Fun with Hybrids


Homebrew and House Rules


Hey, I'm Substitute Hero and this is my first time actually posting on the boards. I've been involved in the play tests of others, especially for the upcoming Occult Adventures book. Sadly my copy doesn't come in for a while, so I'm feeling the need to explore and play around with concepts. That's where this board comes in, actually.

The pfsrd has a few notes on class creation, specially on the Hybrid classes that have been done before and what sort of balances are expected. That got me thinking about existing Hybrid classes and what other fun concepts could come from it all. I think the Hybrid class should be more than just switching between the classes one level at a time, naturally, so what sort of combinations of abilities can you come up with?

Also, if any ideas have been posted, can you think of anything else that would make the class more fun? I'll be be putting my ideas up here in a second, just wanted to see if there was any interest. If there is, and we can come to a fun agreement, I'll put up a fully developed homebrew version of the class to toy around with.

The page in question:
Creating Classes


As mentioned, here's an initial concept driven by a couple of the classes I love:

Weaver
Bard/Wizard
d6
1/2 BAB
4 + int skill points
Good Will saves
Light armor, Simple Weapons
Casting 1-9 Spontaneous, Intelligence based
Few spells known chosen from three set lists

The Weaver in concept behaves as a practitioner of magic inspired by the Weave from Eberron.

They have been trained in the active manipulation of arcane magic in mass quantities, choosing to boost their limited resources strategically as opposed to firing off bolts at will. A portion of their usefulness also comes from high skill points and access to most magic-related skills. They focus on weaving together three schools of specialty magic.

Their magic would focus on effecting the real and present, as opposed to the Bard's tricky powers. The Weaver, aside from casting, has access to their namesake ability that covers a 30 ft. radius around them. Active for a number of rounds per day, Weaving allows for spells to interact in interesting ways with the world around them. For example, each school of magic will have a way it can be altered when it is targeted by a Weaver boosting a friendly spell of their chosen types.

Class features that don't go into more rounds Weaving and different ways to use it will appear as an occasional metamagic bonus feat or skill unlock feat. Rounds of Weaving could also be spent to effect skill checks or provide spell-like abilities based on the schools of magic a Weaver maintains.

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