Hello all! I love me some occultist, particularly the psychodermist archetype, and am curious if anyone else out there has any good lists of monsters from which to steal abilities? I’ve found one or two lists of peoples favorite monsters and their abilities, but any more help would be appreciated! Thank you!
Love it. I think it would be hell to role play if you took every class literally, but might be better if you reskinned or role played the classes differently than they are classically interpreted. Maybe all those seemingly disparate abilities are the secret teachings of a radical sect of inquisitors? (Inquisitors are the most Swiss-army knife type class of that bunch, good catch all class for this) Your paladin/samurai/monk classes all contribute to the warrior training of this weird inquisitor, the Druid/cleric/inquisitor are the spiritual aspects of the class. To the character, these are all one class; from his perspective, nothing is relegated to this class or that class, it’s a homogeneous training of his sect.
I really love the idea of the Blightburner kineticist, but the execution seems a little lackluster and I was curious if anyone had made any homebrew changes to the archetype? If not, anyone have suggestions? I was considering changing the focus from earth to fire, seems odd that the archetype deals fire damage with no way to really focus on it. Maybe some more radiation themed wild talents? Or a unique blast?
Here’s another Guts build from Berserk. Fighter 14/Urban,Invulnerable Barbarian 6 1. Ftr 1- Feats: weapon prof. Butchering axe, power attack, deadly aim
The idea is to use vital strike for big hits, cleave the mooks, and use world serpent to eventually not fall prone when firing his culver in arm gun, and to represent his affinity for fighting outsiders and monsters. Quick draw covers his dagger use, deadly aim helps hit hard; the option for ranged feats is limited due to the focus on melee. Any thoughts? I know the typical build uses titan fighter/mauler, but it didn’t appeal. Urban barbarian lends some flexibility, and the crowd control ability seems apt given his propensity for fighting crowds; invulnerable to represent his tenacity.
Hello, recently stumbled across the countenanced carbuncle line of feats, and am making lots of builds right now to explore the neglected corners of pathfinder. This leads me to a wacky limbs type character. Grippli tongue, carbuncle, maybe some extra eyes or heads? Not sure how to bring it all together yet. I have a eyebiter mesmerist with the possessed hand feats that I’ve been working on, and that hits some points, but let’s go wild! What are some wacky limb builds you guys have?
I think your backstory is great and really provides all the headspace you need! He doesn’t need to be mustache twirling evil, he just has to do the things he thinks are best without much regard to anyone else (such as turning in his father). His underlying rage could really just be an excuse for him, “don’t make me angry, you won’t like me when I’m angry…” but anger is a choice, and one he always chooses- it’s the easy route, but one he can claim victimhood in whenever he feels “angered”. Though that ashes quote and lashing out might be a little divergent for a legalistic like Asmodeus, seems more like a religiously inspired rager of some type.
Radical- An Inquisitor archetype/alternate class A Radical is an inquisitor who turns to methods, tools, and ideologies normally forbidden, choosing instead to turn the darkness of the abyss, hell, and other enemies against themselves. The Radical:
This is an alternate class, and may also be taken as an ex-class by fallen inquisitors; an inquisitor may trade classes on a 1:1 basis in a manner similar to anti-paladin and paladins.
Stare into the abyss, and the abyss stares back - Whether from repeated exposure, accidental witness, or intentional exploration, Radicals have stared into the abyss, and the abyss has stared back-inducing changes in the Radical that set them apart from the rest of their kind. By studying their enemies, the Radical gains a preternatural understanding of their gifts, such that they can replicate many of the powers of the enemy; the crux is that they must suffer at the hands of their enemy before truly kenning the ability. Starting at first level, the Radical gains the ability to learn any extraordinary, supernatural, or spell-like ability that they have been a direct victim to. To learn an ability, they need not be the only target of an ability, but they must be a target, not nearly a witness or bystander; as a free action that can be taken in reaction to being targeted, the Radical may attempt the appropriate knowledge check to identify the creature (the requisite knowledge can be done prior to falling victim to an ability, but can not be used to gain an ability after the fact). If successful, then the Radical may learn add the ability to their spells known. Radicals may replace the normal inquisitor spells they know, with an ability learned of the appropriate spell level, they may choose to leave new spell known slots open when attaining a new level, in the hopes of uncovering new radical powers. To determine the spell’s level for this ability, use the the spell’s highest spell level, or half the hit dice of the creature using it (minimum 1) if no such spell exists. Abilities with limited uses (1/day, every 1d4 rounds, etc…) are similarly limited, in addition to requiring a spell slot. Any ability learned this way counts as a spell when used by the Radical, using their spell casting modifiers. Constant abilities last a number of minutes equal to the Radical’s class level before they must be cast again. Abilities with no spell equivalent are mimicked exactly as they were used, except that any save DCs are replaced by the Radical’s spell save DC for the level used to cast them. At 8th level, constant abilities can be used for hours per level before they must be cast again. Due to their divided focus, Radicals know one fewer spell per level, though their spells per day remain unchanged. And having crossed the rubicon, Radicals may cast no stones, hence they may not use any judgments, nor choose a domain, as their own personal ideologies supersede any doctrine. This alters spell casting, and replaces judgements and domain. By any means- So sure of their righteousness, the Radicals convictions protect them the repercussions normal lapses in faith may cause those of less stout heart. The Radical can use spells and abilities of opposing alignment without restriction, and their own alignment may be more than within one step of their deities alignment. This alters alignment. What I’m working on. Taking a little from blue mage, battle augur, psychodermist, flesheater, and warhammer. I would love any ideas or critiques. Maybe develop this more as an alternate class? I think the fact that inquisitor is limited to six spell levels keeps things from going overboard. Really trying to get the flavor at early levels (looking at you psychodermist), while maintaining balance. I think all the other monster hunter bits in the inquisitor kit fit perfectly- monster lore, bane, stalwart, etc are just *muah* Not sure if replacing judgements, domain, and reducing spells is too much, but some monster abilities are going to be pretty great? I think it’s a flavorful replacement.
So, I’ve been toying with making an archetype for the inquisitor in the theme of using the enemies powers against them-The Radical. In my mind, it’s a mix of final fantasy’s blue mage, and radical (hence the name) inquisitors from warhammer 40k; basically a monster hunter that utilizes their enemies tricks and powers against them, learning as they go. I think this would make a good inquisitor archetype, as they already have monster hunting and knowledge bonuses, they have good mechanics for at will/adjustable bonuses, spells, etc. There are already archetypes that change the play style of inquisitors in significant ways (sanctified slayer, sacred huntmaser, etc), and a few abilities that I think could be poached/altered to make it possible to emulate monster abilities in a balanced way. Psychodermist occultist and flesheater barbarian seem like good starting points. Psychodermist gets its manifest ability pretty late. I wish it had a scaling ability. Flesheater barbarian is great, but only works with certain types and gives limited abilities. Mostly curious if anyone has any ideas on this. I’ve searched the boards some, and have found a multitude of home brews, 3pp, etc, but many seem to have too many moving parts, balance issues, etc.
I would’ve like Paizo to double down on adventures and worry less about making 2e. Personally, I followed pathfinder because I love 3.5, and enjoyed the smaller system changes paizo did to streamline skills and such. But mostly because I loved the published adventures, and eventually the world building that followed. I’m not sure how a business could avoid rules bloat and such, so I understand the need to develop a new system in order to create more product. I think starfinder was a good avenue for this, and other product lines could have been explored before a new system was created. But I don’t run a big business, with employees dependent on me. And I know that there are holdover problems from 3.5, etc that many wanted to address. I honestly haven’t looked too far into 2e, but from what I’ve seen it changed the system too much for my tastes.
Ya but you can only use evolutions your eidolon knows…seems a little redundant to wear your eidolon and then double down on only a very few number of evolutions that could actually be used…like extra arms, but without claws until later…or extra legs? Not sure what you could use while synthesized. I did think about that though. Also, not sure how rage would work inside your eidolon. I don’t think they would stack effects.
Hello I’m theorycrafting a psychic marauder with the abomination discipline. I really want to lean into the dark half power, the feel of entering a rage like state to empower their spells; are there any good evangelist deific boons that go along well with this idea? Any other build ideas, dips (I know it’s frowned upon for full casters, but I love flavorful dips), feats, etc that would help cement the build? Thanks!
Ah ya I mean, cross blooded to keep the dragon requirements. So far I have a cross blooded psychic/dragon sorcerer into dragon disciple, mixed with an Oracle. I’ve never messed with mythic, that’s something I’ll have to look into. Shame dragon disciple is such a hold over from 3.5, the class had more to offer sorcerers. Can’t think of another single-bloodline specific, or sorcerer in general, PrC off the top of my head, this one could’ve done more with bloodlines, really leaning into the magical nature of dragons as a whole: Advancing bloodlines like an arcanist, or 1/2 level progression like oracle curses….dunno. Not a fully formed idea. Maybe…also not requiring sorcerers/bloodragers to have the dragon bloodline, as no other arcane spontaneous caster has that requirement for entry. Have draconic themes that would fit the majority of bloodlines, advancing those bloodline abilities as well as giving dragon stuff. There also seem to be very few template-style PrC’s, whereby the player acquires a new type, but these seem on theme and might be something to look into. What other classes change your creature type or give you so many physical changes? Anywho, all that was off-topic a little, but maybe fodder for recreating an Athasian Dragon PrC? Since each sorcerer-king “dragon” was a pretty unique creature, with its own style of ruler ship and focus, this might be a cool route to take.
Wow…that is actually one of the first issues I ever got! What a pull! Thank you. I’ll have to dig those out. What about the psychic bloodline, instead of the psychic class? And why oracle gestalt? Is that just to have mo’powa? What about a pre-epic/mythic build? Like a nascent sorcerer-king, how would you guys design that?
I know a direct copy isn't possible. But I'm curious if anyone has any good build ideas for a Sorcer-king like character. Sorcer-kings in Dark Suns are psychic/wizards that attained a dragon like form, and ruled over city states. I think I remember an old dragon magazine had a conversion to 3.5, but can't remember the issue, and would like an even further update to 3.P. Thanks all!
So, after seeing this, and having been recently thinking of the lack of Illithid in sf, I was beginning to reimagine them as still squidlike and parasitic, but also fungal based-kind of like cerebric fungi. This thought experiment leads down some cool and frightening avenues, including all sorts of fungal infection body horror, organically creepy technology, etc. What are some ideas you guys have along this vein?
So I just learned that Maze-core is a thing?! If only it worked for analog. The executioner pistol is a token item of Eversor assassins, and is a combination pistol-needler weapon. Being a home game, this is easily managed, but a shame maze-core doesn’t allow it RAW. There’s the levoloch trident that is a combo weapon that allows analog, I think? What other combination weapons are there? Be helpful to have a list.
Ya mostly mechanic/aesthetic analogs is what I’m going for. Not so much the power. Obviously this is a cooperative game, with certain mechanics, there are constraints. Really don’t think I’ll use the evolutionist, the mechanics don’t really seem to hold up for me. Haven’t taken a deep look at the assassin archetype, any experience with it?
Anyone got a good build idea for an Eversor assassin style character? I was thinking a wrathful warrior soldier, with some biohacker and the auto-injector alternative, for combat drugs delivered at the start of combat. Any other ideas? For those who are unfamiliar, Eversor assassins are a type of assassin from warhammer 40k, they’re basically chemically enhanced rage killers, used to send a very obvious message when eliminating a target. Thanks!
Ok cool thank you for such a comprehensive reply! That was great! Ya those are all feats and routes I’ve taken with other builds, but now that I’ve played starfinder for a while, I’m digging a bit deeper and trying unconventional things. With how damage and weapon levels play out, contributing in combat doesn’t seem like too much of a stretch for any character. But I’m still learning, so I appreciate the input!
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