or horse mount with the fiendish template at 1st level. At 4th level, a Medium Dreadrider can also choose a Cauchemar Nightmare. A Dreadrider cannot choose a mount that is not capable of bearing his weight. Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.This ability replaces the standard cavalier’s mount and expert trainer abilities, as well as shared spells.
Dread Banner: At 5th level, a Dreadrider’s banner becomes a symbol of Devestatiom to his enemies. As long as the Dreadrider’s banner is clearly visible, all enemies within 60 feet receive a -2 to saving throws against fear and a -1 to attack rolls made as part of a charge. At 10th level, and every five levels thereafter, The banner increases in effectiveness by 1 (eg. -2 becomes -3, and so on). The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function. This replaces the standard cavalier banner.

Elementalist (Druid):
Concept: Elementalists choose to gain mastery over the elements rather than over plants and animals.
Elemental Domain: The Elemental Shaman must choose Fire, Water, Earth, or Air Domain.
Bonus Language: Instead of Sylvan the Elementalist speaks the elemental language of their domain.
Elemental Wild Shape The Elementalist can only turn into an elemental (of their domain), and only as long as they meet the level requirements. The exception to this being the Elementalist can turn into a animal with the Element-Infused Creature Template with the element of their domain. They cannot Wild Shape at 4th level, but instead gains elemental resistance 5 of their domain’s element.This Replaces Wild Shape.
Second Elemental Domain: gain a second Elemental domain. Replaces woodland stride and Trackless Step.

Ape Lord (Barbarian):
Concept: Some barbarians find themselves having more in common with apes rather than their own species. Ape lords strive to rise to the top in Ape society and become king of the jungle.
Ape Empathy: Ape lord gains Wild Empathy limited to Apes. This Replaces Uncanny Dodge.
Monkey Athletics: As a free action, you may add a competence bonus equal to half your barbarian level (minimum of +1) on one Acrobatics, Climb, Disable Device, or Sleight of Hand check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This Replaces Improved Uncanny Dodge.
Jungle Mastery: At 1st level The Ape Lord gains Woodland Stride (limited to Jungles). At 3rd level and every 3 levels afterwards the Ape Lord gains +1 to Stealth, Survival, and Perception in Jungles. This replaces Fast Movement and Trap Sense.

Shadow Boxer (Brawler):
Concept: Raised in the plane of shadows, Shadow Boxers have adapted traditional fighting techniques to be maximize effectiveness in combat.
Ghost Strike: At 5th level the Shadow Boxer treats her unarmed strike as ghost touch weapons. This replaces the 5th level Brawler's Strike.
Blindsense: At 8th level the Shadow Boxer gains blindsense. At 14th level she gains Blindsight. Replaces 8th and 14th bonus combat feats.
Touch of Darkness: On a successful unarmed strike, the Shadow Boxer can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your Brawler level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This replaces Brawler's Cunning.

Astral Druid (Druid):
Concept: Some druids are more fascinated by the vast cosmos than the natural world. Astral Druids tap into that cosmic potential.
Domains: Must take Darkness (Moon), Sun, or Void (Stars) Domains. If they select an animal companion they must select a Tiger, Shark, Bear, Boar, Crocodile, Wolf, Dire Rat, or Dire Bat.
Stardust: As a standard action, the Astral Druid causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The Astral Druid can use this ability a number of times per day equal to 3 + her Charisma modifier. Replaces Wild Empathy.
Voidwalker: At 3rd level, you gain low-light vision and resist cold and fire 5. At 9th level, you no longer need to breathe, as if wearing a necklace of adaptation. Replaces replaces trackless step and venom immunity.

Evolutionary Druid (Druid):
Concept: Shunned by most druids for their more unorthodox methods, Evolutionary Druids live by the ideas of natural selection and survival of the fittest.
Evolved Companion: Gain Evolved Companion feat regardless of requirements.This replaces nature sense.
Animal Companion: must pick an animal companion instead of a domain.
Self Evolution: At 4th level an Evolutionary Druid may tempoarily gain a 1 point evolution (as if using a summoner's aspect ability). At levels 8, 12, and 16, they gain an extra evolution point. She may do this once per day. The effect lasts for 1 hour per druid level, or until she changes back. At levels 6, 10, and 14, the number of times she may do this per day increases by 1. At level 20 an Evolutionary Druid gains an additional two evolution points and may cast this at will. She may only take evolutions available to bipedal base form eidolons, and may not take head. This replaces wild shape.


Here is another one. I got inspiration for this one from Invictus Spartan here on the forums. Enjoy!

Puppeteer (Summoner):
Craft (Puppet): The Puppeteer gains Craft (Puppet) as a class skill.
Puppet: The Puppeteer gains a magic puppet. This functions like an eidolon. It selects a base form but does not start with any evolution points. It gains evolution points as it levels. It gains Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). At 7th level the puppet gains a +3 to resist spells and effects that require a will save. At 14th level the the puppet gains immunity to spells and effects that require a will save. The puppet is also treated as a construct for the purpose of spells and abilities that target constructs. If the puppet dies the Puppeteer may make another after a period of mourning equal to the 1 hour pet puppet level and passing a craft (puppet) skill check. The Puppet must be within 100 feet of the Puppeteer in order to remain animated. Further more the Puppeteer must be conscious for his puppet to be animated. This replaces eidolon as well as the eidolon's evasion and improved evasion abilities.
Soul Strings: The Puppeteer manipulated magic soul strings which may cast certain spells as a ranged touch attack a number of times per day equal to his charisma modifier (minimum of 1 per day). These strings can be destroyed by an attack with ghost touch or any magic attack. These strings may only target corporeal creatures unless otherwise noted (eg. In the spell description). At level 1 the Puppeteer may cast daze monster, compel hostility, or unseen servant. At 3rd level the Puppeteer may cast those spells as if they had spell penetration. At 5th level the Puppeteer may cast bite the hand, charm monster, or control summoned creature. She may manipulate her soul strings to the same attack as black tentacles spell. At 7th level the Puppeteer may cast daze (mass) or hold monster. At 9th level the Puppeteer may treat these strings as having ghost touch. At 11th level the Puppeteer may cast mass bite the hand or mass charm monster. At 13th level the Puppeteer's soul strings can no longer be destroyed. They can however be negated and resisted (will save). At 15th level the puppeteer may use these soul strings to reach into other planes and cast summon extraplanar. At 17th level the Puppeteer treats extraplanar summons as if she had the augmented summoning feat. This replaces summon monster


Really? Not a single response?


Your formatting makes it really hard to read. Try something like this:

Earthbreaker (Barbarian):
Concept:
The Earth breaker draws strength from core of the planet and is given the power to break mountains.
Weapon and Armor Proficiency: An Earthbreaker is proficient with all two-handed weapons, light armor and medium armor. This replaces normal weapon and armor proficiencies.
Mountain Stance (Ex):
An Earthbreaker gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures. She must be in contact with the earth (eg. not on a boat or indoors). This ability replaces fast movement.
Earth Infused (Ex):
At 2nd level an Earthbreaker gains Acid resistance 5. This increases to 10 at 8th level, 15 at 15th level, and gains acid immunity at 20th level. This Replaces Uncanny Dodge.
Flesh of Stone (Su):
At 5th level an Earthbreaker mas use Flesh of Stone. As an immediate action, your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 Barbarian levels you possess beyond 2nd. You can dismiss this effect as an immediate action, but otherwise it continues until you dismiss it. This replaces improved uncanny dodge.
Earthen Connection:
At 3rd level an Earthbreaker gains tremorsense 10. This increases by 10 at every three levels thereafter. Also at 15th level an Earthbreaker gains a burrowing speed of half their movement speed. At 20th level an Earthbreaker gains a burrowing speed equal to their current speed. This replaces Trap Sense.

Additionally you should try to keep the right order. Abilities are ordered by level. Earth Connection should be listed before flesh to stone.

RPG Superstar Season 9 Top 16

You should put this in a google drive document or something.


Sorry for the poor format, as well as neglecting to update this.

Here is a google drive document for this with a better format.

Sorry and enjoy.

Again, if you guys do use them, could you send me your build? I would love to see what you guys do with these, if anything at all.


I don't see the google drive document and I think these are cool.


I don't see one either.


Sam Parsons 736 wrote:

Sorry for the poor format, as well as neglecting to update this.

Here is a google drive document for this with a better format.

Sorry and enjoy.

Again, if you guys do use them, could you send me your build? I would love to see what you guys do with these, if anything at all.

Well that is weird.

https://docs.google.com/document/d/1LIVVNLP_SCT7WUmB9RGj9czI77CISsSuQzT7MwA QcIE/edit?usp=sharing

fixed.


Brokenbane wrote:
I don't see the google drive document and I think these are cool.

So sorry. IDK what happened.

And thanks! :)


You are welcome.

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