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I've seen several unchained ninja homebrews in many PF forums, many simply taking notes from the unchained rogue without adding more or less of what makes a ninja stand out from the rogue.

This is hopefuly my final version of the Unchained Ninja. (Now as a pdf version!) I thank everyone for the criticism and feedback you have shared while working on this homebrew class.

What separates this from the UC rogue and other UC ninja homebrews are several new additions:

1. Ninja Clans - A new class feature. It allows ninjas to be affiliated with a clan, granting them new Ki Powers, Class Skills, Ki Masteries and their own clan trick at the cost of imposed restrictions. This makes ninjas more diverse in how they're made, lending inspiration from historical and mythical ninja clans.

2. Ninjutsu Training - Replacing the old ninja's No Trace class feature, Ninjutsu Training lets a ninja select two class skills to specialize based on their chosen clans, letting them specialize further into their role.

3. Improved Light Steps - The old ninja's light steps class feature was good, but not great. I simply included new things which grants the UC ninja more mobility, without being broken.

4. New Ninja Tricks and Archetypes - I tossed in several new ninja tricks and archetypes to further expand the ninja's versatility in a given role.

I have also taken extra effort to make sure that the UC ninja is compatible with the original ninja class, including most of its archetypes.

Feedback is highly appreciated!


So I homebrewed a PF version of the Artificer.

For those who don't know what it is, its the more science-y version of the alchemist.
Rather than brewing their spells into potions however, the Artificer crafts their spells into "wands" which only they can use exclusively.

I also threw in a new class feature, which wasn't found from the old 3e Artificers, which are Inventions and Upgrades.

Think of Inventions as a basic freebie at 1st level, which can be improved upon at later levels. These freebies are either a free weapon, a free firearm, a free suit of armor, a familiar, or a racial feature.

This class already has its own custom spell list and a few archetypes.

I would really appreciate comments, suggestions, criticisms and feedbacks in order to improve this class.


Just a little homebrew project I've been working on alongside my Unchained Ninja Homebrew.

The Avatar is a hybrid class of the Barbarian and the Druid.

Their general idea is based around media portrayals of 'martial class elementalists', such as the ones found in the avatar cartoon, the elemental spirit brothers from DotA, among other examples.

They fit the same role as that of the Bloodrager - as a full-BAB martial class with some 4th level spells and a variety of powers.

Feedback is highly appreciated!


This homebrew attempts to make firearms more fun and immersive by offering new options to players when playing a gunslinger, swashbuckler or any class proficient with firearms. They must possess the Gunsmithing feat to be able to modify firearms and craft these new specialized ammunitions.

Link: Gunsmithing Expanded


Thought of a neat little bard archetype idea while working on my Unchained Ninja Homebrew. Gonna share it here.

Presenting the Puppeteer Bard archetype.

What it lacks in versatility as a skill-monkey bard, it makes up for by being a trickster bard, capable of specializing in combat, performance or teamwork shenanigans using their marionette.

Please tell me what you think of this homebrew.


THRIAE HOMEBREW RACE
Bestiary entry can be found here..

Standard Racial Traits

Ability Score Modifiers: The ability scores of Thriae are determined by their roles in the hive.
• Thriae Constructors gain a +2 to CON and INT but a -2 to their CHA to reflect their hardy and industrious nature as they serve as the builders and architects of their hive cities, but they lack a sense of individuality or personality.
• Thriae Soldiers gain a +2 to STR and WIS but a -2 to their INT to reflect their roles as the strong and vigilant protectors of their hive but their strict training makes their thinking rigid and inflexible to new ideas.
• Thriae Dancers gain a +2 to DEX and CHA but a -2 to their WIS to reflect their roles as graceful courtesans and the diplomats of hive society, their lackadaisical nature makes them susceptible to outside influence.

Type: Thriae are humanoid creatures with the Thriae subtype.
Size: Thriae are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Thriae have a base speed of 30 feet and a fly speed of 30 feet (poor maneuverability).
Languages: Thriae begin play speaking Common and Sylvan. Thriae with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Skilled: Thriae gain a +2 racial bonus to Profession checks.
Hivemind: Thriaes share a similar thought process to that of bees, granting a degree of mental resistance akin to most vermin. Thriae gain a +2 racial saving throw bonus against charms and compulsion spells and effects.
Hive Talent: In addition to their ability scores, Thriaes also possess unique special racial abilities based on their chosen role.
• Thriae Constructors can secrete sticky wax for repairing their hives or trapping intruders. These Thriae can use adhesive spittle 1/day as a spell-like ability (caster level equals the Thriae’s level; DC 11 + Charisma modifier)
• Thriae Soldiers are the only ones in their hive born with a poisonous barb that secretes a potent neurotoxin to weaken their foes.
Thriae Poison - injury; save Fort DC; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. (save is constitution based)
• Thriae Dancers with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—charm person (caster level equals the Thriae’s level).

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above.

Merope: Rather than sticky wax or poison stingers, Thriae nobility can instead produce the honey Merope, which grants herself or allies who imbibe on the sweet nectar with supernatural benefits. A Thriae can produce 1 dose of merope/day.
Creatures that consumes this merope as a standard action gains a +2 insight bonus to their attack rolls and saving throws for a number of rounds equal to half the Thriae’s character level (minimum 1).
This racial trait replaces Hive Talent.
Stinger Training: Thriae Soldier only. Some Thriae soldiers do not develop poisonous barbs, and make up for it by learning to use weapons resembling their missing appendage, gaining proficiency with all simple and martial melee piercing weapons.
This racial trait replaces Hive Talent.
Harvester: Thriae Constructors only. While most Thriae Constructors serve as hive builders, these Thriae are the hive’s gatherers trading away their wax-making for better senses for finding food. Thriaes with this alternate racial ability gain the scent racial ability.
This racial trait replaces Hive Talent.
Pheromones: Thriae Dancers only. Thriae Dancers constantly exude a sweet scent that attracts others to them. They gain a +2 racial bonus to Diplomacy and Bluff checks.
This racial trait replaces Hive Talent.
Seer Magic: Very few Thriae develop the innate talent of magic. Those that do are often venerated within and outside of Thriae society for their soothsaying abilities. Thriae Spellcasters are treated as one level higher when casting spells from the divination school.
This racial trait replaces Hive Talent.
Exoskeleton: Certain Thriae species develop a tougher exterior carapace that provides them a higher degree of defense than their other counterparts. These Thriae gain a +2 natural armor bonus to AC.
This racial trait replaces Hivemind.

WIP: Racial Class Archetypes

[b]Mead Brewer Alchemist Archetype
Merope Alchemy - Adds insight bonus from Merope to potions and infusions, but causes the drinker to make a fort save vs sicken condition from getting drunk. DC is based on spell level. (Modifies Alchemy)
New Discoveries - Wax Bomb, Summon Swarm Bomb.
Apis Mutagen - Grants improved fly speed and poisoned stinger natural attack to mutagen transformation. Later on adds swarm skin as a mutagen mutation. (Modifies Mutagen)

Royal Apiarist Druid Archetype
Adds various bee swarms to list of monsters summoned through summon nature’s ally (Modifies Spontaneous Casting)
Must select Druidic Herbalism as Nature Bond (flavorwise: honey as main ingredient for potion brewing)
Vermin Heart as a bonus feat (replaces woodland stride)
Pheromone - while bees swarm creature, adds level scaling insight bonus to attack and damage rolls to druid and allies, reveals invisible creatures. (replaces trackless step)
Hive Queen - gain DR against swarms and resistance vs swarm effects like distraction (replaces resist nature’s lure)


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I've seen several unchained ninja homebrews in many PF forums, many simply taking notes from the unchained rogue without adding more or less of what makes a ninja stand out from the rogue.

This is my version of the Unchained Ninja..

What separates this from the UC rogue and other UC ninja homebrews are 4 new things:

1. Ninja Clans - A new class feature, it allows ninjas to be affiliated with a clan, gaining new Ki Powers, Class Skills and Ki Masteries at the cost of restrictions. This makes ninjas more diverse in how they're made, lending inspiration from historical ninja clans.

2. Ninjutsu Training - Replacing the old ninja's No Trace class feature, Ninjutsu Training lets a ninja select two class skills to specialize based on their selected clans, letting them specialize further into their role.

3. Improved Light Steps - The old ninja's light steps class feature was good, but not great. I simply included new things which grants the UC ninja more mobility, without being broken.

4. Ninja Weapon Stances - Included in the new ninja tricks section, Ninja Weapon Stances allows players to even further customize their ninjas by making them have a unique fighting style based on their ninja weapons similar to the monk's style feats. Currently I'm only providing the 'standard' stances, and the 'improved' and 'greater' stances are still WIP.

Feedback is highly appreciated!


I decided to work on an unchained version of the Ninja Class.

Unchained Ninja Homebrew

It borrows heavily from the UC Rogue, but comes with a new class feature known as Ninja Clans.

Ninja Clans grants the UC Ninja new ninja tricks, new ki powers, and a different set of skill bonuses for the No Trace feature. They also gain a ninja specialty and a mastery at 10th level, as well as restrictions based on their chosen clan to further make the UC ninja separate from the UC rogue.


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Can I please get some feedback and input on my new homebrew, the Avatar?

The Avatar Class

Its designed to be a frontline combatant, capable of transforming into an Elemental known as his Avatar Form and using Wraths to further improve his combat repertoires.

They're pretty much designed as a divine-oriented elemental barbarian and expected to function just as well as one would expect, but with some added versatility.


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Can I please get some feedback and input on my homebrew, the Empyreus?

The Empyreus Class

Its designed to be a well-rounded versatile class, capable of combining a offense, support and crowd control in a single turn.
They don't excel in any roles expected from the standard classes, but are expected to contribute in their own niche that any adventuring party will find valuable.


Mutation Master Alchemist
A Mutation Master is a researcher obsessed with the evolutionary aspect of living creatures and has developed several mutagenic compounds to trigger such an accelerated evolutionary mutation on himself.

Diminished Discoveries:
Mutation Masters cannot select the following list of Alchemist Discoveries: Cognatogen, Feral Mutagen, Phantom Limb, Tentacle, Vestigial Arm and Wings.

New Discoveries:
Evolved Familiar - (Requires Tumor Familiar Discovery) A Mutation Master gains the Evolved Familiar feat even if he does not meet the prerequisites.

Improved Evolved Familiar - (requires Evolved Familiar) A Mutation Master may divide up to half the total amount from his evolution pool with his tumor familiar.

Improved Evolution Pool - A Mutation Master adds his intelligence modifier to the total number of points in his Evolution Pool.

Mutation Mutagen:
A Mutation Master concocts a more potent, more dangerous variation of the standard Alchemist Mutagen.
In addition to the natural armor bonus and the bonuses and penalties applied to their ability scores, when an Mutation Master brews a mutagen, he gains a pool of Evolution Points from the Eidolon's Evolution Pool equal to his Alchemist level and may allocate those points for Evolutions.
This modifies the Mutagen class feature.

Mutation Modification
Once per day as a full round action while under the effect of his Mutation Mutagen, the Mutation Master may change any of his present evolutions by allocating its evolution pool on new evolutions. At 6th level, this process is reduced to a standard action.
This replaces the Poison Use and Swift Poisoning class features.


Author's intent: The Technologist is a back-row artillery support archetype that both compliments and serves as an equally attractive alternative to the Siege Mage, while establishing itself on its own merits. It is compatible with the Trap Breaker archetype in synergy as a defense oriented class capable of hindering enemy movement with mines, raining artillery fire down on them and picking off survivors with a bomb. As an archetype, it focuses heavily in animating objects to serve varied roles such as scouts, artillery and suicide bombers. They excel in large open areas where they can use their animated siege weapons and ranged weapons with much freedom.

Technologist Alchemist Archetype

No stranger to the battlefield where they have carved a name for themselves, Technologists are masters of siege warfare who by themselves, can command a company of siege engines to battle with just a mere thought.

Calculated Ballistics
A Technologist applies any relevant feats as well as his intelligence modifier to the ranged attack rolls of all objects controlled under the effects of his Animation Engine class feature.
This replaces the Throw Anything class feature.

Animation Engine
As a standard touch action, a Technologist can use the magical energy inherent in his bombs and install those energies upon an inanimate object to grant an effect similar to the animate object spell, treating his Technologist level as his caster level. This consumes one of his daily allotment of bombs per animated object.
Although the Technologist can animate multiple objects equal to his daily allotment of bombs, he must maintain concentration to make a free attack with one animated object per round using his base attack bonus. He can still order the remaining animated objects to do non-aggressive actions such as reloading, moving and taking aim. An Animation Engine is mentally controlled by the Technologist and can operate within a range of 100ft.
This replaces the Mutagen class feature.

New Discoveries available to the Technologist:

Hibernation Sequence - As a standard action, A Technologist can put his Animation Engine in a powered-down state, pausing the duration of the animated object indefinitely. As long as the object is within 100ft. of the Technologist, he can mentally reanimate his Animation Engine as a standard action to power it up again. The Animation Engine can remain in a powered-down state equal to the Technologist's level per day before becoming permanently inert.

Self-Destruct Sequence - As a swift action, A technologist can mentally command one animated object under the effects of his Animation Engine to explode, damaging adjacent targets equal to half the Technologists' bomb damage. Regardless if the object is still intact, it becomes inanimate unless installed with a new Animation Engine. Once per round, any animated objects destroyed can be triggered to explode as an immediate action by the Technologist instead.

Overload Sequence - As a swift action, a Technologist can mentally command one animated object to imbue its next ranged attack with half of the Technologists' bomb damage. Regardless if the attack hits, the object becomes inanimate unless installed with another Animation Engine. Requires the Self-Destruct Sequence Discovery.

Advanced Intelligence Sequence - The Animation Engine now imparts a portion of the Technologist's intelligence on the objects he animates. He can now make separate attacks with his animated objects per round equal to his Base Attack Bonus. Moreover, he can trade away his attacks to make multiple readied actions with his animated objects per round equal to his Base Attack Bonus. Alchemist 8.

Siege Study
A Technologist's extensive study into the intricacies of Siege Warfare may opt to learn a free feat in lieu of a Discovery.
The available free feat selections are: Rapid Reload, Point Blank Shot, Siege Engineer, Master Siege Engineer, Siege Gunner, Cannon Master, and Field Repair.

Perfected Animation Engine
The duration of objects under the effects of the Animation Engine is increased to an hour per level.
This replaces the Persistent Mutagen class feature.

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