Hello! I'm currently building a GM's blog for myself and I wanted to host some of my own free homebrew content, classes, races, etc. as well as GM resources like my own take on the GM screen, player rules reference etc. and I'm not super clear on what I would be required to add to the actual documents, or my website in order to abide by the OGL. Even though I plan for it all to be 100% free, I still want to make sure everything is above board. Any help is greatly appreciated! Thanks.
Ciaran Barnes wrote:
The armor-less theme actually originally comes from the Invisible Blade prestige class from 3.5. It ended up being a nice coincidence that the monk (one of the intended parent classes) got a similar ability.
I can see that. I've never been afraid to stomp all over other archetypes with homebrew (seeing as Paizo has done it to themselves a few times), but I totally get adding more power to the archery style being a bit scary.
Back in the ol' 3.5 days, I built a character around the Invisible Blade prestige class. It ended up being one of my favorite characters and his abilities were extremely fun and rewarding. Sadly, since we don't have that particular prestige class (and seeing as I'm not big on prestige classes anymore anyways), I decided to try and make a 20-level class to give that similar feel.
Let me know what you guys think!
So we've always had the ranger as an ideal archery class. They're able to ignore prerequisites for archery feats, full BAB, and a set of neat unique abilities, but sadly, they've always seemed (at least to me) as filling more of the "hunter" or "woodsman" sort of archer. We do not have an immediate avenue to create a sort of Robin Hood character, or an acrobatic trick shooter.
Let me know what you all think!
Cavall wrote:
Well, the advanced versatile performance you mentioned that allows all the fighter stuff is actually from a Pathfinder Player Companion (Blood of the Beast?) and so is available to standard bards. I included it because it's a really neat ability and is already Pathfinder content. The spell kenning ability is from the skald. The first time I read it when I got my copy of the ACG I immediately thought it should have been a bard ability. There are a handful of spells that I really feel like should be on the bard spell list (like fly/overland flight) and instead of just rewriting their spell list (which I entertained and realized, once again, that writing spell lists is my least favorite thing to do), I would give them the spell kenning ability. It has awesome bard-ish sort of flavor and is part of a class based on the bard in the first place. Thank you so much for the compliments and critiques! Also, if you're wondering I use http://homebrewery.naturalcrit.com/ to make the PDF's. As a GM, I use it for loads of materials and it's super handy. It's technically for making 5e content, but I jerry-rigged it to make PFRPG-looking stuff. ;)
So right off the bat, a lot of you are thinking "What?! The bard is great! You don't unchain a class that already does its job! Psh, this guy must not know what he's talking about." I understand your concern. The bard is a very balanced and great class. It performs (pun intended..?) well at buffing folks, and knowing things and it's got a pretty versatile spell list.
Paizo has made it a habit to give their classes abilities that allow players to customize their characters to their liking (magus arcana, rogue talents, bloodlines etc.), but when you look at the bard, he has none of this. Sure, masterpieces add some customization, but those are costly and outside of the bard's actual class features. I've added the ability to gain masterpieces through normal progression as well as made bardic performances something you pick to learn as you level up. All this and I've also written an ability called Muse; granting the bard a unique flavor as well as some bonus abilities (many of which have been pulled directly from archetypes since the bard has the most number and a lot of them are great). As always, this is a first draft and I really hope for some good feedback. Like I always say, you guys have been nothing but helpful on the various homebrew classes I've posted recently (aegis, warlock, artificer, and monster hunter) and I thank you for that! May the constructive criticism commence!
StephJZ wrote:
Radical. Thank you so much for the advice. The School of the Behemoth was added because I wanted to create a few of my own schools and it seemed kinda neat to have a direct way to wield larger weapons outside using an archetype. I'll definitely spend some more time with the abilities the School gets (and probably the rest of the schools as well) just to polish it up. (Wolf School's Stunning Strike included) I like the flavor of the Dragon School using firearms. Guns outclass other weapons in so many ways, and they deliberately rely on "fire" to make them work. Sounds dragon-ish. It works in my eyes. It was also the only interesting way to include a "dragon" school without it turning out to look like the School of the Behemoth (but for dragons) or the draconic bloodline for bloodragers. Plus, the Schools never lean to heavily on the actual animal they're named after in the games/books. Just a tad. I was playing around with ways to make the Alchemy and Mutagen features work more like the games where you get certain ones from harvesting certain creatures. I originally thought, "Oh, I'll make certain potion ingredients and mutagens based off creature type and subtypes! That'll narrow it down a bit!" But after some trial and error, I just realized it would be introducing a whole new alchemy system that I just think isn't necessary. Maybe some day I'll write a separate alchemy system that the monster hunter can use as an option. Or maybe an archetype, I dno. It would be so flavorful and cool. But in the end, I did try and make this a Paizo-esque hybrid class, and so I wanted to keep the Alchemy and Mutagen mechanics and flavor from the Alchemist. I think doing so really roots the monster hunter in being Pathfinder specific class and not just some random homebrew. Thanks you so much for the reply and help. My homebrew material would not be nearly as good if it wasn't for everyone here helping out.
StephJZ wrote: I'm just starting to skim this so I don't have any particular feedback yet, but I've been wanting to see a Witcher type of character in Pathfinder and this looks like it is well done in executing the concept from the little I see so far. Thanks, I really tried to make it feel like Pathfinder while still hitting that witcher-esque note. Did you get a chance to look it over more?
Kaptin Skullsmasha wrote: There is also the fact that Bear school gives you Stalwart again at 12, is that supposed to be Improved Stalwart instead? Ah jeez, thanks for that. Yes, just changed it. I literally have it written in my notes to adjust that once I added stalwart as part of the main class progression. *facepalm*
I'll work on the Sun Sigil a bit more. I see what you're getting at, I'm still not too worried about it, but I'll give it some more work. Dang. That school ability is from the original plan to have them with a limited use per day. Thanks for pointing that out! I changed the plans and likely forgot to update it.
Thanks again!
avr wrote:
I suppose I should say "usually", I could also remove the alignment restriction (never been much of a fan of them in the first place), it's mainly in there to keep with the witcher theme. Totally not necessary though. The school of the viper is a typo. Supposed to be 1/2 monster hunter levels + 1. As for the sigils, they were modeled a bit on witch hexes and so I was leaving them as unlimited use. (could be limited to a number of times equal to Wis mod). I could remove charm monster from the Water Sigil and I think that could make it a bit more balanced. Either way, it's not going to create "minions" per se, as the charm spells don't give you perfect or direct control. They're just friendly.
I'll update the document with those revisions in mind.
So I'm sure a huge group of you out there are fans of the Witcher series (whether the games or the books) and I've seen plenty of discussions on how to build a witcher-esque character with the existing Pathfinder rules. These attempts, while close, never quite seemed to hit the mark and one was always sacrificing one part of the witcher's kit in order to play one; no class combinations seemed to do the witcher justice. I thought to myself, "Well, hell with that! I'll just make my own." So here we are, after about a week of work, I've got a first draft that I'd love you good folks to take a look at. You all helped quite a bit on the last few homebrew classes I posted, and I would love to get that sort of feedback on this one. I tried to leave out any actual key witcher words or phrases as to make this fall into Pathfinder without any overtly franchise specific terminology. (Sigils are witcher signs obviously). I also didn't include abilities that seemed to be more inherent to the witchers as a "race" and not their training (like their witcher senses). Anyways, looking forward to the feedback and I hope folks enjoy the class.
Maybe call it the "Templar" and really lean into the smite and favored enemy features? You could rework the two features to work better together; possibly making smite work against your favor enemy and receive extra damage and bonus (maybe your smite is less effective against enemies that aren't favored?) You'd have to get rid of a lot of the nature fluff from the ranger but it could be a cool concept.
I like the concept. The first thing that comes to mind is that I feel like this should be an inquisitor/ranger hybrid. You could still have the religious fluff and the spellcasting, but it would allow you to really lean into the tracking of criminals/monsters. The inquisitors abilities (Bane, Monster Lore, Stern Gaze etc.) fit the bounty hunter fluff perfectly.
The way I was thinking of this class would be a bit more unique. Both the fighter and ranger can really take advantage of the specific weapon groups and styles they lean into, but the specialist takes that to a whole new level.
Since this class isn't directly tied to religiosity, I'll leave it up to the player and their GM to figure out how an evil aegis would perform her duties. I totally get your concern though, but I'd rather leave those fluff choices up to the individual instead of writing it in mechanically. As designers, we should try and work the numbers and balance out as best we can while writing thematically interesting fluff that leaves all the room a player could want to make the class/character their own.
Marc Radle wrote:
Dang! Beat to the punch. Just took a look at the Kickstarter and it looks great. Your Warlock has an intelligent item just like mine! I guess great minds think alike ;) I actually met a few of you guys at paizocon this year and would love to work with you if the opportunity ever presented itself. You folks over at Kobold have put out some killer stuff and to contribute to that would be an honor.
LordInsane wrote:
All I'm saying is that there are plenty of homebrewed classes with the same name. It was originally called the Warden, but I found that a bit boring and didn't have any flare that I expect from an arcane class. Not to mention the fact that Aegis sounds similar to Magus (yes I know how magus is truly pronounced and they don't exactly match up, but it's close) and since this is essentially a sister class to the Magus it made sense. Also, the last thing I want to do is name it some strange compound word or two word name like so many other mediocre homebrewed classes. A class name should be archetypal. It should evoke exactly what that class does right there in the name. Rogue. Ranger. Wizard. They all tell you exactly what they are straight out of the gate.I'll work on it and see if I can come up with anything better, but no promises.
Thanks for the critiques guys! Drejk:
Cyrad:
You know, I've seen folks talk about force damage being too powerful and I get where they're coming from, but if we really take a look at it, a 5th level warlock with an 18 Int that uses his eldritch blast will do an average 11 damage that bypasses DR and resistance. He can only do this once per round (at least until a much later level and by accepting large amounts of burn). If we look at a 5th level fighter with 18 Strength and Power Attack that wields a +1 greatsword, she will do an average of 20 damage while using Power Attack. If she also has Cleave and Great Cleave, she will make additional attacks with that same damage output. Yes, it is susceptible to DR but generally that will still leave it better or on par with the eldritch blast.
Well since the fighter can carve out it's style by picking weapon groups that it excels with and the ranger picks a combat style, maybe create a class that hyper focuses on one particular type of fighting (the specialization options could even be strange or a bit out of the ordinary).
Drejk wrote:
Ooooh, I like that! I gave mine spellcasting because I had the idea for the grimoire, so it just seemed to fit, but I like how that lines up so nicely. I'd love to take a look at it once you get passed the doodling stage!
I actually just posted 3 of my homebrew classes to the forum.
I've got some good feedback already (especially on the aegis), and the classes are already loads better!
I had an idea like this for an alchemist/summoner hybrid class. I used some of the rules for creating necrocrafts for the undead homonculus eidolon thing. I worked on it for a while, but couldn't find its niche. The class never seemed to coalesce.
Lady-J wrote: interesting i certainly do like it more than the other 3rd party artificer after briefly skimming through it i do think that a mechanical animal companion or a construct edolon would work better than a construct familiar though probably could get it a couple levels earlier too other than that looks pretty solid Thank you! I'm actually working on an archetype for it that does exactly what you're thinking! It trades a few abilities for the ability to create a mechanical companion based on some of the summoner rules. (Great minds think alike I suppose!)I'm also working on an archetype that primarily deals with modifying the artificer themselves. Strange "cybernetic" (ish) body parts that do neat spell-like stuff? Count me in! I'll add them to the PDF when their eventually finished (whenever that is!)
Lady-J wrote: warlocks are charisma based and spontaneous casters their blasts are also significantly more potent right out of the gate and they wouldn't need to deal with burn I can see that! I downgraded them to d4's from d6's because their blasts are force damage and thus aren't susceptible to energy resistance or DR. I originally had them as d6's, but it seemed a bit overpowered. I actually wrote an Invocation in order to allow a player to power up their blasts to d6's if they wanted.I also don't think a class concept falls apart when you change its casting stat and technically this class is a spontaneous caster. It casts just like an arcanist from the advanced class guide and thus prepares the spells that it "knows" for the day. Much more versatile and allows the warlock to really pick and choose how to use its spells for the day. When it comes to burn, I think it fits the warlock fluff perfectly. Warlocks are trading in a bit of their freedom and sometimes even their morality to gain power through the patronage of this strange entity. They're driven by a lust for power and knowledge, and thus, the burn mechanic takes that one step further. They are literally consuming their essence to gain greater power and knowledge. I don't really see the point in reiterating the same class we've seen a handful of times. The core concepts are there and the fluff fits; this version's just got more inherent Pathfinder-ness. But either way, to each their own! Thanks for the critique.
Lady-J wrote: i know there was a conversion of the warlock a few years ago from from a guy names master asmarotious or something like that which i found was a pretty good warlock based on doing warlock stuff, while a witch/kineticist hybrid sounds pretty cool this doesn't seem to be something what should be called warlock it has plenty of flavor and some really neat abilities but just doesn't scream warlock A pact with a generally dark entity. A magic blast attack.Sounds like a warlock to me. I've seen the other warlock homebrew, and I think it's great! But I wanted to take a crack at it from a different angle.
I think everyone has taken a look at the Adamant Entertainment artificer class from the Tome of Secrets and found its concept rather interesting. I know that I have. I've even played campaigns where other players played one. The concept was great and gave way to some spectacular roleplaying, but sadly, the class is rather unbalanced and feels a bit half-baked.
Let me know what you all think!
Also, in case you were wondering, I use this site for the nice looking PDF's.
I remember the days of 3.5 where the warlock was this class that just about everyone I knew loved to play. I don't know if it was the fluff or the spammable blast attack, but people seemed to adore it. I, on the other hand, wasn't super keen on it. The class never seemed to be able to do much; always only sort of effective.
Let me know what you think!
Also, in case anyone was wondering, I use this site to make the nice looking PDF's. Super helpful and easy to use!
Lady-J wrote: aegis is already a class i suggest naming it something else If you're referring to Dreamscarred Press' 3rd-party class, I'm not too worried about it. I'm not selling this and it's nothing like their class in the first place. Not to mention that book is over 7 years old AND it's a psionic-based class. There's not really much room for stuff like that now that we have the official Occult classes.
Tinalles wrote:
Woah! This is great! Thank you so much for taking the time. A lot of what you said has to do with some stuff that got ported over from passed versions and was overlooked. I will change those. The rest is great. I will definitely work on this some more.I'll let you now when it's updated and see what you think. Once again I really appreciate all the time you spent!
For such a long time we've never had a class that filled the niche of the "tank"; the walking levee that bears the weight and the brunt of the damage for his comrades. Now you may ask, "But mister, aren't there a multitude of ways to build a player character that can fill that role with high AC, or huge amounts of hit points?" I would answer that question with a tentative "Yes, but..." You see, we have the paladin: generally heavy armored with some solid stopping power and a couple always on buffs for her buddies. They are also weighted down by mount and healing abilities (and not to mention the whole alignment thing). There's also the barbarian: Con bonuses and extra hit points, along with some DR eventually, but they are of course more focused on hitting as hard as they can, rather than taking hits.
To solve this, I went through a few different iterations. The first was a hybrid between the sorcerer and the fighter that tried to emulate the magus but focused on defense instead of offense. The second was a completely custom class that ended up feeling more like a 4th edition base class than Pathfinder. Both of those versions got scrapped. What I've now come to (and currently have one of my players playtesting in my current campaign) is something I like to call the Aegis. It could verge on an alternate class for the magus since it uses a modified arcane pool as well as arcana abilities, but it's not quite similar enough to constitute calling it an "alternate" class. In my opinion, it feels more like an arcane paladin.
Here's a link to the pdf:
Let me know what you think. Suggestions and criticism are welcome! In case anyone was wondering, I use this site to make the nice looking pdf's. It's super useful! Sign in to create or edit a product review. |
