
Kefler |
I am somewhat disappointed by the Blighter archetype for druids. I don't feel like there is enough decay and rot and fungal stuff going on there.
As far as new archetypes go, I want to see a decent Ninja. Nothing over the top. Actually, scratch that. Ninja should be a new class with modular features like the APG classes (combat, stealth, mobility, 'ninja magic'...). That way everybody can have what they think is more ninja-y.
I think a Battle Oracle fits the bill for a Valkyrie variant...
A teleporting combat bard variant? (Ala Nightcrawler from the X-Men.)
And see i was hoping they would go the other way, lose the eidolon, and eidolon abils for more sommuning.things like , being able to use multiple SLA summons, one a day use a quicken spell on a summon spell, a +2 to str, dex, con, or a shield bonus, or temp hit points to summon spells. etc etc.

Beorn the Bear |

I'd love to see something, either in PrC or feats, that would let you do something like the Incantatrix from the Players Guide to Faerun from 3.x A metamagic specialist who could (with great difficulty and huge spellcraft checks) apply their metamagic feats to an ally's casting through a readied action. It was such a sweet idea and deserves a spot in the game.
To help avoid all sorts of checking back, the character would ready an action, and then need to roll a spellcraft check = 15 + (3xModified Spell Level) to apply his metamagic feat to the ally's spell, but it didn't actually use up a higher spell slot.
A resurrection of the class, or maybe a feat like:
Metamagic Master:
Prerequisites: Must have 4 metamagic feats, Skill Focus Spellcraft
Benefit: You may ready an action to manipulate an adjacent ally's spell with one of your metamagic feats. You must roll a Spellcraft check with a DC of 15+(3xModified spell level) in order to apply the effect. This does not actually change the level of the spell being cast, but does apply the effect of the chosen feat to the spell as normal.
would be a great addition to the core rules.

Abraham spalding |

How about a familiar-less witch who achieves her spells through a divine (or infernal) contract instead? Lose the familiar and gain a clerical domain with a deity (or rather, a deity's agent) as their source of spells.
Here is a simliar idea I had:
Active Patron:
Instead of gaining spells known the witch with an active patron can petition her patron to cast a spell she normally doesn't have access to. As a full round action the witch sacrifices a spell she has prepared for the day and makes caster level check modified with her Cha Mod instead of Int mod. The DC for this check depends on the spell she wants her patron to cast (which may not be of higher level than the spell slot the witch sacrificed) -- if the spell is on her spell list then the DC is 10+twice the spell level. If the spell is not on her spell list then the DC is 15 + twice the spell level, and the spell must be at least one level lower than the spell slot she sacrificed. If the check is unsuccessful the witch loses the spell slot to no effect. The witch may use this ability once per day per spell level she has access to, and no more than once for each spell level (so at 5th level the witch has access to third level spells. Three times per day she may use this ability, and each time must be of a different spell level).

Dabbler |

Dabbler wrote:How about a familiar-less witch who achieves her spells through a divine (or infernal) contract instead? Lose the familiar and gain a clerical domain with a deity (or rather, a deity's agent) as their source of spells.Here is a simliar idea I had:
Active Patron:
Instead of gaining spells known the witch with an active patron can petition her patron to cast a spell she normally doesn't have access to. As a full round action the witch sacrifices a spell she has prepared for the day and makes caster level check modified with her Cha Mod instead of Int mod. The DC for this check depends on the spell she wants her patron to cast (which may not be of higher level than the spell slot the witch sacrificed) -- if the spell is on her spell list then the DC is 10+twice the spell level. If the spell is not on her spell list then the DC is 15 + twice the spell level, and the spell must be at least one level lower than the spell slot she sacrificed. If the check is unsuccessful the witch loses the spell slot to no effect. The witch may use this ability once per day per spell level she has access to, and no more than once for each spell level (so at 5th level the witch has access to third level spells. Three times per day she may use this ability, and each time must be of a different spell level).
I was just thinking of the actual definition of 'witchcraft' as the point where divine appeal and arcane practice meet - the overlap between divine and arcane, if you will.

TheShadowVoid |

1. Necromancer variant of summoner. Replace Summon monster with summon undead. Eidolan is no longer an "alien" but essentially corpse golem-esque thing. **would have to add in some anti-positive energy protections/buffs to help**
**And not the 3.5e nonsense of having to go half wiz/cleric either.
2. allow specializations with the magus.
3. A true and true battlemage. Maybe a variant, prestige class, whatever. One that focus on the MOST dmg/area possible. With emphasis on widen, extend, empower, maximize, and enhance(3.5 epic) spells. to the point he gets improved versions as class features.
4. similar to a magus... but instead of a martial caster, a rogue-ish caster. less outright boomer spells, and more subtle touch/enhance spells, more like the old spell thief (maybe?). sneak attack w/ spells?
5. a cavalier variant that has 0 to do with a horse at all. more like a dandy/Renaissance era cavalier and less the medieval archetype.
6. A sorcerer bloodline that is straight metamagic feats, not a mixture of feats. basically a TRUE spontaneous wizard.
7. Reserve feats, even if they are a straight rip from complete mage, those are some of the most useful feats a mage can get, and allow them to be taken with the wizard feats
8. SR/DR/Resists piercing metamagics, ie searing spell, corrosive spell, etc.
9. Wizard specialties that (maybe sub) specialize in a type of spell, ie Area-effect, rays, touch, lines, walls, etc. (spell-warp sniper?)
10. Mage teamwork feats, and expanded teamwork feats in general. defended casting, cooperative spell, etc... maybe a more arcane caster version of Inquistor?
11. more summoning oriented feats, currently there's 1-3? and a few in 3.5e... like the <elemental> subtype summoning, augment summoning. maybe borrow the undead ones from libris mortis?
12. feat like weapon finesse but uses Int instead, only applies to same weapons tho?
13. Make the spellcraft linked stat based off your casting stat, not just Int. (ie cha for spontaneous, wis for divine, int for arcane)
prolly more I'd like to see too..but oh well
not a class or whatever, but would be HUGE...
and actually formula/template for creating spells or raising them up.
*cost/time to research/create
*Max dice/spell lvl progression
*#dice/caster lvl progression
*effects/area/elements lvl adjustment
so if want to create an 20die max fireball, it would be what lvl? or just a wider version of fireball?
epic handbook as one that works most of the time... but some regular spells just break trying to work it backwards from epic lvl.

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A multi class feat that allowed users to cast at hd or character level.
And another multi class feat to allow class abilities at character level for muticlassing.
example. A sorcerer 4/monk 4 that has a class ability- magic bolt 1d4+1 per 2 sorcerer levels does 1d4+4 damage
With exception that a users total modifier cannot be more than their hit die.
example.. A sorcerer 4 / monk 4 uses flurry of blows uses their full character hd (8) for flurry as an +8 bab but doesn't add the other 2 bab from the sorcerer level because that would take that modifier past # of hd.

Berselius |

A familiar-less witch and a Eidolon-less summoner are wins for me.
Familiar-less Witch = Almost any Sorcerer Bloodline (even the Arcane Bloodline can suffice so long as you don't choose the Familiar part of the Arcane Bond)
Eidolon-less Summoner = Wizard (Conjuration Arcane School with a Non-Familiar Arcane Bond)
I'd love to see options to 'de-pet' all the classes.
While I agree with that logic for the Cavalier (not everyone can take their horse animal companion into a dungeon) I don't see it being a problem for the Witch and Summoner as their are two viable class alternates to choose from in that regard.

Kryzbyn |

1. Necromancer variant of summoner. Replace Summon monster with summon undead. Eidolan is no longer an "alien" but essentially corpse golem-esque thing. **would have to add in some anti-positive energy protections/buffs to help**
**And not the 3.5e nonsense of having to go half wiz/cleric either.
This has much win.

FiddlersGreen |

Orannis wrote:yes, yes, a thousand times yes. hexblades were AWESOME!!!! fave class of all time (conceptually, the implementation kinda failed)nighttree wrote:Orannis wrote:Meandering (slightly) off-topic for a moment:
I miss the Hexblade dearly, almost the only thing I *do* miss from 3.5.
However, I am of the opinion that the best way to bring him back would be as a prestige class for a muliclassed Fighter/Witch, mostly because I'd also like to have at least one viable multiclass option for a Witch.
In that case, you already have it :)
Take Witch +1 level of Fighter (I prefer Ranger actually) and Eldritch Knight.....BINGO.I'd say that Eldritch Knight is pretty specifically intended for Martial(especially Fighter)/Wizard or Sorcerer multiclass builds.
On top of that, it works very poorly for a Witch, doubly so if you're trying to recreate the spirit of the Hexblade. Your offensive hexes become virtually useless.
What I'd like is a prestige class not dissimilar to the Eldritch Knight, but which would offer a (reduced) continued Hex progression, trade Spell Critical for one or two classic Hexblade features (such as Mettle) and include the "counts as levels of Fighter for feat qualification" element of the Eldritch Knight.
I realize to make it worthwhile for them to publish, it would probably have to be a lot more distinct from the Eldritch Knight but that is the general concept of what I would like to see. Anything in that neighborhood that more or less feels like a Hexblade would make me happy.
Or...you could play a hexblade? I know, crazy idea, right?
I for one am still interested in seeing the Eldritch Knight work, and feel that some feats that require both fighter levels and caster levels will help to flesh out both the Magus and the EK. Since Paizo has gone as far as to create an iconic Eldritch Knight, it feel somewhat unfair to leave Seltyiel completely overshadowed by the Magus iconic (which I feel should not just be another Seltyiel).
As for sorcerers, how about some options that can be taken piecemeal, rather than completely new bloodlines? New bloodlines add nothing to characters that already exist in a game and have an existing bloodline. Perhaps some options to sacrifice spell slots in favour or spells known, or alternate bloodline powers for existing bloodlines? Something to spice things up for existing characters, that existing sorcerer characters can get excited about.

Dabbler |

Quote:A familiar-less witch and a Eidolon-less summoner are wins for me.Familiar-less Witch = Almost any Sorcerer Bloodline (even the Arcane Bloodline can suffice so long as you don't choose the Familiar part of the Arcane Bond)
Eidolon-less Summoner = Wizard (Conjuration Arcane School with a Non-Familiar Arcane Bond)
Hmmm ... now I can't help but noticing that witches are not much like sorcerers, and summoners are not that much like wizards, in either fluff or crunch.
Quote:I'd love to see options to 'de-pet' all the classes.While I agree with that logic for the Cavalier (not everyone can take their horse animal companion into a dungeon) I don't see it being a problem for the Witch and Summoner as their are two viable class alternates to choose from in that regard.
You think that a charisma based spontaneous caster is a viable alternative to an intelligence based semi-divine prepared caster with totally different non-spell abilities? Sorry, no, not seeing that one. Nor do I see that a 3/4BAB six-spell-level spell-caster can be easily replaced with a wizard with nine spell-levels. It's kind of like saying: "Nah, you don't need druids, just use a cleric with the animal and plant domains, it's just the same."

Draco Caeruleus |

a cavalier variant that has 0 to do with a horse at all.
That's like asking for a fighter that has nothing to do with combat. "Cavalier" literally means "horseman".
more like a dandy/Renaissance era cavalier and less the medieval archetype.
Even Don Quixote had Rocinante. ;-)

Oliver McShade |

I'll just repeat my request here for spontaneous spellcaster variants of all prepared spellcasting classes for those who prefer easier, faster magic systems. Most especially the paladin, ranger, druid and witch, though I'd like to see progressions for the cleric and wizard too. ^_^
Second that idea.

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I'd like to see a Necromancy themed book with builds for all of the classes in the Core Rulebook and APG. Perhaps a book of not necessarily evil, but "tainted" builds for the classes would work as well. A Necromancy/Tainted book for the Campaign Setting and/or Player's Companions would be something I'd buy.
I'm kind of done with new classes. I'd rather see new and interesting alternatives for the classes we already have.
I'd also like to see regional/cultural builds of the existing classes. Of course I'm still wanting to see an Aztec-like campaign book, but a book of builds for the regular classes in various regions would also be interesting. This type of book could also help to motivate those of us that are forced to pick and choose what we buy, to reconsider picking up setting/chronicles books we passed up because they didn't seem interesting at the time.

PlungingForward |

I'm still wanting to see an Aztec-like campaign book.
Oriental Adventures, the really nifty "Nyambe" book - plus my serious dissatisfaction with the blown potential of Maztica (grrr!!!) - inspired me to do this back under 3.0. I rejiggered some of the stuff to 3.5 and Pathfinder, and I use some of it in my campaign (Olmans!), but I don't know if my notes are coherent enough.
I agree with the summoner with less summoning and more edolion options. That class has serious potential, as does the "necromancer!"

Foghammer |

Assuming gunpowder weapons go any further than the PF Campaign Setting, I think it would be neat to see a Trick Shooter or Gunslinger prestige class. Wouldn't have to be more than 5 levels.
I like the idea of revolvers fitting into a fantasy setting. You know, that one ranger who gets a hold of a firearm, learns to make ammo, and starts inscribing the names of his quarry into the bullet casings. Or maybe I'm the only one who thinks about that...

Bruno Mares |

Some ideas of class archetypes/variants:
*Divine bard
*Cleric with half BAB, less "fighter" and more "priest"
*Spellbook cleric (like the archivist of 3.5e)
*Spontaneous druid (the MOST IMPORTANT AND NEEDED in my opinion)
*Geniekin sorcerer bloodline
*Combat sorcerer bloodline
*Ooze sorcerer bloodline (PLEASE! Would be fantastic)
*Construct sorcerer bloodline (like a golem son)
*Giantkin sorcerer bloodline
*Two shields fighter
*Unarmed fighter (pratically a monk without the ki training and his special abilities)
*All alignment paladin option (like a Divine/Profane Champion to each alignment, diferent of the Cavalier)
*Arcane ranger (seems more appropriate to elfs...)
*Rogue that be useful, maybe full BAB (one that real make something in a game - the sneak attack is weak in comparation with all other classes)
*Enginner alchemist (use engines instead of alchemy)
*Horse-less cavalier
*Spell-less inquisitor
*Arcane inquisitor
*Eidolon-less summoner (much like a really summon-specialized wizard)
*New options to the eidolon origin instead of an alien, like hell, abyss, heavens, undead and some others
*Elements/elemental (air/eletricity, earth/acid, fire, water/cold) oracle mysteries
*Unluck oracle curse
*Lycan oracle curse
*Vampire oracle curse
*New hexes for the witch, directed to combat

Kryzbyn |

Assuming gunpowder weapons go any further than the PF Campaign Setting, I think it would be neat to see a Trick Shooter or Gunslinger prestige class. Wouldn't have to be more than 5 levels.
I like the idea of revolvers fitting into a fantasy setting. You know, that one ranger who gets a hold of a firearm, learns to make ammo, and starts inscribing the names of his quarry into the bullet casings. Or maybe I'm the only one who thinks about that...
I made a homebrew class for 3.5 that was modled after the gunslinger from Stephen King's dark tower...
Oddly enough...it was called a Gnomish Inquisitor :PGUNN was an acronym...was basicly a monk/paladin mix with flurry o bullets n such...
EDIT: In hindsight, alot of the stuff I gave him fit the zen archer monk archetype...I did good :P

Dabbler |

Assuming gunpowder weapons go any further than the PF Campaign Setting, I think it would be neat to see a Trick Shooter or Gunslinger prestige class. Wouldn't have to be more than 5 levels.
I like the idea of revolvers fitting into a fantasy setting. You know, that one ranger who gets a hold of a firearm, learns to make ammo, and starts inscribing the names of his quarry into the bullet casings. Or maybe I'm the only one who thinks about that...
Some people love the idea of guns in fantasy, and some hate them. I think this kind of thing should be more setting-specific, myself.

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Barbarian --- since this is a magic theme splat book
--- Powers that merge with the sorc. bloodlines that have claws making offering the some barbarian levels to stack with blood line levels for damage and still offering the pounce ability like the beast
--- Rage mage-type powers
Bard ---
bloodline like abilities or themes
powers that allow the perform skill to take effect
location effects like "rally point"
Cleric
A variety of new effects and spells for current domains
-- ability to exchange domain powers for better powers and effects like a Paladin exchanges lay on hands for channeling
Druid
Monkey companion
--- spells and effects that use the environment to change game play
---- example: underwater rules for 30 around the druid
Fighter
--- muticlassing feats for better fighter spellcaster combos
Monk
--- using KI to produce spell like effects
Palidin & ranger
--- build or feat to make the spellcasting level the full level
--- more direct offensive spells
--- a glowing globe replacing the mount that hasn't any offense but can cast spells and lay on hands or change the enviroment like the druid listed above
sorcerer & wizard
--- A variety of new effects and spells for current bloodlines & schools
-- ability to exchange bloodline & school powers for better powers and effects like a Paladin exchanges lay on hands for channeling
spells
--- lesser (element) orb
--- minute meteor -- ( or something like the 2nd ed version of the spell)
--- decastave or a flameblade for more than one class, that doesn't mean just one more class, a 2-handed greatsword version
--- classes with the ( this effect can heal one person every 24 hrs) get something in additional to heal if they wish to build to heal
--- more immediate action spells
feats or traits
--- cast with large sheild or hands full
--- metamagic feats to cast spells that produce weapon like effects , lightlance, flameblade, produce flame at higher levels get enchantments like +1 or +2
--- smaller effects for spells like vanish in the apg, short quick teleport, 1 round globe
--- a metamagic feat to make a spell an immediate action spells

Foghammer |

Foghammer wrote:Some people love the idea of guns in fantasy, and some hate them. I think this kind of thing should be more setting-specific, myself.Assuming gunpowder weapons go any further than the PF Campaign Setting, I think it would be neat to see a Trick Shooter or Gunslinger prestige class. Wouldn't have to be more than 5 levels.
I like the idea of revolvers fitting into a fantasy setting. You know, that one ranger who gets a hold of a firearm, learns to make ammo, and starts inscribing the names of his quarry into the bullet casings. Or maybe I'm the only one who thinks about that...
I do not disagree, but I don't think a short prestige class or set of rules to help build such a character would ruin anyone's playtime. Just ignore those rules if you don't want them, easy.

MaximusRift |

I'm noticing that people are putting ideas that have nothing to do with magic. I'm not saying they aren't good, but this is for Ultimate Magic.
Maybe we should stick to magic related ideas.
Here are some I thought up:
Bard: I'd like to see something for the more offense-minded Bard. I know there are variants that do this, but the bard doesn't really get any damage spells until he gains access to his Lvl 3 spells. Maybe a variant with sonic attacks like Banshee of the X-men.
Cleric: The ideas for a more caster-like variation and and an archivist-type are awesome. I would like to see some variations for dealing clerics of another culture. (Shugenja, Budist, Shinto, ect.)
Druid: I've already said I'd like for the druid to have a feat to get all the abilities of said animals. I'll add to that feats for transforming into gargantuan, adding templates, and transforming into vermin and/or magical beast. Love to see a variant that traded wild shape for abilities that transform the druid like the geomancer PrC did.
Paladin: We already have the Anti-Paladin; now we need the LN Paladin and the CN Paladin.
Sorcerer: I'd like to see a Battle Sorcerer variant or a Battle Bloodline at least.
Wizard: More sub-schools would be good. And some feats to get more uses out the domain powers too.
PrC: Feats specifically for the Eldrich Knight and Mystic Thurge to give them extra abilities or give better use of caster-class power. Eldritch Kinght variations so you can use the monk instead of a martial class or maybe a holy version of the PrC. Maybe even a variation that gives you different bloodline/school powers.

Morgan Champion |

Here are my suggestions:
(1) Import the cool stuff from the Complete series besides Reserve feats.
This includes Energy Substitution from Complete Arcane (vital for arcane casters) and the various feats that use it as a prerequisite.(Yes,this also includes Arcane Disciple from Complete Divine).
(2) Include the magic system from Arcana Evolved as an option for all casters,complete with rules for converting the existing arcane & divine classes. (Yes,this means converting the magister & greenbond,at least.)

Matrixryu |

Here's one that I've seen floating around: A varient of the summoner class where the character becomes the eidolon instead of summoning him. It would essentially be the 'build your own monsterous character class' ;)
It could be hard to balance: on one hand you're losing one set of actions per round (aka, loss of pet), but the summoner becomes much harder to kill and much stronger in return. I'm not sure if that is an even trade or not.

Kryzbyn |

Here's one that I've seen floating around: A varient of the summoner class where the character becomes the eidolon instead of summoning him. It would essentially be the 'build your own monsterous character class' ;)
It could be hard to balance: on one had you're losing one set of actions per round (aka, loss of pet), but the summoner becomes much harder to kill and much stronger in return. I'm not sure if that is an even trade or not.
GUYVER!!!!

Matrixryu |

Matrixryu wrote:GUYVER!!!!Here's one that I've seen floating around: A varient of the summoner class where the character becomes the eidolon instead of summoning him. It would essentially be the 'build your own monsterous character class' ;)
It could be hard to balance: on one had you're losing one set of actions per round (aka, loss of pet), but the summoner becomes much harder to kill and much stronger in return. I'm not sure if that is an even trade or not.
Nuuu, that's totally not what I had pictured, but I can totally see someone doing that now XD

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TSV wrote:1. Necromancer variant of summoner. Replace Summon monster with summon undead. Eidolan is no longer an "alien" but essentially corpse golem-esque thing. **would have to add in some anti-positive energy protections/buffs to help**
**And not the 3.5e nonsense of having to go half wiz/cleric either.
This has much win.
Feed my Frankenstein :)

Ksorkrax |

- a core class duelist/swashbuckler (other than the rogue variant which I can´t regard as a true swashbuckler - swashbucklers fight low armored but openly, they don´t sneak and sneak attack is the main feature of a rogues battle style) that somehow have charisma as important stat (I imagine swashbucklers as flirting masters) without being a cha-based caster and without building up a very unoptimal character (alternatively with some bonuses to cha based skills) (and another variant to the swashbuckler, also low armored lashing masters that have some utility tricks with whips like using them as grappling hooks to swing over chasms and use them as extended arms and stuff)
- a mundane fighter of the forest (like the college trained fighter variant with 4 skill points combined with a forester class skill list and some ranger feats like favored terrain and woodland stride or a barbarian with a replacement for rage)
- some kind of druid spell gish who really takes use of his spells and doesn´t has them as a mere bonus like the ranger does - maybe with a spell development like a bard, coulda be a bard variant with a modified spell list (altough I don´t have a singing character or skillmonkey in mind) or a ranger variant who gives up some combat stuff (high bab progression, favored enemy and/or combat style) and gets the bards spell progression
- a caster with a spell list that I would regard as fey magic, combining powers over plants and animals like entangle with illusions and enchantment, maybe some transmutation (the fey bloodline is a good start, spontaneous casting fits, but the character needs more druid spells and less other sorcerer spells)
- an ultimate versality caster that has access to every single existing spell (he has to learn them like a sorcerer, so he doesn´t get all spells, he just has all of them on the list - and of course he doesn´t have that much spell slots - maybe a sorcerer variant with less spell slots and only a few or no bloodline stuff) (maybe called "red mage" after the final fantasy class)
- dragon disciple variants for other bloodlines - a demonic variant woulda be stylish and also a satyric fey variant, the undead variant could give the feeling of a lichlike character without actually adding the lich template
- some magical trickster, based on illusions and shadow magic, maybe a rogue variant with spells (ranger/paladin alike progression)
- a wizard who can cast a very small amount of spells spontaneous in addition to his usual spells without need of the useless bonded item
Spontaneous Caster Druids build
*Spontaneous druid (the MOST IMPORTANT AND NEEDED in my opinion)
Absolutely. Spirit Shamans rule.
I'd like to see a Necromancy themed book with builds for all of the classes in the Core Rulebook and APG.
Very nice idea
*Arcane ranger (seems more appropriate to elfs...)
...
*Rogue that be useful, maybe full BAB (one that real make something in a game - the sneak attack is weak in comparation with all other classes)
In my opinion, both sound classical - I don´t know why such stuff isn´t already standard
Some people love the idea of guns in fantasy, and some hate them. I think this kind of thing should be more setting-specific, myself.
Altough i am one of the guys that dislike guns in standard fantasy, I see no harm in creating such classes and since Golarion has some fire arms, it belongs to the setting
Monk
--- using KI to produce spell like effects
Absolutely - it would both cover animee-style qi users and jedi knight alike characters. The player should have a choice between themes like "telekinesis" and "fire qi"
Palidin & ranger
--- build or feat to make the spellcasting level the full level
--- more direct offensive spells
--- a glowing globe replacing the mount that hasn't any offense but can cast spells and lay on hands or change the enviroment like the druid listed above
I disagree - a full caster paladin would be restricted in a way that transforms him into a cleric, a ranger would never keep his fighting prowess so woulda be better of with a druid
Paladin: We already have the Anti-Paladin; now we need the LN Paladin and the CN Paladin.
Would you describe these guys? LG paladins are easy to imagine, also are anti-paladins and hell knights and I can even picture a CG paladin of freedom but what do LN and CN paladins stand for? I always considered these 3.5 planes of law with these robotic inhabitants weird and unstylish

Kodyboy |
How about a sorcerer conjurer that summons large numbers of different monsters and a system that allows the sorcerer to make his own monster summoning lists instead of using the one in the core rulebook. This would be the opposite of the summoner that summons one powerful monster (the Eidolon) a lot and some other things here and there.

Dabbler |

Yoishan |

I love sorcerers and would love to see more bloodlines perhaps a primal dragon bloodline, you could probably house rule and insert here and there for it, but the new primal dragons are awesome.
Witch Variants might be interesting.
New Oracle mysteries and curses would be awesome
Alchemist Variants.
More Monk variants, perhaps idk some of them were cool others were lame. I love the Zen archer but think the Weapon Adept is kind of weak.

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Yoishan wrote:
New Oracle mysteries and curses would be awesome
+1
There really should be some kind of Trickster mystery.
I'd like to see a Trickster Mystery. I'd also like ones for the different elements like the Flame Mystery. It would also be nice to see something focused on summoning.

Berselius |

Things I'd like to see generally:
A prestige class like the Ultimate Magus (of 3.5 edition [enabling the stacking of spontaneous and prepared arcane-caster levels])
Metamagic feats that allow a user to have a certain type of energy damaging spells (aka Fireball, Lightning Bolt, Polar Ray etc etc) pierce energy resistance and even immunity (like the Piercing Cold feat of 3.5 edition).
Non-epic feats that allow wild shaping into Gargantuan and Colossal Animals as well as Magical Beasts, Vermin, Oozes, Undead, and Dragons.
A "Primal" Sorcerer Bloodline (aka a bloodline for beings descended from the Primal Dragons [aka Brine, Cloud, Crystal, Magma, and Umbral) of the Multiverse).
Spells like Minute Meteors, Acid Breath, Sound Lance, Acid Rain, Force Missiles, Prismatic Ray, and Chain Contingency.
Additional options on what spells can be made permanent via the permanency spell (from water breathing to fly).
New weapon/armor special abilities (especially a "comfort" type of special ability for armor that affords protection from environmental effects).

Berselius |

Yoishan wrote:
New Oracle mysteries and curses would be awesome!
Seconded. Also, how about new revelations for existing mysteries? Like
New Battle Mystery Revelation
Aura of Command: Give bonus to damage rolls, ac, and land speed to all allies as standard action. You must be at least 15th level to select this revelation.
New Flame Mystery Revelation
Incineration: Opponents reduced to -10 hit points or lower by your flame magic have their dead bodies reduced to ash. You must be at least 11th level to select this revelation.
New Heavens Mystery Revelation
Meteor Shower: Opponents in the area of effect take damage (half-bludgeoning/half-fire) and must save or be considered buried and must dig way out. You must be at least 15th level to select this revelation.
New Bones Mystery Revelation
Skeletal Servant: You gain a familiar (can choose from regular or Improved Familiar lists) that gains the Skeletal Champion template and retains it's intelligence and may speak with you as well as others. You must be at least 7th level to select this revelation.
New Stone Mystery Revelation
Earthen Crack: Cause a giant crack in the ground to appear and swallow up enemies who fail to save dealing bludgeoning damage upon them hitting the ground then the crack closes burying those within. You must be at least 11th level to select this revelation.
and etc etc...the list of possibilities is quite large. ^_^

Berselius |

Matrixryu wrote:
Here's one that I've seen floating around: A varient of the summoner class where the character becomes the eidolon instead of summoning him. It would essentially be the 'build your own monsterous character class' ;)It could be hard to balance: on one had you're losing one set of actions per round (aka, loss of pet), but the summoner becomes much harder to kill and much stronger in return. I'm not sure if that is an even trade or not.
yes..Yes..YES! Make this! Quickly! Now! NOW!
LOL. That would be so awesome.
"Sooo...you summon monsters eh? Me? Oh I don't summon monsters...(gains super mega awesome monster armor on himself)...I...AM...A...MONSTER!
(proceeds to unleash a breath weapon of sonic devastation)

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Vermin Shaman
A shaman with this focus calls upon hardy vermin, which attack relentlessly and fearlessly any creature they come upon, ceaselessly searching for the next meal. She finds peace in the dark areas swarms call home. Her allies range from the fine sized centipede to the legendary colossal cave fisher.
Vermin Empathy (Ex): This ability functions as a druid's wild empathy, save that a vermin shaman can only use this ability on vermin. She gains a +2 competence bonus on this check. Vermin are normally mindless, but this empathic communication imparts a modicum of implanted intelligence, allowing vermin shaman to train vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind. This ability replaces wild empathy.
Nature Bond: A vermin shaman who chooses an animal companion must select a vermin (CR 2 or less vermin). If choosing a domain, the vermin shaman must choose from the Community, Darkness, Protection, and Travel domains.
Totem Transformation (Su): At 2nd level, a vermin shaman may adopt a vermin aspect while retaining her normal form. She gains one of the following bonuses: movement (+10 enhancement bonus to speed, +4 racial bonus on Climb checks), senses (darkvision 60 ft), toughness (+2 natural AC), or natural weapon (bite [1d6], distraction [DC 10 + 1/2 shaman's HD + Con modifier] for a Medium shaman). While using totem transformation, the vermin shaman may speak normally. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The vermin shaman can use this ability for a number of minutes per day equal to druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as vermin shape.
Vermin Shape (Su): At 4th level, a vermin shaman can assume the shape of a vermin. This functions as wild shape, but when using beast shape I – IV, she chooses the form of a vermin instead of an animal. This replaces the normal wild shape ability.
Totemic Summons (Su): At 5th level, a vermin shaman may cast summon swarm as a standard action when summoning vermin and the swarm gains temporary hit points equal to her druid level. She can change the level of summon swarm to equal the CR of the vermin swarm to be summoned. This ability replaces a thousand faces.

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Zealot (Cleric)
The zealot focuses on only one aspect of his god. His priorities are different than other believers and works towards his goals in ways orthodox followers of his god frown upon. He often uses his personality to persuade others to his viewpoint and the strength of his hand if words fail.
Skills The zealot's class skills are Appraise , Bluff, Craft, Diplomacy, Heal (Wis), Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Profession, Sense Motive, and Spellcraft.
Skill Ranks per Level 4 + Int modifier.
Strict Sect The zealot can only select one single domain. At 1st level, he gains the heresy and dogmatic weapon abilites. This ability replaces his second domain and he can never gain a second domain.
Heresy (Ex) The zealot may declare a creature as a heretic using a swift action. For one hour, the sectarian gains a divine bonus to all skill checks against the target equal to his cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dogmatic Weapon (Ex) Whenever the zealot uses his deities favorite weapon he focuses his fervor towards his god into the weapon gaining the following abilities:
Righteous Attack: At 1st level, he gains +1 to attack and this bonus increases by +1 at 5th level and every 5 levels thereafter.
Wrathful Blow: At 4th level and every 4 levels thereafter, add +1 damage.
Vehement Blow: At 20th level, increase the weapon damage by one size category.

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Void Master
A void master has learned to develop his arcane powers in areas that have no magic. A small step from there is learning to purge the magic of others. Through force of pure intellect, they gather magic using a focus to collect magical energy. Void Masters focus on gathering magical power over training in any particular school of magic.
Aetheric Focus The void master can only create an arcane bond with a bonded object and must select either a wand or staff. The bonded object follows the rest of the rules for a wizards bonded object.
Void Mage The void master has studied how magic can actually be used in areas of dead magic and antimagic fields. This ability replaces his arcane school.
Void Shield (Su) The void master gains spell resistance equal to 11 + his wizard level + Int modifier.
Summon Aether (Ex) The void master may attempt to cast a spell in area of dead magic or in an antimagic field using his aetheric focus by making a Spellcraft check with a DC = 30 + double the spell level. He gains a bonus to this check equal to ½ his wizard level [minimum 1]. A failed check means the spell fails.
Flux Field (Sp) At 13th level, a void master can use antimagic field a number of times a day equal to 3 + his Int modifier. The duration changes to 1 round per wizard level he possesses.

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I would really like to see a magus archetype that allows them to use ranged weapons instead of one handed weapons, that way you could have gun mages and a magus/arcane archer without another class tied to it.
I don't think an archetype would be required for ranged weapons. The magus can already boost his weapon with the arcane pool and most of the abilities just say weapon, not melee weapon. And since spell combat is casting with one hand while attacking with the other, ranged attacks with most weapons and casting the same round is impossible. But an exception could be made for one-hand and light weapons.
Just make a magus arcana that would give benefits for ranged. It would be better for balance if you don't start immediately being able to deliver touch attacks at a distance. And if a pool point must be spent for such attacks, better yet.
Magus Arcana
Ranged Combat The benefits of spell combat can be used with a light or one-handed range weapon. (bolas, dagger, dart, hand crossbow, javelin, light hammer, shuriken, sling, starknife, throwing axe, trident)
Ranged Strike A magus with this arcana can spend one point from his pool to use his spellstrike with a ranged weapon. If used with pool strike or dispelling strike, the charge is expended when he makes the ranged attack rather than being able to hold until the attack hits. Close Range is usable with this ability and critical strike is not usable with this ability.

Thierry4000 |

I still find it strange that the ones specilised in magic can't disable magic traps :-)
Maybe as a extra feat to give characters with disable divice as a class skill and able to cast level 2 spells the ability to also disable magic traps but without a class bonus or something? Or maybe it will cost a spell slot because of the time studing traps instead of new spells? I'll leave the balancing to the ones that know how :-)
Or something else i would like to see is a ranger that is more into the arcane and into traps to hunt the occult. Occult hunter, like a van Helsing type? Favored enemy will be a supernatural being... He can choise some trap spells to cast in addition to his spell list.
Also the occult investigator could be a good archtype for the alchemist... i'm thinking about the detective from sleepy hollow... He should also get trapfinding :-) It fits the concept in my opinion.
I think the ultimate magic book should certantly have more magic traps and options in it... what can i say... i like traps :-)