Dwarf Wizard

Themutedman's page

Organized Play Member. 58 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



Grand Lodge

So I'm attempting to purchase a subscription for the Pathfinder Rulebook and Pathfinder Lost Omens Ongoing Subscriptions, as well as a few other Pathfinder 2e accessories, and no matter how many times I tell the site to start my Rulebook subscription with the Pathfinder 2e Core Rulebook, the final checkout page continues to tell me that it will start with the Planar Adventures hardcover.

I just want to make sure that I get my subscription started with the Core Rulebook and as soon as I can guarantee that I'll gladly start my subscriptions and order the other accessories!

Grand Lodge

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.

Grand Lodge

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.
The monk and rogue seemed a perfect set to smash up and since the unchained versions are just better, I went with those. I also used a few of the abilities from the Paizo Assassin prestige class.

Assassin

Let me know what you guys think!

Grand Lodge

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.
So, to remedy this, I made this alternate class for the Gunslinger.

Archer

Let me know what you all think!
All the constructive criticism is welcome.

Grand Lodge

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.
The reason I've spent the time to put together my own take on unchaining the bard is its complete lack of customization, the necessity to rely on archetypes for interesting flavor, and the massively low number of class features for a 6th level caster (I mean, come on! Look at the magus and the inquisitor).

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!

Unchained Bard

Grand Lodge

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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.
Monster Hunter

Grand Lodge

2 people marked this as a favorite.

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.
Seeing this and desiring an artificer class that lives up to the legendary class from Eberron but with a science and tinkering focus, I decided to try my hand (again).
Originally it was going to be a wizard/alchemist hybrid (and it still is thematically), but inevitably the class features ventured too far from their parent classes and so I'm treating it as its own class.

Artificer

Let me know what you all think!
Constructive criticism is always welcome.

Also, in case you were wondering, I use this site for the nice looking PDF's.

Grand Lodge

2 people marked this as a favorite.

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.
After the witch class for Pathfinder was released, I realized Paizo had made a great attempt at bringing us some of the same fluff. I've played witches and I absolutely love them; fluff and mechanics alike.
Later on, we got the occult classes and after reading the kineticist, I got reminded of the warlock from 3.5. So after some thought, I decided to throw the two together and see if we could get a Pathfinderized warlock. One that would give us some of the same feelings from the old days, while also utilizing Paizo's more modern sensibilities in regards to class design.

Warlock

Let me know what you think!
Constructive criticism is always welcome (emphasis on constructive...).

Also, in case anyone was wondering, I use this site to make the nice looking PDF's. Super helpful and easy to use!

Grand Lodge

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.
Both of these are obviously archetypal and very powerful in their own right; I'm not here to rag on two classically killer classes.

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.
Anyways, enough talk. I've rambled on for long enough.

Here's a link to the pdf:
Aegis

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!

Grand Lodge

Anyone have a game going or want to put one together during the banquet today?
I've got myself and another player who'd love to get something going since we aren't one of the lucky ones to go to the banquet tonight.

Grand Lodge

1 person marked this as a favorite.

So I have an unquenchable thirst to smash classes together to make hybrid classes and a few of my ideas have actually born some decent fruit. Here are two classes that a few of my players or fellow PC's are playtesting for me. Let me know what you all think! (made with http://homebrewery.naturalcrit.com/)

Runewarden
Inspired by a homebrewed class I saw on another forum years ago and meant to finally be a class built around playing the tank. It was originally a paladin/sorcerer for flavor reasons, but the fighter/sorcerer mechanics ended up fitting far better.

Artificer
I've played in a few campaigns with a PC playing the Artificer from Adamant Entertainment and I loved the very basic idea behind a few of the mechanics, but felt they were not executed properly. This is my take. An alchemist/wizard hybrid class.

Along with the above classes, I've also created/adapted two custom races for a few players in my current homebrew. Both of these were built using the guidelines in the Advanced Race Guide. (There may be minor deviations and one large custom trait)

Goliath
Adapted from the 3.5 book Races of Stone, goliaths were one of my favorite races to choose back in the ol' 3.5 days and so I tried my best to Pathfinder-ize (?) them.

Mertouched
I've had a player asking to play a merfolk for years and I've always steered them in other directions because of the limitations and the ridiculous fluff needed to justify it. So I decided to sake their mer-lust and make this custom race instead.

Works in Progress..

Reanimator
Alchemist/Summoner hybrid class. A different spin on the classic necromancer. A mad scientist bent on mastering undeath through chemistry and experimentation. Alchemy abilities similar to the alchemist except with more of the ability to inject willing and unwilling targets with nastier concoctions. An undead eidolon-like homonculus cohort that will utilize the Necrocraft rules from Bestiary 4. Not to mention some Animate Dead at will similar to the Summoner's Summon Monster abilities. Can anyone say Qyburn?

Warlock
Kineticist/Witch hybrid class. I miss the 3.5 warlock and I love the witch class. Gets an Eldritch Blast ability similar to the Kineticist's Kinetic Blast that deals certain types of damage based on the Pact (similar to the witches patron) you choose. 6th level caster with its own specific list as well as a new spin on the classic spellbook, the Warlock's Grimoire. Gets Invocations (Infusion-like) that grant new abilities as well as some witch hexes.

Let me know what you all think!

Grand Lodge

So I may be setting my PC's up to have an opportunity to enter into a martial tournament sometime in the future of the homebrew I'm running and I'm a little curious if anyone had any experience doing so.
I want to build some neat NPC's for some of the party to fight and I'm curious what CR I should build them at. Let's assume my PC's are going to be about level 8; would I be setting them up for quick losses if I build 8th level (CR7) opponents for them to face? Since an 8th level enemy should be an average fight for a whole 7th level party it seems like setting that against one level 8 PC is destined for trouble.
On the other hand, it seems odd to place opponents with way lower class levels against the players since I do want it to be challenging (the reward for winning will be significant.)
Any thoughts would be greatly appreciated!