Post a Race, I'll Homebrew an Archetype [THE THREAD]


Homebrew and House Rules

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Sczarni

Hate to nitpick about that Grave Caller, but I feel I ought to point out: the biped and quadruped eidolon forms both list the legs it starts out with as free evolutions. You didn't list any limbs in the undead basic form, so RAW, the grave caller's eidolon starts play as a limbless torso (or some kind of foetid sluglike creature) unless you spend points on giving it limbs.

Which is awesome in its own way and maybe that's what you wanted, but it's also fairly counter-intuitive. Even the serpentine base form gets a tail. I can see several "feel-bad moments" arising when the player builds what he thinks is a super cool eidolon and then realizes he has to pay extra for arms and legs. Maybe a bit of extra text making this clear?


Silent Saturn wrote:

Hate to nitpick about that Grave Caller, but I feel I ought to point out: the biped and quadruped eidolon forms both list the legs it starts out with as free evolutions. You didn't list any limbs in the undead basic form, so RAW, the grave caller's eidolon starts play as a limbless torso (or some kind of foetid sluglike creature) unless you spend points on giving it limbs.

Which is awesome in its own way and maybe that's what you wanted, but it's also fairly counter-intuitive. Even the serpentine base form gets a tail. I can see several "feel-bad moments" arising when the player builds what he thinks is a super cool eidolon and then realizes he has to pay extra for arms and legs. Maybe a bit of extra text making this clear?

The lack of legs was purposeful, the base form is generic allowing the summoner to shape their eidolon after any kind of undead creature their heart desires (or create one of their own imagining). The serpentine base form's tail doesn't actually give it any type of mobility, likewise the aquatic base form doesn't have legs or a tail yet still has both a swim and ground speed.

Dark Archive

Race: Dhampire
Class: Sorcerer
One who embraces the seductive, charming, yet predatory nature of their undead parent, using their magic and power of blood to dominate and beguile their prey. Enchantment, illusion, deception and thrill's desire lead these Dhampire to seek fulfillment through their powers.


JonathonWilder wrote:

Race: Dhampire

Class: Sorcerer
One who embraces the seductive, charming, yet predatory nature of their undead parent, using their magic and power of blood to dominate and beguile their prey. Enchantment, illusion, deception and thrill's desire lead these Dhampire to seek fulfillment through their powers.

*initiating shameless self-promotion mode*

Sounds like you might be looking for a Beguiler.

Dark Archive

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ertw wrote:

*initiating shameless self-promotion mode*

Sounds like you might be looking for a Beguiler.

Chuckles, oh I already know of your conversion and have it set aside for another character.

-------------------------------------------

I am looking for an archetype that follows more after the vampire bloodline Lahmians from Warhammer Fantasy Battles.

Spoiler:
"This bloodline is mostly female, descended from Neferata the original vampire queen of the city of Lahmia in Nehekhara. They emphasise the hypnotic beauty and seductive nature of vampires and many of their bloodline powers centre around enchantments and compulsions, giving them the ability to influence those they wish to manipulate to their own ends."

"Long ago, the nobles of Lahmia stole the secret of the elixir of eternal life from the Great Necromancer, Nagash, during the war in which he was expelled from the land of Nehekhara. Over time, corrupted by the secret they had stolen, they became the first true vampires and were themselves driven out. Banished from their ancestral home, the Lahmians became mistresses of seduction and cunning, indulging their hedonistic appetites through manipulation of lesser wills. Of all the great vampire bloodlines, the Lahmians above all have become most adept at exploiting that great weakness of humanity, the desire for love, power and an escape from death."


I generally port that kind of stuff in my games as Rakshaza, their bloodline is pretty good for that purpose...

But I'll make a mental note to make a bloodline.

Dark Archive

Secret Wizard wrote:

I generally port that kind of stuff in my games as Rakshaza, their bloodline is pretty good for that purpose...

But I'll make a mental note to make a bloodline.

Hmm... I admit I was considering for more then just a bloodline though that is largely what sets the Sorcerer apart from other classes. Perhaps delaying spellcasting a bit to allow for more rogue-like utility.


Pathfinder Rulebook Subscriber

Goblin, cuz sqigherder.
MUST. HAVES. IT.


I have a secondary request. Drow "Fleshwarper" archetype for the Alchemist, preferably something that lets you mutate an animal companion beyond recognition.

Sczarni

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I do hope this thread isn't dying, and that people are still interested in it. I know Secret Wizard himself has been busy and I sympathize, so to keep the hope alive until his schedule clears, I've decided to take a crack at some of the unfulfilled requests in the thread.

The Fleshwarper (Drow, Alchemist):

While most alchemists experiment with chemical reactions and vials of volatile substances, the drow fleshwarpers use still-living tissue of "lesser creatures" as their raw material and fearsome mutations as their reactions.

Weapons and Armor: A fleshwarper loses proficiency with bombs, but gains proficiency with the syringe spear.

Thrall: A fleshwarper typically keeps a successful example of his work close at hand, in the form of a lesser beast he has surgically modified beyond recognition and broken to his command through mental conditioning and addictive medications. Treat this as a druid's animal companion, using your alchemist level as your effecting druid level. This replaces the alchemist's bombs.

Vivisurgery: A fleshwarper does not gain a formulae list or the ability to prepare extracts. Instead, he imbues a portion of his innate magical aura into his surgical experiments. The fleshwarper gains the ability to bestow evolutions, such as the ones a summoner may apply to his eidolon, onto any willing humanoid, animal, or magical beast. The fleshwarper's thrall is always considered willing, though performing these procedures on any sapient creature is typically considered an evil act.

A fleshwarper's total number of evolution points is equal to the total number of spell levels' worth of extracts an alchemist of his level could prepare. Unlike a summoner, a fleshwarper must choose from a limited number of evolutions. A fleshwarper begins play with a surgical journal containing two 1-point evolutions of his choice, plus a number of additional 1-point evolutions equal to the number of bonus spells his Intelligence score would allow him. At each new fleshwarper level, he may choose one additional evolution. At 4th level, he may choose a 1-point or a 2-point evolution. At 7th level, he may choose a 3-point evolution in addition, and at 10th level, he may choose a 4-point evolution. Unlike other alchemists, wizards, and magi, a fleshwarper may not add additional evolutions to his surgical journal from a summoner or other fleshwarper-- these numbers are fixed. A fleshwarper must refer to this journal while applying an evolution to a patient.

Applying the evolutions to a patient requires a fairly quick but visceral surgical procedure that takes 1 minute per evolution point spent, during which time the patient takes 1d4 Dexterity damage and 1d4 Wisdom damage due to the nature of the fleshwarper's crude "anesthetics". The fleshwarper may spend any number of his evolution points at a time, or may keep some (or all) of his evolution points available for use in the field as needed. These surgical modifications are frequently unstable, requiring the fleshwarper's innate magical support to remain whole. A fleshwarper does not regain evolution points as an alchemist would regain spell slots after eight hours' rest unless he chooses to allow some or all of his current modifications to fail, causing the creature they were applied to to revert to its original form and dealing 1d4 Constitution damage to the patient per evolution lost.

This feature replaces an alchemist's extracts.

Swift Anesthetic: At 3rd level, the fleshwarper becomes more adept at brewing and applying his anesthetics to his surgical tools. A fleshwarper may spend an evolution point as thought it were a 1st-level extract slot to brew a dose of anesthetic out of common herbal ingredients of negligible cost. He may then apply the anesthetic to a weapon as though it were a dose of poison. The Fortitude save DC to resist the poison is equal to 10 + your Intelligence modifier + half your alchemist level. This feature replaces swift alchemy.

Fleshwarper Anesthetic Type: injury, Onset: none, Frequency: 1/round for 5 rounds. Effect: 1d4 Dex damage and 1d4 Wis damage/1 Dex damage and 1 Wis damage. Cure: 2 consecutive saves.

I hope you like it! Let me know what you think!


I'm working on the book! ;3

Do use the thread to your leisure though!


Grippli Paladin archetype. Its inspiration? This guy from Chrono Trigger.

Water-based abilities should be a thing. Should be able to use Lay on Hands with its long froggie tongue (say, 10 or 15 feet away). Should be a KNIGHT! Potentially is forced to bond with a melee weapon.

Please make this a thing.

Grand Lodge

I have a suggestion sir, I've always wanted to run an archetype that was like a Fish man Karate expert like in One Piece.

The fighting style encompasses using the water in and all around the user as a weapon. from long range shots like the waterball spell, to close ranged attacks that can injure even elemental folk.

It is probably somewhere but I thought it might be fun since I have wanted to be an undine monk so here is what I got

Race: Undine

Class: Monk or Brawler (seeing as there are varied ways to fight on land and sea)

Concept: A Monk or Brawler that can capitalize on his water-based traits and show the true power of the water elements. Like any true martial artist or warrior, great discipline and training go into their style of fighting and can vary in their attack forms.

Please work your knowledge


I wanna see a few things

Sylph Slayer.

Android Gunslinger.

Android Sorcerer (using the Nantite Bloodline)

A combo of the previous aforementioned ideas)


I was reading the Big Cheese archetype and I started thining about Pinky & The Brain, though perhaps a more competent version of them.


Silent Saturn wrote:

I do hope this thread isn't dying, and that people are still interested in it. I know Secret Wizard himself has been busy and I sympathize, so to keep the hope alive until his schedule clears, I've decided to take a crack at some of the unfulfilled requests in the thread.

** spoiler omitted **...

You're awesome! Thank you!


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Finally had time to put my suggestions for the zephyr thief archetype down, here's what I came up with:

Zephyr Thief (Sylph; Witch)

The zephyr thief is the result of a sylph's natural curiosity coupled with the perverting influence of her mysterious patron. A zephyr thief excels at stealing trinkets from other creatures in the hopes of understanding them better. These "borrowed" objects only sate the zephyr thief's curiosity for a short time and often she finds herself taking more and more from her victim.

Class Skills: A zephyr thief gains Disable Device, Disguise and Sleight of Hand as class skills, but loses Heal and Intimidate.

Locked Spellbook: A zephyr thief must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in his spellbook, except for read magic, which all zephyr thieves can prepare from memory.

A zephyr thief begins play with a spellbook containing all 0-level witch spells plus three 1st-level spells of her choice. The zephyr thief also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new witch level, she gains two new spells of any spell level or levels that she can cast (based on her new witch level) for her spellbook. At any time, a zephyr thief can also add spells from the witch spell list found in a wizard or magus' spellbook, or from scrolls to her own (see Magic).

Unlike a wizard's spellbook, a zephyr thief's spellbook is jealously guarded by a mysterious power. Whenever the spellbook is closed it is locked as if by some unseen force. A locked spellbook can only be unlocked by the zephyr witch's skeleton latchkey, any attempts to open it by mundane or magical means will fail. If a zephyr thief's spellbook is left open and unattended, it will close automatically after one hour.

This replaces familiar.

Skeleton Latchkey (Su): At 1st level, a zephyr thief forms a powerful bond to an arcane-infused key which serves as a symbol of and a direct conduit to her patron's gifts. Starting at 2nd level, and every two levels thereafter, a skeleton latchkey teaches its owner how to add a new spell to her spellbook. These spells are as follows:
2nd-windy escape, 4th-pilfering hand, 6th-cloak of winds, 8th-cloud shape, 10th-fickle winds, 12th-serenity, 14th-phase door, 16th-screen, 18th-winds of vengeance.

If a zephyr thief holds her skeleton latchkey in her hand as an arcane focus, she can "lose" a prepared spell in order to cast one of the above spells of the same level or lower. Spells cast in this manner cannot be modified by metamagic.

When in the possession of its owner a skeleton latchkey also counts as a set of masterwork thieves' tools.

If a skeleton latchkey is damaged, it is restored to full hit points the next time the zephyr thief gains her spells for the day. If it is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per witch level. This ritual takes 8 hours to complete.

This replaces patron spells.

Subtle Knife (Ex): At 2nd level, a zephyr thief happens across a curious tool. This knife could appear mysteriously in a zephyr thief's belongings, or she could stumble upon it by the providence of her patron. This weapon is far too brittle to be used as a weapon and it has no apparent worth, however a zephyr thief can use this blade to attempt to steal a small trinket from another creature. This trinket can be a lock of hair, a button from their clothing, or any other token of purely personal value. Doing so undetected requires a DC 20 Sleight of Hand check.

If the zephyr thief attaches this trinket to her skeleton latchkey, she creates a bond between herself and the victim. The zephyr thief can use her hexes on the victim at a range of up to 1 mile. She can only form such a bond with one creature at a time and ending the bond is a move action.

At 10th level, a zephyr thief can remove a small body part from a helpless creature as a full round action. Removing a body part provokes attacks of opportunity. The body part can be a finger, an ear, or any other small bit of flesh. When a body part is attached to her skeleton latchkey, the zephyr thief can use her hexes on the victim regardless of range so long as they are both on the same plane. This also grants the zephyr thief a +2 profane bonus to the DC of her hexes targeting that victim.

If a subtle knife is broken, lost or destroyed, the zephyr thief finds an intact copy amongst her belongings when she gains her spells for the day.

This replaces the hex gained at 2nd level.

Thief's hexes: A zephyr thief can select any of the following hexes whenever she is granted a new hex.

Adept Thief (Ex): The zephyr thief gains Improved Steal as a bonus feat and can use her Sleight of Hand bonus instead of her CMB when performing a steal combat maneuver. If the zephyr thief gains bonuses on combat maneuver checks from any feats, spells, magic items, or similar effects, they are added to the Sleight of Hand bonus when using the steal maneuver.

Take Voice (Su): A zephyr thief can cause her foes' throats to constrict, preventing them from speaking. This acts as the steal voice spell, using the zephyr thief's caster level, however its effects only persist for 1 hour per witch level. Whether or not the target saves, a creature cannot be the target of this hex again for 24 hours.

If the zephyr thief uses this hex against a creature bonded to her by her skeleton latchkey, she can control her enemy's voice. This acts as the ventriloquism spell, however it lasts for 1 hour per witch level and the speech can only issue from her victim's mouth or her own.

A zephyr thief must be 4th level to select this hex.

Borrow Face (Su): A zephyr thief can assume the appearance of a humanoid or native outsider with which she is familiar. This grants the zephyr thief a +10 circumstance bonus on Disguise checks made to appear to be her target. This otherwise functions as alter self, except that it lasts for 1 hour per witch level and the zephyr thief does not adjust her ability scores.

If the zephyr thief uses this hex against a creature bonded to her by her skeleton latchkey, she can also attempt to alter its appearance. A Will save can negate this effect. This acts as the disguise other spell, except that it lasts for 1 hour per witch level and it can only disguise the target as another member of its type and subtype.

A zephyr thief must be 8th level to select this hex.

Steal Breath (Su): A zephyr thief can draw the air directly from her target's lungs. If the target of this hex fails a Fortitude save, it immediately begins to suffocate (see Environment). Whether or not the target saves, a creature cannot be the target of this hex again for 24 hours.

If the zephyr thief uses this hex against a creature bonded to her by her skeleton latchkey, this hex acts as the suffocation spell instead.

A zephyr thief must be 12th level to select this hex.

Abduct Body (Su): A zephyr thief can steal her target's very willpower. A target which fails its Will save falls under the control of the zephyr thief. This functions as the dominate monster spell. Whether or not the target saves, a creature cannot be the target of this hex again for 24 hours.

If the zephyr thief uses this hex against a creature bonded to her by her skeleton latchkey, she may instead possess her target as if by the magic jar spell.

A zephyr thief must be 18th level to select this hex.


fukken saved


That zephyr thief is just about as perfect a marriage of crunch and fluff as I have ever seen in homebrew, SF! I love the idea that the sylph needs to get under peoples skin to see what makes them tick so much that she'll eventually do it literally. I think the thing that really makes it shine is that it rewards players for not just running around being murder hobos: so often when you have a helpless opponent you have no option but to coup de grace them, because if you let them go they'll run back to their friends and come back at you, the body part collecting gives you an alternative (and a handy bonus for scrying, too).

A few comments:


  • In the locked spellbook section you have a typo where you call the archetype a "zephyr witch".
  • When I first looked at the subtle knife I thought it wasn't really worth giving up the level 2 hex for, but now I realize it gives you a modified version of the scar hex for free. I still can't help but wondering if maybe it should provide a small circumstance bonus to a steal attempt for a zephyr thief with the adept thief hex.
  • For the borrow face hex, I think you need to add the "can't use this hex against the same creature for 24 hours" limit to the disguise other option since most hexes that effect other creatures have that stipulation.

Otherwise this is looking pretty much perfect.


Thanks guys! Those are some good ideas, penumbral. I'll edit them into my post.

That's weird, I can't edit my post. Anybody know what gives?


There's a one-hour limit on edits.


Drat, well here it is with the suggested changes/fixes.

Zephyr Thief (Sylph; Witch)

The zephyr thief is the result of a sylph's natural curiosity coupled with the perverting influence of her mysterious patron. A zephyr thief excels at stealing trinkets from other creatures in the hopes of understanding them better. These "borrowed" objects only sate the zephyr thief's curiosity for a short time and often she finds herself taking more and more from her victim.

Class Skills: A zephyr thief gains Disable Device, Disguise and Sleight of Hand as class skills, but loses Heal and Intimidate.

Locked Spellbook: A zephyr thief must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in his spellbook, except for read magic, which all zephyr thieves can prepare from memory.

A zephyr thief begins play with a spellbook containing all 0-level witch spells plus three 1st-level spells of her choice. The zephyr thief also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new witch level, she gains two new spells of any spell level or levels that she can cast (based on her new witch level) for her spellbook. At any time, a zephyr thief can also add spells from the witch spell list found in a wizard or magus' spellbook, or from scrolls to her own (see Magic).

Unlike a wizard's spellbook, a zephyr thief's spellbook is jealously guarded by a mysterious power. Whenever the spellbook is closed it is locked as if by some unseen force. A locked spellbook can only be unlocked by the zephyr thief's skeleton latchkey, any attempts to open it by mundane or magical means will fail. If a zephyr thief's spellbook is left open and unattended, it will close automatically after one hour.

This replaces familiar.

Skeleton Latchkey (Su): At 1st level, a zephyr thief forms a powerful bond to an arcane-infused key which serves as a symbol of and a direct conduit to her patron's gifts. Starting at 2nd level, and every two levels thereafter, a skeleton latchkey teaches its owner how to add a new spell to her spellbook. These spells are as follows:
2nd-windy escape, 4th-pilfering hand, 6th-cloak of winds, 8th-cloud shape, 10th-fickle winds, 12th-serenity, 14th-phase door, 16th-screen, 18th-winds of vengeance.

If a zephyr thief holds her skeleton latchkey in her hand as an arcane focus, she can "lose" a prepared spell in order to cast one of the above spells of the same level or lower. Spells cast in this manner cannot be modified by metamagic.

When in the possession of its owner a skeleton latchkey also counts as a set of masterwork thieves' tools.

If a skeleton latchkey is damaged, it is restored to full hit points the next time the zephyr thief gains her spells for the day. If it is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per witch level. This ritual takes 8 hours to complete.

This replaces patron spells.

Subtle Knife (Ex): At 2nd level, a zephyr thief happens across a curious tool. This knife could appear mysteriously in a zephyr thief's belongings, or she could stumble upon it by the providence of her patron. This weapon is far too brittle to be used as a weapon and it has no apparent worth, however a zephyr thief can use this blade to attempt to steal a small trinket from another creature. This trinket can be a lock of hair, a button from their clothing, or any other token of purely personal value. Doing so undetected requires a DC 20 Sleight of Hand check.

If the zephyr thief attaches this trinket to her skeleton latchkey, she creates a bond between herself and the victim. The zephyr thief can use her hexes on the victim at a range of up to 1 mile. She can only form such a bond with one creature at a time and ending the bond is a move action.

At 10th level, a zephyr thief can remove a small body part from a helpless creature as a full round action. Removing a body part provokes attacks of opportunity. The body part can be a finger, an ear, or any other small bit of flesh. When a body part is attached to her skeleton latchkey, the zephyr thief can use her hexes on the victim regardless of range so long as they are both on the same plane. This also grants the zephyr thief a +2 profane bonus to the DC of her hexes targeting that victim.

If a subtle knife is broken, lost or destroyed, the zephyr thief finds an intact copy amongst her belongings when she gains her spells for the day.

This replaces the hex gained at 2nd level.

Thief's hexes: A zephyr thief can select any of the following hexes whenever she is granted a new hex.

Adept Thief (Ex): The zephyr thief gains Improved Steal as a bonus feat and can use her Sleight of Hand bonus instead of her CMB when performing a steal combat maneuver. If the zephyr thief gains bonuses on combat maneuver checks from any feats, spells, magic items, or similar effects, they are added to the Sleight of Hand bonus when using the steal maneuver.

If the zephyr thief uses her subtle knife in combination with this hex to steal a trinket in combat, she gains a +2 circumstance bonus on the check.

Take Voice (Su): A zephyr thief can cause her foes' throats to constrict, preventing them from speaking. This acts as the steal voice spell, using the zephyr thief's caster level, however its effects only persist for 1 hour per witch level. Whether or not the target saves, a creature cannot be the target of this hex again for 24 hours.

If the zephyr thief uses this hex against a creature bonded to her by her skeleton latchkey, she can control her enemy's voice. This acts as the ventriloquism spell, however it lasts for 1 hour per witch level and the speech can only issue from her victim's mouth or her own.

A zephyr thief must be 4th level to select this hex.

Borrow Face (Su): A zephyr thief can assume the appearance of a humanoid or native outsider with which she is familiar. This grants the zephyr thief a +10 circumstance bonus on Disguise checks made to appear to be her target. This otherwise functions as alter self, except that it lasts for 1 hour per witch level and the zephyr thief does not adjust her ability scores.

If the zephyr thief uses this hex against a creature bonded to her by her skeleton latchkey, she can also attempt to alter its appearance. A Will save can negate this effect. This acts as the disguise other spell, except that it lasts for 1 hour per witch level and it can only disguise the target as another member of its type and subtype. Whether or not the target saves, a creature cannot be the target of this hex again for 24 hours.

A zephyr thief must be 8th level to select this hex.

Steal Breath (Su): A zephyr thief can draw the air directly from her target's lungs. If the target of this hex fails a Fortitude save, it immediately begins to suffocate (see Environment). Whether or not the target saves, a creature cannot be the target of this hex again for 24 hours.

If the zephyr thief uses this hex against a creature bonded to her by her skeleton latchkey, this hex acts as the suffocation spell instead.

A zephyr thief must be 12th level to select this hex.

Abduct Body (Su): A zephyr thief can steal her target's very willpower. A target which fails its Will save falls under the control of the zephyr thief. This functions as the dominate monster spell. Whether or not the target saves, a creature cannot be the target of this hex again for 24 hours.

If the zephyr thief uses this hex against a creature bonded to her by her skeleton latchkey, she may instead possess her target as if by the magic jar spell.

A zephyr thief must be 18th level to select this hex.


SylverFox wrote:
Drat, well here it is with the suggested changes/fixes.

I highly suggest putting the archetype (and future public works) into a Google Drive document. Then you can just link it and make edits as you please.


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Thanis Kartaleon wrote:
SylverFox wrote:
Drat, well here it is with the suggested changes/fixes.
I highly suggest putting the archetype (and future public works) into a Google Drive document. Then you can just link it and make edits as you please.

Finally got around to putting the archetype onto google drive:

Zephyr Thief - Sylph Witch


Looks good, I'd say Steal Breath is outright a Major Hex and Abduct Body is a Grand Hex.


Secret Wizard wrote:
Looks good, I'd say Steal Breath is outright a Major Hex and Abduct Body is a Grand Hex.

I'd definitely agree, but didn't think it was worth calling out specifically since Major Hexes fill in for any hex after 10th level (Steal Breath is minimum 12th level) and Grand Hexes fill in for any hex after 18th level (Abduct Body is minimum 18th level).


Let's give you a challenge. For a member of my group, what do you have for a natural born lycanthrope half-celestial halfling rogue.


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A catapult? ;)


What about a Kasatha fighter specialized in using 4 weapons (or 2 two-handed) ?


SylverFox wrote:

Finally got around to putting the archetype onto google drive:

Zephyr Thief - Sylph Witch

Looks great - I'm assuming the Thief's Hexes are choices in addition to the regular list of witch hexes, rather than replacing the regular list?


The language used in other archetypes that grant additional options is the same one SylverFox used.


SylverFox wrote:
If a skeleton latchkey is damaged, it is restored to full hit points the next time the zephyr thief gains her spells for the day. If it is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per witch level. This ritual takes 8 hours to complete.

I was looking the archetype over again and I just realized a big issue with this. A zephyr thief can't open her spellbook without her latchkey and can't prepare new spells without opening her spellbook, this means that if the latchkey gets sundered the zephyr thief can't cast spells for a whole week. You might want to reduce the waiting period to one day like a normal witch's familiar (which she also needs to prepare spells).


Thanis Kartaleon wrote:


]Looks great - I'm assuming the Thief's Hexes are choices in addition to the regular list of witch hexes, rather than replacing the regular list?

Yep, they're just added to the list of hexes a zephyr thief can choose not mandated choices.


Penumbral Shadow wrote:
SylverFox wrote:
If a skeleton latchkey is damaged, it is restored to full hit points the next time the zephyr thief gains her spells for the day. If it is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per witch level. This ritual takes 8 hours to complete.
I was looking the archetype over again and I just realized a big issue with this. A zephyr thief can't open her spellbook without her latchkey and can't prepare new spells without opening her spellbook, this means that if the latchkey gets sundered the zephyr thief can't cast spells for a whole week. You might want to reduce the waiting period to one day like a normal witch's familiar (which she also needs to prepare spells).

Yikes, I hadn't noticed that. I guess I copied the replacement bit from the wizard's familiar rather than the witch's familiar by mistake. I'll fix that now.


Great to see this is still alive.


Oceanshieldwolf wrote:

Will look over the Dissolver as and when you can.

Now these are suitable for Ghorans or other plant-races as much as my favorites Vegepygmies. See if any of these strike your fancy - some are ideas from my Racial Archetypes thread linked in your previous thread.

Botanomancer – Druid or Hunter? plant eidolon companion; diminished spells (maybe summoner progression) plant and elemental earth/water/air summons; plant growth; plant channeling…really could be cleric/summoner/druid or hunter.

Mold Shaman – Druid or Shaman; thornie, leshy or mandragora type companion; “corpse to insta-vegepygmy” ability; mold patches; and drawing on the samsaran/soul idea, the ability to draw on the powers of the host body that spawned the vegepygmy in the first place…

Phytosynthesist - definitely a Summoner; wears a plantomaton synthesist eidolon. Diminished plant-creature summon spells or no summons at all. Cheapy suggested a russet mold burst - a burst attack of some kind sounds cool…

Sporemaster/ Spore Disseminator – Alchemist; throws spores and fungal infections, has licheny, mossy, fungally, barklike mutations.

I would love to see all of these fleashed out. They all sound amazing.


I would kill to see an Android Monk. I don't know what'd do but it'd be awesome I expect.


Half orc/half elf.
I'm going for "a man who thinks he is a beast or a beast who thinks he is a man ?"
Class hunter or Druid.

The characters mother was an archdruid wood elf and father was a creep-aly intelligent orc rogue( think scorpius if you have seen the show far scape)

His Mother is a timeless elf and has had many kids in her time (shes abit of a poly). She was drawn to his father when she seen him kill, skin, and cook a elk and left nothing to waste, to which she had never seen an Orc do before ( not because he cared about the animal he's just extremely pragmatic and efficient)
Hey were togetter for years until he wanted to raise there son in "the Orcish ways". she ran away with her son never looking back. so he was raised by elfs.


Hey, guys! Book is almost complete, but a lot of changes took place to several archetypes, mostly to streamline them, to give them their own interesting bits, to improve some of the design, and finally to remove the necessity of a specific race to use each, so players are free to use any archetype that sounds fun.

Now, the question is what to do with the archetypes I wrote here. Some are very similar to the end product, like the Vanquisher Paladin, some have changed radically - like the Blast Trooper (now named the Firebug).

I was thinking of making all the original archetypes available on the books as well, but I think it might do better service to only add the archetypes that never received an "upgrade" after editing was being done.

What's your input?


hey everyone, I was hoping to propose some ideas I've had for a while but have never been sure how to implement, hopefully I haven't just missed them earlier in the forum.

Kasatha Gunslinger: Who needs rapid Reload when you have 4 arms? either like a quad-gun death spray or maybe two guns, with the other two hands reloading constantly.

Kasatha Brawler/fighter: maybe centered around performing multiple combat maneuvers at once to different enemies, or being able to initiate combat maneuvers off attack, using their extra arms to do so.

Fetchling Ninja: switching to Cha based Ki pool, and maybe some unique Ninja Tricks with them being shadow based.

Fetchling Shaman/Oracle: communes with the power of shadows instead of spirits


Quote:
Fetchling Ninja: switching to Cha based Ki pool, and maybe some unique Ninja Tricks with them being shadow based.

All Ninjas use CHA for ki pool!

Quote:
Fetchling Shaman/Oracle: communes with the power of shadows instead of spirits

Don't want to spoil anything but there's a Shadow Shaman in the archetype book.


Secret Wizard wrote:
Quote:
Fetchling Ninja: switching to Cha based Ki pool, and maybe some unique Ninja Tricks with them being shadow based.

All Ninjas use CHA for ki pool!

Quote:
Fetchling Shaman/Oracle: communes with the power of shadows instead of spirits
Don't want to spoil anything but there's a Shadow Shaman in the archetype book.

so they do! I need to tell another player off for deceiving me lol

and no spoiling, just means I need to check it out more


Oh, the book is not released yet! It's under construction.

Sczarni

Here's one that I've been wanting for a while.

I like the idea of Cavaliers, but their mounts can cause problems. Not only in the problems of if you're Medium and your mount is Large, but sometimes I just don't want to have to keep track of two separate stat blocks and whether or not my mount made the Perception check if I didn't and what that implies and whether or not the sorcerer has enough spells today to cast Invisibility on everybody AND my mount and blahdee blahdee bleuurghh.

The only archetypes I know of that trade away the mount are the Musketeer (which gains a firearm, thus trading one rules quagmire for a different but no less severe rules quagmire) and the Sword Saint (which trades it for an ability so weak that you'd scarcely be worse off trading the mount for nothing).

What I want is a Cavalier archetype for a Medium race (probably human) that trades the mount for something that is:

A) powerful enough that trading away the mount isn't an absurd price to pay
B) scales with Cavalier levels (since you get the mount at Level 1 and we don't want everybody dipping a level of cavalier just to get this thing)
C) does not create a significant amount of extra rules or paperwork for the cavalier's player

I have half an idea already, but I wanted to throw this out there first to see if anybody else had a reaction.


Silent Saturn wrote:

Here's one that I've been wanting for a while.

I like the idea of Cavaliers, but their mounts can cause problems. Not only in the problems of if you're Medium and your mount is Large, but sometimes I just don't want to have to keep track of two separate stat blocks and whether or not my mount made the Perception check if I didn't and what that implies and whether or not the sorcerer has enough spells today to cast Invisibility on everybody AND my mount and blahdee blahdee bleuurghh.

The only archetypes I know of that trade away the mount are the Musketeer (which gains a firearm, thus trading one rules quagmire for a different but no less severe rules quagmire) and the Sword Saint (which trades it for an ability so weak that you'd scarcely be worse off trading the mount for nothing).

What I want is a Cavalier archetype for a Medium race (probably human) that trades the mount for something that is:

A) powerful enough that trading away the mount isn't an absurd price to pay
B) scales with Cavalier levels (since you get the mount at Level 1 and we don't want everybody dipping a level of cavalier just to get this thing)
C) does not create a significant amount of extra rules or paperwork for the cavalier's player

I have half an idea already, but I wanted to throw this out there first to see if anybody else had a reaction.

I have two archetypes like this ready in the book:

- A Sacred Cavalier, which gains divine powers.
- A Vagrant Samurai, which gains improvisational skills.

Both trade the mount.

It's going to be released: soon.


Had a little touch of inspiration when one of my players complained about how lackluster the red mantis assassin PrC was. I thought it would fit in here:
Crimsonscale Enforcer - Nagaji Bloodrager


Do you all ready have someone who is going to work on the PDF for this? Because, I would really love to help out with that somehow, and you are planning to release it as a PDF still correct? If I am recalling wrong then, well, I encourage you to consider. I would want to get a copy in any case.


I do but uh things are going surprisingly slow :7


I've looked around and can't tell if this has been requested or not, so here it goes:
Half-Elven Swashbuckler (two-weapon fighting focused swashbuckler, drawing heavily from characters like Kirito from Sword Art Online. Focused heavily on rapid assault and battlefield movement, less on targeted strikes or feinting, but using finesse to deal lots of damage.)

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