If I was in the Top 32 I would submit...


RPG Superstar™ 2011 General Discussion

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Just thought that I might open the inevitable thread just now.
This is thought as a place to post your archetype ideas you can't submit, because you aren't top 32 for profit and feedback.

A few rules, to avoid interfering with the contest and to make sure the real contestants get all the Spotlight they deserve:

1. Don't post an archetype before the official deadline. this way no one can claim that a real submission was inspired by or stolen from this thread.

2. When the real entries are revealed please abandon this thread for at least 24 hours and give the top the attention they deserve.

3. this thread is more fun if you try to create at least one archetype as if you were a real contestant. That means that you follow all rules (including wordcount) and decide on a time before the deadline when you would have submitted it and don't touch it thereafter.

Rule 3 is in no way required to participate in this fun thread.It is just meant to give it an extra level of "role playing" In fact if you just want to post some comments without "submitting" anything, or only have ideas over word count or for bloodlines and the like feel free.
After all rule 0 is always the most important: Have FUN!.

Dark Archive Star Voter Season 6

i like rule 0...
i will post something in due time (when submision finishes)

RPG Superstar 2013 Top 32 , Dedicated Voter Season 6, Star Voter Season 7 aka Standback

Oh, I'm looking forward to this...

Should be a lot of fun :) Now that I'm out of the running, I can even let myself go over wordcount and give every last polish I wanted to (482 words after adding the little polishes back in, IIRC).

I don't recall what's been done previous years, but with archetypes, as a brand new category, this might be a little touchy - maybe it would be better to wait until after the top 32 archetypes are revealed before we start batting around ideas? I'd hate for any comparisons to be made between archetypes within the competition and those that aren't.

OTOH, that means waiting with this for so very very long...

Scarab Sages Star Voter Season 6

Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber

I was so hoping there would be something like this. I was working on my archetype for the past few weeks just in case, and wanted to share it with people.

Star Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9

Standback wrote:
... maybe it would be better to wait until after the top 32 archetypes are revealed before we start batting around ideas? ...

Agreed,. Maybe until voting closes on the Top 32--just to give them their moment to shine. :)


Pathfinder Adventure Path Subscriber
Curaigh wrote:
Agreed,. Maybe until voting closes on the Top 32--just to give them their moment to shine. :)

Definitely agree here. After all, this competition isn't about the rest of us. At least we can keep this thread in the general discussion forum and away from all the real voting.

I'm going to find it really interesting to see if someone else comes up with the same archetype idea I had, especially since one of the (also rejected) submitted items was essentially identical to mine in function--if totally different in construction requirements.


Curaigh wrote:
Standback wrote:
... maybe it would be better to wait until after the top 32 archetypes are revealed before we start batting around ideas? ...
Agreed,. Maybe until voting closes on the Top 32--just to give them their moment to shine. :)

I think waiting till voting closes would be the really safe way to handle this, but it would also seriously hurt participation to this thread, because after all everybody is then looking forward to the villain round and I think that many people won't trust themselves to post their archetypes after they've seen how they compare to the real top.

The way I suggested it is the way we did it last year, and I think there weren't any problems at all, but I see that peoples perceptions can change and are more than willing to adapt.


Pathfinder Adventure Path Subscriber
Azmahel wrote:
I think waiting till voting closes would be the really safe way to handle this, but it would also seriously hurt participation to this thread, because after all everybody is then looking forward to the villain round and I think that many people won't trust themselves to post their archetypes after they've seen how they compare to the real top.

I thought of it this way: if we wait until voting closes, there's no distraction from the Top 32 and this thread can run in the interstices between the voting rounds--so during the three days where the Top 32 (or Top 16 as it will be after Round 2) are busy creating their villain, this thread can operate.

Having said that, realistically this thread isn't all that different from the "Judges, please critique my item" thread (albeit presumably without the judges' participation), and the Powers That Be decided that 24 hours was enough time to give the Top 32 the attention they deserve for Round 1. There's nothing like a precedent...


I agree, those of us not in the 32 should wait to post until after the voting is closed + 24 hours. After all Superstar is not an open alpha or beta :P

Slot reserved for witch fan-boy archetype. That is not to say the witch is replicating a stereotypical fan-boy, or that I'm a witch's fan-boy.... Oh just pass me the spade and I'll keep dig this verbal hole.

I think archetypes are the oddest category because unlike many of the others archetypes are a new sub-system and thier ramifications have not been fully explored. Much like saying "design a prestige class" in the early days of 3.0. Best of luck to the contestants because I feel out of all the categories this is the one that stares into the void so to speak.

Dedicated Voter Season 6

I am looking forward to posting here, almost as much as seeing the top 32 archetypes. I've put too much work into this bard archetype to wait a year for community feedback - especially if it is horrible ;-)


Im with Correlon, I wrote up an archetype for the "just in case" and I figure I would post it here.


I have 2.5 Archetypes written up, but haven|t found the time to really polish them. I will post them anyway.

Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9

Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I'll be posting the one I would have posted too - even though the most recent hardback would have shot me down in flames - all to be revealed later...


Dorje Sylas wrote:

I agree, those of us not in the 32 should wait to post until after the voting is closed + 24 hours. After all Superstar is not an open alpha or beta :P

Slot reserved for witch fan-boy archetype. That is not to say the witch is replicating a stereotypical fan-boy, or that I'm a witch's fan-boy.... Oh just pass me the spade and I'll keep dig this verbal hole.

I think archetypes are the oddest category because unlike many of the others archetypes are a new sub-system and thier ramifications have not been fully explored. Much like saying "design a prestige class" in the early days of 3.0. Best of luck to the contestants because I feel out of all the categories this is the one that stares into the void so to speak.

All my best ideas for archetypes are for witch. I've never entered RPG Superstar but if I did, I probably wouldn't submit a witch for that very reason - the witch (with the note that "no one knows" where their power comes from) seems all too easy to be inspired by. That being said, since I've spent so much time dreaming of witch archetypes, I'd be interested in seeing yours to see just how unlimited the ideas really are. :)


I actually made up a list of archetypes under a couple of the core classes, but only one really struck me as the one to write up. I will respectfully wait until latter today until posting it for review and I am surprised that it still seems to be an original thought so far. Im sure others had thought about it, but the concept of it still wasnt one from the top 32. Im hoping I might have a good one, much like the Hound Master, thats in the "Now why didnt I think of that" category....lol

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

I've decided having read most of the archetypes and having pretty well decided my votes, I'll post my first also-ran archetype. My second one is not quite as good, but playable by a greater number of alignments and other types. I'll post that if this thread doesn't get a lot of action, after I have finished exploring and commenting on the REAL entries. This one I stopped editing at 456 words.

Sometimes you think you have something and you don't see the genius of other entries. If you feel the other archetypes outclass (ha!) this one, please don't hesitate to let me know about it. What's good for the goose...

Black Tongue Savant (bard)
A wicked few use the primordial language of evil to enhance their abilities.
Spell Selection Add the following spells to the savant's list of spells known, at the indicated spell levels: 1 corruption resistance , 2 speak with dead, 3 pain strike, 4 unholy blight, 5 forbiddance, 6 blasphemy. Add cure spells to the savant's spell list one spell level later than normal for a bard. This expanded spell list replaces distraction.
Bardic Performance Black tongue savants gain the following types of bardic performance.
Emissary of evil (Su) A savant can lace her words with references from the ancient dark speech. Each round she uses this abiltiy, she makes a Diplomacy or Intimidate check to change the attitude or demand cooperation of intelligent evil creatures within 30 feet. Use the normal rules for Diplomacy or Intimidate checks, except that use of this ability is a standard action and is not language-dependent. This mind-affecting ability requires audible components. This performance replaces fascinate.
Wicked words (Su) At 9th level, a black tongue savant can use performance to bolster evil creatures within 30 feet. He may target himself or an ally, plus one additional ally per three levels beyond 9th. Evil allies gain a +2 profane bonus to attack rolls and saves, as well as fast healing 2. Each target must be able to hear and see the savant. Wicked words uses both audible and visual components. This ability replaces inspire greatness.
Disruptive Speech (Su) At 12th level, a savant may use performance to physically agitate good creatures. Each round she uses this ability, good creatures within 30 feet must make a Fortitude save (DC 10+ 1/2 the savant's level + Charisma modifer). The first time each creature fails this save during a single, continued use of this ability, it is sickened. A sickened creature that fails its second save is nauseated. A nauseated creature that fails its third save is stunned. A stunned creature that fails four saves against a single use of this ability takes damage as if by a mass inflict serious wounds spell cast at the savant's level, and the effect ends for that creature. No save for half damage is allowed for this final effect. A single successful save ends the effect for that creature, and a creature that has saved successfully cannot be affected by this ability for 24 hours. Disruptive speech is a sonic effect requiring audible components. This ability replaces soothing performance.
Power of Blasphemy (Su) At 3rd level, the black tongue savant gains a +1 bonus to caster level and save DCs when casting spells with the evil, sonic, or language-dependent descriptors. At 9th level, he gains this bonus to the save DCs of bardic performance abilities. At 15th level, this bonus increases to +2. This ability replaces inspire competence and inspire heroics.

Dark Archive Star Voter Season 6

I post so far
So are we waiting or not?
I'just itching to go


Souphin wrote:

I post so far

So are we waiting or not?
I'just itching to go

I'd vote on wait, at the very least until 2PM. But several others said it would be best to wait till voting is finished. (itching too, but also busy writing up some discarded archetype ideas)


Steven T. Helt wrote:

I've decided having read most of the archetypes and having pretty well decided my votes, I'll post my first also-ran archetype. My second one is not quite as good, but playable by a greater number of alignments and other types. I'll post that if this thread doesn't get a lot of action, after I have finished exploring and commenting on the REAL entries. This one I stopped editing at 456 words.

Sometimes you think you have something and you don't see the genius of other entries. If you feel the other archetypes outclass (ha!) this one, please don't hesitate to let me know about it. What's good for the goose...

Black Tongue Savant (bard)

I will hold back with detailed comments for now ( after all I haven't commented on any of the Top 32 yet), but I like it.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka SmiloDan

Lunatic Berserker Barbarian Archetype

Lunatic berserkers channel the insane instincts of the wild hunt, the madness of battle, the glory of the full moon. Many venerate lycanthropes.

Lunatic Rage (Ex): Under the night sky, when the lunatic berserker uses rage, he gains +6 to Strength, +6 to Constitution, and +3 on Will Saves. Otherwise (underground, during the day, etc.), when the lunatic berserker rages, he only gains +2 to Strength, +2 to Constitution, and +1 on Will Saves. These bonuses increase by +2/+2/+1 when the lunatic berserker gains Greater Rage and Mighty Rage. This ability replaces the barbarian’s standard Rage ability.

Lunacy (Ex): The lunatic berserker applies his Charisma modifier in place of his Wisdom modifier to his Will Saves. This ability replaces the barbarian’s Fast Movement ability.

Lunatic Will (Ex): Beginning at 2nd level, whenever the lunatic berserker fails a Will save, the next round, the lunatic berserker may reroll the Will Save as a free action; during this round, the lunatic berserker is confused. The lunatic berserker must take the result of the second roll, even if it is worse. The lunatic grows more insane, gaining a +2 bonus to Charisma but suffering a -2 penalty to Wisdom. This ability replaces the barbarian’s Uncanny Dodge ability.

Lunar Senses (Ex): Beginning at 3rd level, the lunatic berserker gains low-light vision. At 9th level the lunatic berserker gains superior low-light vision and can see 3 times as far as normal in shadowy illumination. At 15th level, the lunatic berserker can see 4 times as far as normal in shadowy illumination. At 6th level, the lunatic berserker gains darkvision with a range 30 feet (or increases the range of his darkvision by 30 feet if he already has darkvision). At 12th level and 18th level, the range of his darkvision increases by 30 feet. This ability replaces the barbarian’s Trap Sense ability.

Moonstruck Will (Ex): Beginning at 5th level, the lunatic berserker’s Lunatic Will improves, and during the round he is making his second Will Save, he is confused and raged, as if under the effects of a moonstruck spell. The lunatic grows even more insane, gaining an additional +2 bonus to Charisma but suffering a further -2 penalty to Wisdom. This ability replaces the barbarian’s Improved Uncanny Dodge ability.

Moon-kissed Damage Reduction (Ex): Beginning at 7th level, the lunatic berserker gains DR 2/silver. At 10th level, and every 3 levels thereafter, this damage reduction increases by 2. This ability replaces the barbarian’s standard Damage Reduction ability.

Insane Will (Ex): Beginning at 14th level, whenever the lunatic berserker is subjected to a confusion or insanity effect, he may roll twice and select one of the two results. The lunatic becomes even more insane, gaining an additional +2 bonus to Charisma but suffering an additional -2 penalty to Wisdom. This ability replaces the barbarian’s Indomitable Will ability.

Rage Powers: The following rage powers complement the lunatic berserker barbarian archetype: animal fury, beast totem, chaos totem, moment of clarity, reckless abandon, scent, terrifying howl.

Dark Archive Star Voter Season 6

sorry, failed my will save
Create an archetype:
Chichemik Monk (monk)
Chichemik Monk (monk): some monks perfect the art of fighting, of killing. They trade many attacks for just one strong one that kills off their opponent. To them there is pride in killing an opponent in a single hit.
Hand in Blood (Ex)- at level 1 a Chichemik Monk uses his knowledge of the inner body to make it bleed with the smallest of scratches. All unarmed attacks and attacks with monk weapons that deal slashing or piercing damage now deal an additional 1/2 monk level bleed damage. In addition a Chichemik Monk counts as being one size category larger for the purpose of determining their unarmed strike damage. This ability replaces flurry of blows.
One Hit, One Kill (Ex)- at level 3, a Chichemik Monk gains the ability to strike with lethal force at his foes. Using a swift action a Chichemik Monk can study a single foe within 30 feet. If he studies the same foe for 3 consecutive rounds he may make a single attack with lethal force. If the attack deals even 1 point of damage, the victim must pass a fort save DC(10+1/2 monk levels + wisdom mod) or instantly die. This replaces manoeuvre training.
Master of Death (Ex) at 3 level, a Chichemik Monk can increase the power of his attacks and the deadliness of his abilities by using the power of his inner Ki, whenever he uses any ability from the Chichemik Monk variant that requires his foe to take a fort save DC, he can spend a Ki point to raise the DC by 2, he may spend as may increase the DC of any such ability to a maximum of +10 using Ki points this ability replaces Ki pool ability though the Chichemik monk gains a Ki pool and Ki points as normal.
Master of the Quivering Palm at level 15 a Chichemik Monks master the power of the Quivering Palm beyond all other monks, this works exactly like the Quivering Palm ability except for the following: the DC increase to 10+ monk level +wisdom mod, a Chichemik Monk can have up to his monk level in Quivering Palms at the same time and can use this ability 3+wisdom mod times a day. This ability replaces Quivering Palm
One Touch, One Kill (Ex) at level 17 a Chichemik Monk can make even the lightest touch lethal. 3+wisdom mod times a day the Chichemik Monk can use either of the following abilities as a touch attack instead, Master of the Quivering Palm and One Hit One Kill. This ability replaces Tongue of the Sun and Moon.

RPG Superstar 2013 Top 4 , Marathon Voter Season 6, Star Voter Season 7

Wow. VERY overpowered.

ulgulanoth wrote:


Chichemik Monk (monk): some monks perfect the art of fighting, of killing. They trade many attacks for just one strong one that kills off their opponent. To them there is pride in killing an opponent in a single hit.

Nice concept. Some awkward passages: "of fighting, of killing", and "just one strong one" don´t flow well.

Quote:
Hand in Blood (Ex)- at level 1 a Chichemik Monk uses his knowledge of the inner body to make it bleed with the smallest of scratches. All unarmed attacks and attacks with monk weapons that deal slashing or piercing damage now deal an additional 1/2 monk level bleed damage. In addition a Chichemik Monk counts as being one size category larger for the purpose of determining their unarmed strike damage. This ability replaces flurry of blows.

So you're trading more attacks with a lower attack bonus for bonus damage to your attack with the highest bonus. Bleed damage seems too high. The increased unarmed strike damage seems high too, but I'm not sure.

Quote:
One Hit, One Kill (Ex)- at level 3, a Chichemik Monk gains the ability to strike with lethal force at his foes. Using a swift action a Chichemik Monk can study a single foe within 30 feet. If he studies the same foe for 3 consecutive rounds he may make a single attack with lethal force. If the attack deals even 1 point of damage, the victim must pass a fort save DC(10+1/2 monk levels + wisdom mod) or instantly die. This replaces manoeuvre training.

OMG. Instant kill at will at level 3???? WAY more powerful than maneuver training, a big no. Maybe at higher levels and with a number of uses per day this could work. As it is, it's just powergaming.

Quote:
Master of Death (Ex) at 3 level, a Chichemik Monk can increase the power of his attacks and the deadliness of his abilities by using the power of his inner Ki, whenever he uses any ability from the Chichemik Monk variant that requires his foe to take a fort save DC, he can spend a Ki point to raise the DC by 2, he may spend as may increase the DC of any such ability to a maximum of +10 using Ki points this ability replaces Ki pool ability though the Chichemik monk gains a Ki pool and Ki points as normal.

A monk with Wisdom 16 is pretty common, so let´s use that number. So, at 4th level, I'm hitting foes and forcing them to make a DC 25 (10+2 from half level + 3 wisdom + 10 ki pool) fortitude save to avoid instant death? Encourages multiclassing up to 4th level. Plus, how does this replace ki pool when you state that the monk gains the ki pool ability anyway?

Quote:
Master of the Quivering Palm at level 15 a Chichemik Monks master the power of the Quivering Palm beyond all other monks, this works exactly like the Quivering Palm ability except for the following: the DC increase to 10+ monk level +wisdom mod, a Chichemik Monk can have up to his monk level in Quivering Palms at the same time and can use this ability 3+wisdom mod times a day. This ability replaces Quivering Palm

A regular monk at 20th level can have one active quivering palm and can only use it once a day, canceling his previous one. A Chichemick monk can have 20 active quivering palms and use it three times a day without canceling any quivering palms up to the 20th. All this in exchange of... quivering palm??? You're adding a huge bonus to an ability and not taking away anything.

Quote:
One Touch, One Kill (Ex): at level 17 a Chichemik Monk can make even the lightest touch lethal. 3+wisdom mod times a day the Chichemik Monk can use either of the following abilities as a touch attack instead, Master of the Quivering Palm and One Hit One Kill. This ability replaces Tongue of the Sun and Moon.

I like the idea of making an unarmed strike as a touch attack a number of times per day. It fits the archetype, it's interesting and balanced (it basically allows you to ignore armor bonus), aside from the fact that it allows you to deliver the previous two overpowered abilities.

I don't mean to offed, but to me this archetype still needs a lot of work regarding game balance. It´s an interesting idea, though.

Dark Archive Star Voter Season 6

i know, i suck at balancing :'(


Becuase I didnt want to be the first to post an Archetype in this thread I waited until at least some one else did....:)

I know its over the word count, I decided to edit back in the stuff I removed.
My idea for an Archetype is in the same time-line as, and is used both with and against the Phalanx Fighter. I give you my take on the Charioteer. Let me know what you think, is it something you would play, are the abilities to much, not enough or fit nicely with what I was aiming for, you know, all the main review stuff. Thanks for taking the time to read over my Archetype design. I now give you the....

Charioteer (Fighter)
--Chariots are the earliest type of drawn carriage, used in both peace and war as the chief vehicle by ancient peoples. The earliest chariots where little more than a floor with a waist-high semicircular railing that provided no protection, and was pulled by a single animal.
--Charioteer’s train extensively in-mechanized combat and the handling of animal drawn transports. They have become masters of their trade and perfected abilities that allow them to control chariots while attacking enemies, and latter, gain armor bonuses from various types of cover.
Singa {sing-gah} Chariot (Ex): At 2nd level, the charioteer gains a +2 bonus to handle animal checks when controlling a chariot. The charioteer’s stead does not reduce its speed when pulling a light load and wearing no barding. This ability replaces bravery 1.
Momentum Damage (Ex): At 3rd level, when a charioteer makes a single melee attack while charging with his chariot, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
Biga {by-gah} Chariot (Ex): At 6th level, the charioteer may add a second animal to his chariot and the chariots speed increases by 1/2. The charioteer’s team does not reduce its speed when pulling a light load and wearing light barding. This ability replaces bravery 2.
Armored Chariot (Ex): At 7th level, a charioteer adds animal hides to the open wall of his chariot and is considered to have soft cover against attacks while in his chariot. This ability replaces armor training 2.
Triga {try-gah} Chariot (Ex): At 10th level, the charioteer may add a third animal to his team and the chariots speed is doubled. The charioteer’s team does not reduce its speed when pulling a medium load and wearing light barding. This ability replaces bravery 3.
Improved Armored Chariot (Ex): At 11th level, a charioteer adds wooden walls to his chariot and is considered to have partial cover against attacks while in his chariot. This ability replaces armor training 3
Quadriga Chariot (Ex): At 14th level, the charioteer may add a fourth animal to his team and the chariots speed again increases by 1/2. The charioteer’s team does not reduce its speed when pulling a heavy load and wearing medium barding. This ability replaces bravery 4.
Shielded Chariot (Ex): At 15th level, the charioteer may add fixed medium sized shields to his chariots wall and is now considered to have improved cover against attacks while in his chariot. This ability replaces armor training 4.
Tenacious Charge (Ex): At 18th level, difficult terrain does not block a charioteer’s charge. This ability replaces bravery 5.
Bladed Chariot (Ex): At 19th level, the charioteer may add long blades to the axle of his chariot allowing only ranged attacks against him or attacks by weapons with reach while in his chariot. This ability replaces armor mastery.


SmiloDan wrote:

Lunatic Berserker Barbarian Archetype

Lunatic berserkers channel the insane instincts of the wild hunt, the madness of battle, the glory of the full moon. Many venerate lycanthropes.

Lunatic Rage (Ex): Under the night sky, when the lunatic berserker uses rage, he gains +6 to Strength, +6 to Constitution, and +3 on Will Saves. Otherwise (underground, during the day, etc.), when the lunatic berserker rages, he only gains +2 to Strength, +2 to Constitution, and +1 on Will Saves. These bonuses increase by +2/+2/+1 when the lunatic berserker gains Greater Rage and Mighty Rage. This ability replaces the barbarian’s standard Rage ability.

Lunacy (Ex): The lunatic berserker applies his Charisma modifier in place of his Wisdom modifier to his Will Saves. This ability replaces the barbarian’s Fast Movement ability.

Lunatic Will (Ex): Beginning at 2nd level, whenever the lunatic berserker fails a Will save, the next round, the lunatic berserker may reroll the Will Save as a free action; during this round, the lunatic berserker is confused. The lunatic berserker must take the result of the second roll, even if it is worse. The lunatic grows more insane, gaining a +2 bonus to Charisma but suffering a -2 penalty to Wisdom. This ability replaces the barbarian’s Uncanny Dodge ability.

Lunar Senses (Ex): Beginning at 3rd level, the lunatic berserker gains low-light vision. At 9th level the lunatic berserker gains superior low-light vision and can see 3 times as far as normal in shadowy illumination. At 15th level, the lunatic berserker can see 4 times as far as normal in shadowy illumination. At 6th level, the lunatic berserker gains darkvision with a range 30 feet (or increases the range of his darkvision by 30 feet if he already has darkvision). At 12th level and 18th level, the range of his darkvision increases by 30 feet. This ability replaces the barbarian’s Trap Sense ability.

Moonstruck Will (Ex): Beginning at 5th level, the lunatic berserker’s Lunatic Will improves, and during...

Man this is exactly the road I was going down... even called it Lunatic Berserker too...scary!

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

I made 6 serious archetypes before I found out I was a loser. I posted a bunch of them in the homebrew forum already.

Here are all the archetypes I made since I clicked submit on 21 Dec (I think): CLICK ME !!!

My submission was going to be the Tainted Evoker (Sorcerer) or the Void Master (Wizard). The only thing in the folder I made before I found out about the competition was the Vermin Shaman (Druid).


Combat Veteran (Fighter)
Countless battles have marred the landscapes of Golarion, blood runs through its forests and dales, and those who are on the front lines seldom live to tell their tales. Combat veterans are those who have seen battle more than a few times and survived. Often, they are a bit older than other warriors, relying on their wits and tactical knowledge to wade through battle, rather than brute force and physical prowess alone.

Overhealing (Su): Combat Veteran's have been targeted by countless healing spells and potions throughout their careers. Reduce the amount of health regained from these effects by a fourth of their Combat Veteran level (rounded up). Combat Veterans gain this ability at 1st level.

Veteran Advice(Ex): As a swift action, the combat veteran can offer advice to a single ally within 30 ft. The target of this ability gains an +2 to AC against the next attack made against him or three rounds, whichever comes first. This advice has verbal components, must be heard by the ally to have effect, and you cannot target yourself. You may use this ability a number of times per day equal to 3 + intelligence modifier.
This ability replaces Armor Training 1.

At Home in Armor (Ex): At 7th level, the combat veteran is so used to wearing armor that it is no longer uncomfortable to him. He no longer becomes fatigued when sleeping in medium armor. If he has the endurance feat, this applies to heavy armor.
This ability replaces Armor Training 2.

Let Them Come (Ex): Combat veterans know the importance of focus when their enemies are bearing down on them. While readying any standard action against an enemy approaching within reach, they may swap that readied action for a reposition. If that enemy was charging, then the reposition maneuver can move them into a space that is intrinsically dangerous, such as a pit or a wall of fire. This reposition uses his intelligence modifier in place of his strength modifier when determining CMB.
This replaces Armor Training 3.

Empathetic Defense (Ex): At 15th level, a well trained veteran can withstand combat maneuvers which he has used countless times in the past. For any combat maneuver which he has the subsequent 'improved' feat, he may add his intelligence modifier to his CMD against those maneuvers.
This ability replaces Armor Training 4.

Smart Steps (Ex): Combat Veteran's know that physical speed often comes second to knowing where and when to move. Once per round, the combat veteran can move 5 feet as an immediate action. This movement provokes attacks of opportunity as normal and is in addition to his normal, alotted movement.
This abilitiy replaces Armor Mastery.

Notes:
I wanted to accomplish a fighter class, dependent on intelligence and tactics, which would actually be pretty neat for players who wanted to play "old age" characters.

I was a little on the fence about Overhealing and whether it was too much to ballance other abilities.

RPG Superstar 2011 Top 4 aka Scipion del Ferro

Having a first level character be a veteran seems strange to me. It's one of those few circumstances were I could see the archtype being a better prestige class.

Dark Archive

Ovate (Druid)
Among the druidic orders those who devote themselves to study and teaching, and to the arts of herbalism, healing, & prophesy, are known as ovates.

Aid Another (Ex): An ovate’s talent for teaching allows him to better instruct others on dealing with the natural world. A successful aid another check for heal, knowledge (geography), knowledge (nature), or survival grants a +4 bonus. This replaces the Wild Empathy ability.

Natural Lore (Ex): An ovate adds half his class level (minimum 1) to all craft (alchemy), heal, knowledge (geography), knowledge (nature), profession (herbalist) and survival skill checks. This replaces the Nature Sense ability.

Sense the Abhorrent (Su): As an ovate becomes more attuned to the natural world those creatures that have no place in it stand out more harshly. At 3rd level the ovate gains blindsense with regards to outsiders and undead. At 6th level this increases to blindsight.

Genius Loci (Sp): Once per day at 4th level an ovate may spend 10 minutes meditating and communing with the natural world around him and gain a bonus equal to his class level on all knowledge (geography), knowledge (nature), perception, stealth, and survival skill checks made in or applying to any area within one mile per class level of the spot at which the ovate meditated. These bonuses last for 10 minutes after the meditation ends, and overlap with those provided by Natural Lore. In natural underground settings the radius is reduced to 100 feet per class level, and this ability does not function where nature has been replaced by construction or settlement, such as in dungeons or towns. From 10th level the ovate also receives the effects of a commune with nature spell when he uses this ability. This ability may be used one additional time per day for every two levels above 4th, and replaces the Wild Shape ability.

Prophetic Insight (Su): Once per day, as a full-round action immediately following a use of Genius Loci, an ovate may make a prophecy pertaining to the area he communed with. At 4th level this prophecy manifests as an augury spell; at 8th level it takes the form of a divination spell; and at 12th level it functions as a commune spell.

Star Voter Season 6, Star Voter Season 9

Seeing as I won't be around at 2pm, I'm going to also post my archetype here in hopes someone will take a look at it. No formatting though, sorry.

Poulticer
Some Alchemists seek not to destroy the world with their potions, but to save it. Instead of focusing their skills towards explosive bombs, they instead prepare salves and poultices for much the opposite effect as their bretheren.

Poultice(Su): At 1st level, a Poulticer can create a magical poultice much the same way an alchemist can create a bomb. Rules and limits for poultice creation are identical to those of Bombs, though their use is much different.

Creating and applying a poultice requires a standard action that provokes an attack of opportunity. A Poultice can be applied to the alchemist, or any creature they are able to touch. On a use, a poultice heals 1d6 damage + additional healing equal to the Poulticer's intelligence modifier. The healing done by an alchemist's poultice increases by 1d6 points at every odd-numbered alchemist level.

A Poulticer's poultice becomes inert if carried or applied by anyone else.

This ability replaces Bomb, and all discoveries related to Bombs.

Discoveries:
Restoring Poultice: The alchemist's poultice not only heals physical wounds, but also long term damage. A restoring Poultice, instead of healing damage will heal 1 point of ability damage. This increases to 2 points at 8th level, 3 points at 12th level, and 4 points at 16th level.

Energizing Poultice: The alchemist's poultice stimulates the body, flavor text. An energizing poultice, instead of healing damage, removes the fatigued condition from the target for 1d4 minutes. At 8th level, an Energizing Poultice also removes the Exhausted condition for the same duration.

Antidotal Poultice: A master of poison in many ways, the poulticer halts poison as easily as he uses it. An antidotal poultice, instead of healing damage, acts as /neutralize poison/, using the alchemist's level as the caster level.

Medicinal Poultice: The alchemist's poultice not only heals physical wounds, but also wasting diseases. A medicinal poultice, instead of healing damage, acts as /cure disease/, using the alchemist's level as the caster level. An alchemist must be at least 8th level before selecting this discovery.

Lingering Poultice: The Alchemist's poultice continues to work even after the alchemist has turned her attention elsewhere. For a number of rounds equal to the Alchemist's intelligence modifier after applying the poultice, the target of the poultice heals an additional 1d6 points of damage. An Alchemist must be at least 6th level before selecting this discovery.

Dispelling Poultice: The Alchemist's poultice absorbs magic as easily as it does blood. Instead of healing damage, targets are subject to a targeted dispel magic spell, using the alchemist's level as the caster level. This cannot be used to target a specific spell effect. The alchemist must be at least 6th level before selecting this discovery.

RPG Superstar 2013 Top 32 , Star Voter Season 6 aka Electric Monk

I had three concepts going. The first was OK except i thought it might break some of the rules (and i felt it was a bit,.. obvious.) The second i think has a cool flavour and name. The third hasn't been worked out at all but i think its a good concept.

None of these is polished or balanced! - advice/criticism/etc. welcome.

Eiodolon Rider:

Eidolon Rider (Summoner)

Some summoners form particularly close bonds with their eidolon companions, instinctively using them as mounts from which to cast spells at their opponents. These summoners often hail from mounted nomadic tribes and use their eidolon mounts to keep pace with their bretheren.

Mount base form
At 1st level an eidolon rider must spend 3 evolution points to begin play with an eidolon with the Mount eidolon base form (see below). Small eidolon riders may choose a medium version of the mount base form without expending these points or must spend 1 evolution point at first level to gain Mount as an evolution for either the Quadraped or the Serpentine base forms.

Mount base form
Starting statistics: Size: Large; Speed: 40 ft.; AC: +4 natural armor; Saves: Fort (good), Ref (bad), Will (good); Attack: bite (1d8); Ability Scores: Str 18, Dex 14, Con 17, Int 5, Wis 10, Cha 11; Free Evolutions: bite, large, limbs (legs), mount.

Of one mind
At 2nd level an eidolon rider no longer has to make a concentration check to avoid losing a spell when casting whilst riding his eidolon during movement. Additionally, when riding his eidolon an eidolon rider gains a +3 circumstance bonus to ride skill checks.This ability replaces Bond senses.

Rider's call
At 6th level, as a standard action, an eidolon rider can call his eidolon as a mount. This functions as dimension door, using the summoner's caster level. When used, the eidolon appears such that the summoner is mounted upon the eidolon in the summoner's location. If the eidolon is out of range, or can not fit into this area the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th. This ability replaces Makers call.

Distant mount
At 8th level, a summoner can use his rider’s call ability to travel to his eidolon such that the summoner appears mounted on the eidolon. This ability replaces Transposition.

Flagellant:

Flagellant (Cleric)

Flavour text

Weapon proficiency: whip, flail, heavy flail, spiked chain, dire flail. Replaces deities favored weapon.

Channel pain: At first level a flagellant can release a wave of stored-up pain and fervor which radiates from her holy symbol and assults the senses of the flagellant's enemies, causing them to writhe in pain . Channeling pain causes a burst that affects all living enemy creatures in a 30-foot radius centered on the cleric. Creatures in this area must make Will save or become sickened for 1d6 rounds. The DC of this save is equal to 10 + the flagellant’s level + her Charisma modifier. A flagellant may channel pain a number of times per day equal to 3 + her Charisma modifier. Channeling pain is a standard action that does not provoke an attack of opportunity. This ability replaces channel energy.

Mortification of the flesh: Beggining at 5th level a flagellant can scour herself once per day, using the divine insight gained through this self-mortification to release divine energy. The flagellent can use this energy to cast any spell he is capable of casting even if he has not prepared the spell, however he takes 1d4 points of damage per level of the spell. At 9 th level, and every 4 flagellent levels thereafter (13, and 17th) the flagellent can do this one additional time per day.

Embrace pain: Beggining at 3rd level a flagellant learns to embrace and accept pain. The flagellent gains damage reduction, subtracting 1 from the damage taken each time she is damaged from a weapon or natural attack. At 7 th level, and every 4 flagellant levels thereafter (11, 15 and 19) this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Heretic:

Heretic (Cleric)

Alignment A heretic must choose opposite alignment on either the good-evil axis or the chaos-law axis.

Channel energy: Based on cleric's alignment

Other alternative powers...


RonarsCorruption wrote:


Discoveries:
Restoring Poultice: The alchemist's poultice not only heals physical wounds, but also long term damage. A restoring Poultice, instead of healing damage will heal 1 point of ability damage. This increases to 2 points at 8th level, 3 points at 12th level, and 4 points at 16th level.

Energizing Poultice: The alchemist's poultice stimulates the body, flavor text. An energizing poultice, instead of healing damage, removes the fatigued condition from the target for 1d4 minutes. At 8th level, an Energizing Poultice also removes the Exhausted condition for the same duration.

The first seems to contradict itself, the second is just pointing out something that needed to be removed. :)

I like the idea a lot. It seems to be a balance opposite of the alchemist.

Star Voter Season 6, Star Voter Season 9

Thanks, I know I had some wording issues. I didn't get much polish in once I found out new discoveries weren't allowed.


I'm still waiting till after the voting is done. That should really be closed before we jump into things from the peanut gallery.


Dorje Sylas wrote:
I'm still waiting till after the voting is done. That should really be closed before we jump into things from the peanut gallery.

I placed my votes in last night and my Archetype didnt match anything that the contestants wrote, so I figured I didnt have an issue posting mine.

Star Voter Season 6, Star Voter Season 7, Star Voter Season 9

Here's what i came up with for an archetype.

Skill Monkey(Rogue)
Instead of developing the shadowy and defensive combat tactics that many rogues implore, the skill monkey
concentrates his training and talents on learning as much as possible and being able to adapt to different
situations. He strives to be the one who actually has “been there and done that”, and he becomes the
unparallelled master of the skills he chooses to focus on the most.

Just comes naturally(ex): skill monkeys are born with an uncanny knack for learning skills and a burning
desire to be the best at any skill they attempt. Starting at 1st level a skill monkey gains one additional skill point
Per level and can use any skill untrained. This ability replaces sneak attack.

Rogue Scholar(ex): starting at 2nd level the skill monkey adds ½ his rogue level to all knowledge skill checks.
this ability stacks with similar abilities such as bardic knowledge or the lore ability of the loremaster prestige
class. This ability replaces evasion. A skill monkey who later chooses the improved evasion advanced rogue talent
gains evasion instead.

Self taught(ex): skill monkeys constantly practice their chosen skills until they are honed to perfection. at 4th,
8th, 12th, and 16th level he may choose any 2 class skills and apply his rogue scholar bonus to them as well. This
ability replaces both uncanny dodge and improved uncanny dodge.

Been there, done that(ex): x3/day as an immediate action the skill monkey can impart some of his expertise
to an ally within 30 feet. That ally gains a +10 insight bonus to a single skill check as long as that skill is either
a knowledge skill or one of the rogues self taught skills. This ability must be used before the skill check is att-
empted, and the ally must be able to hear and understand the skill monkey in order to receive the bonus. This
Ability replaces masterstrike

Rogue talents: The following rogue talents complement the skill monkey archetype: charmer*, coax infor-
mation*, guileful polyglot*, ledge walker, survivalist*, and trap spotter.

Advanced talents: The following advanced rogue talents complement the skill monkey archetype: master
of disguise*, skill mastery, and thoughtful reexamining*.

RPG Superstar 2013 Top 32 , Star Voter Season 6 aka Electric Monk

Vikking wrote:


Charioteer

I like the concept however i'm not sure how useful the archetype would be for a PC in most campaigns - I've never seen a chariot used in a game before either by PCs or NPCs (It's hard to get a chariot down into a dungeon or even use one effectively on uneven terrain).

That said, I think that the concept is original and might make me, as a GM, use a chariot every now-and-then.

From a mechnics POV I think you might be trying to get a few too many alternative abilities into the archetype and it might have been a better to concentrate on fewer of these. Maybe dropping the add-ons to the physical chariot? I can't really see why anyone couldn't add shields, blades etc. to their chariot regardless of their class/archetype. Maybe changing some of these to address problems of using chariots on uneven terrain instead might have worked better? (just a thought).

All-in-all I think its a good concept - better than many of the submitted entires. - Well done :)

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

Charioteer (Fighter) by vikking
Drop the first paragraph of the flavor text.

Singa {sing-gah} Chariot (Ex): Fits well
EDIT: Speed is not reduced by RAW with light encumbrance and no barding. Ability could be changed to light barding. Rest of abilities need changed in line. Also you should be able to have more animals without a class ability. Maybe if the animals had an extra something(AC, HD, or etc).

Momentum Damage (Ex): Losing armor for damage = bad, why not remove AC penalty for charging on chariot?

Biga {by-gah} Chariot (Ex): I don't like the speed increase.

Armored Chariot (Ex): Just leave description to adding soft cover.

Triga {try-gah} Chariot (Ex): Again, don't like the speed increase.

Improved Armored Chariot (Ex): Leave out the wood walls and just say partial cover.

Quadriga Chariot (Ex): Again, with the speed.

Shielded Chariot (Ex): Why did you jump from partial to improved cover? You missed normal cover.

Tenacious Charge (Ex): Why did you leave the previous format and not add heavy barding?

Bladed Chariot (Ex): Could have changed to improved cover (see shielded chariot comment). If you keep the blades, they need a mechanic and stats.

You reference chariot speeds alot. Is there a base speed? I would just use the creatures pulling base speed modified by the load and encumbrance. Giving bonus speed to a creature that has a 50 ft move would be game breaking.

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

Poulticer by RonarsCorruption

Good way to sneak in a healer. Well balanced and just a lil bit of wording that needs fixed. I really like this one.

Energizing Poultice You should just remove the condition, since you are giving up a fair amount of healing for it.

Lingering Poultice My fav ability, but maybe it lasts too long.

Dark Archive Star Voter Season 6

Planar Counselor (Cleric)
With a profound understanding of a war on the material plane between good and evil the Planar Counselor has taken a side and equipped himself accordingly.
Alignment: A Planar Counselor can only be of a good or evil alignment.
Channel energy (Su): Planar Counselor’s channel base energy dice is one 1d6 at 1st level, a second 1d6 at 3rd level and an additional 1d6 every 3 levels after 3rd. “This replaces channel energy”
Spells: Planar Counselors do not have the domain spell slot but may cast their domain spells spontaneously. “This replaces cleric spontaneous casting ability”
Focused energy (Sp): At 1st level a Planar Counselor may sacrifice a prepared spell to throw a ball of divine energy that does 1d8 per spell level sacrificed as a ranged touch attack in a 30ft increment. This is a standard action. With this effect good Planar Counselors only affect evil creatures and evil Planar Counselors only affect good creatures.
Consultant: At 2nd level a Planar Counselor can summon a familiar; this function is the same as a wizard’s familiar, except the familiar is now an outsider for the purpose of effects that depend on its type. This uses the Planar Counselor level as his effective wizard level.
Planar Transformation (Sp): At 9th level the Planar Counselor creates a Planar Transformation. In this Transformation they are granted the Half-Celestial (if good) or Half-Fiendish (if evil) template, except they do not get the Spell-Like Abilities, Attributes, or skills, but the template can be modified with the following properties at a cost of one property per base channel energy die the Planar Counselor has. The properties are: wings (fly 50ft, good maneuverability), +4 inherent bonus to one attribute (may be selected once per attribute), Apply a level of domain spells to be cast on the template at the beginning of the transformation without casting the spell(s) or expending the slot (may be selected more than once), Ability to use one power from a domain as a free action per round (may be selected once for each domain). Once the Planar Transformation is configured it cannot be changed, only upgraded. Once per day a Planar Counselor can sacrifice two channel energy uses to transform into their Planar Transformation form as a free action. While in Planar Transformation form he cannot cast non-domain spells. Planar Transformation form last for one round for every channel energy die, at then end of the last round the Planar Counselor goes back to his normal self and all temporary ongoing effects are removed. Planar Counselor can transform once per day at 9th level plus an extra time every 4 levels after 9th.

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

Hymenopterix archetypes

Eiodolon Rider: Well balanced but not really innovative. The mount base form did not need to be added. Just toss in a statement about suitable and capable.

Flagellant: Channel Pain duration is too long. Mortification of the Flesh is cool. Embrace the Pain is also nifty. What ability is being traded for the Mortification and Embrace? Is this a domain?

Heretic: Why was this even posted?

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

Ovate (Druid) by Callum Finlayson
Nice flavor and the abilities tie in well.

Aid Another (Ex): Too many skills get a bonus.

Natural Lore (Ex): Again too many skills getting a bonus for what was dropped.

Sense the Abhorrent (Su): Why outsiders? Aberrations would be better. Why get blindndsight so quickly, too strong at the level. What ability was traded for this?

Genius Loci (Sp): Why not a bonus to the terrain type the druid is in during the meditation? Why reduced for being underground? Stacking with Nature Lore is way overpowered.

Prophetic Insight (Su): Cool!

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

Skill Monkey(Rogue) by james knowles

Lose too many class abilities for just skills. Sneak attack for a single skill point. This has to be a joke archetype...

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

Planar Counselor (Cleric) by Souphin
Ok flavor text.

Alignment: Nice twist

Channel energy (Su): Think you meant to change this to an alignment channel type ability. Needs better wording

Spells: umm, ok... Needs to be reworded and not listed as spells.

Focused energy (Sp):I think you are giving too much damage for this ability. Maybe a 1d6 per spell level + Wis modifier?

Consultant: Why not add a celestial or fiendish template to the familiar? And what ability is sacrificed for this?

Planar Transformation (Sp): Alot is going on here. The template should keep just the senses and defensive abilities. The other abilities need adjusted, some are too strong and you get too many. Needs to be better organized and worded with a paragraph break.


Thomas LeBlanc:
Thomas LeBlanc wrote:

Charioteer (Fighter) by vikking

Drop the first paragraph of the flavor text.
it was dropped in the edited verion, thats the info I edited back in

Singa {sing-gah} Chariot (Ex): Fits well
EDIT: Speed is not reduced by RAW with light encumbrance and no barding. Ability could be changed to light barding. Rest of abilities need changed in line. Also you should be able to have more animals without a class ability. Maybe if the animals had an extra something(AC, HD, or etc).
I was looking at the chariot adding to the steads encumbrance along with barding and charioteer along with his armor and weapons.
It all adds up to slowing down the steads speed making the chariot slower than a mounted rider.

Momentum Damage (Ex): Losing armor for damage = bad, why not remove AC penalty for charging on chariot?
good idea, I think ill make that change. I was thinking of the show Deadliest Warrior and the test they did with spears from horse back vs on foot thrown and the damage was transferred, thats why I put it in.

Biga {by-gah} Chariot (Ex): I don't like the speed increase.
That was a very last minute add on that I really wasnt sure it needed to be there, considered removed.

Armored Chariot (Ex): Just leave description to adding soft cover.

Triga {try-gah} Chariot (Ex): Again, don't like the speed increase.
removed :)

Improved Armored Chariot (Ex): Leave out the wood walls and just say partial cover.
I figured some text as to why was needed and shows the "upgrade to a better chariot"

Quadriga Chariot (Ex): Again, with the speed.
removed

Shielded Chariot (Ex): Why did you jump from partial to improved cover? You missed normal cover.
I didnt want complete cover, if you think about it, if he has complete cover vs enemy, the enemy has complete cover from him as well as he couldnt see over the walls of the chariot.

Tenacious Charge (Ex): Why did you leave the previous format and not add heavy barding?
again its the total weight from a heavier chariot along with rider and gear as well as possible passengers. I also figured a slow gradual scaling of load/barding made sense

Bladed Chariot (Ex): Could have changed to improved cover (see shielded chariot comment). If you keep the blades, they need a mechanic and stats.
good point. I may have to think of something else

You reference chariot speeds alot. Is there a base speed? I would just use the creatures pulling base speed modified by the load and encumbrance. Giving bonus speed to a creature that has a 50 ft move would be game breaking.

I kept thinking racing chariots when writing this up and couldnt get the speed factor out of my head...lol

Hymenopterix:
Hymenopterix wrote:
Vikking wrote:


Charioteer

I like the concept however i'm not sure how useful the archetype would be for a PC in most campaigns - I've never seen a chariot used in a game before either by PCs or NPCs (It's hard to get a chariot down into a dungeon or even use one effectively on uneven terrain).

That said, I think that the concept is original and might make me, as a GM, use a chariot every now-and-then.
My thought was giving a Cavalier some one other than another Cavalier to go up against...lol

From a mechnics POV I think you might be trying to get a few too many alternative abilities into the archetype and it might have been a better to concentrate on fewer of these. Maybe dropping the add-ons to the physical chariot? I can't really see why anyone couldn't add shields, blades etc. to their chariot regardless of their class/archetype. Maybe changing some of these to address problems of using chariots on uneven terrain instead might have worked better? (just a thought).
I was trying to convey the upgrades made threw the ages to chariots, but ya I should do a rethink on that issue

All-in-all I think its a good concept - better than many of the submitted entires. - Well done :)
Thank you... :)

RPG Superstar 2013 Top 32 , Star Voter Season 6 aka Electric Monk

Thomas LeBlanc wrote:


Eiodolon Rider: Well balanced but not really innovative. The mount base form did not need to be added. Just toss in a statement about suitable and capable.

I agree that this one wasn't really innovative - not superstar - which is one of the reasons i abandoned the concept. (It was especially difficult to come up with a decent name.) The reason for the base form is that, without it it'd be impossible for medium characters to actuall y ride their eidolon until 8th level when they can increase its size to large.

Thomas LeBlanc wrote:


Flagellant: Channel Pain duration is too long. Mortification of the Flesh is cool. Embrace the Pain is also nifty. What ability is being traded for the Mortification and Embrace? Is this a domain?

Good point on the duration, i'd probably scale it back to 1D3 or even just 1 round. Mortification of the Flesh (which is a name i just loved for an ability) and Embrace the pain also replace channel energy. Since the channel energy ability scales as a normal cleric gains levels whereas Channel pain doesn't, i thought that adding new abilities at the levels where channel energy would usually increase in effectiveness would be a fair trade. Essentially this archetype loses channel energy and gains all three of these alternatives in its place.

Thomas LeBlanc wrote:
Heretic: Why was this even posted?

I just thought the concept was cool if anyone else wanted to run with it - probably shouldn't have bothered. :)

Thanks for the feedback.

Dedicated Voter Season 7, Star Voter Season 8, Star Voter Season 9

I appreciate people wanting to wait, but I also think our attention can handle more than one thing at a time. I read all 32 archetypes and cast my vote. To me it seemed pretty straightforward. There were six standouts and three other competitive entries. That said...

You posted because you want feedback, so I'm going to give it. It's mostly going to be negative. Just know that I'm fully aware of how much easier it is to sit here and critique than to actually roll up your sleeves and build something. After I finish reviewing, I'll post something of mine so that you can take out your hard feelings towards me by critiquing it.

Black Tongue Savant

Concept: I like the idea of lacing Vile Speech directly into the bard's class abilities and redefining the class in this way. It felt really weird as just a feat in 3.5.

Emissary of Evil: Would have just been better as an ability that allowed you to use social skills and language dependent effects on evil creatures without having to share a language. Could replace well-versed or something.

Wicked Words: Not really seeing why you don't just make an evil bard that uses inspire greatness on his evil pals. Not a significant enough departure from just doing that.

Disruptive Speech: Interesting but needs to be tighter. Why, for example, specify mass inflict when the damage is targeting a single being?

Power of Blasphemy: Sure, but should replace lore master or something rather than a performance ability.

Overall: Not a bad idea but needs more zing and tighter mechanics.

Lunatic Berserker

Concept: Could be cool, but needs to work harder than some concepts would to grab my interest. Seems kind of niche.

Overall: I love Lunatic Will and would have liked to see the class go even further in this direction. Like maybe the class is constantly confused when raging, but gains stronger rage abilities and gradually increasing control over his actions. Would be really hard to balance, but anyway something like that. Basically I just wanted something to really grab me and insist upon itself as a reason to play this rather than a standard barbarian who gets real twitchy depending on the phase of the moon. Speaking of which, I would also like to have seen some involuntary raging mechanic here like what the Alchemist suffers for his mutagen form.

Chichemik Monk

Hand in Blood: First of all, let's avoid anything that leads to the effective size increasing shenanigans of 3.5. Also, this ability should scale in some way like flurry does.

One Hit, One Kill: At third level, a save or die. Really?

I could go on but basically this is just way overpowered.

Combat Veteran

Concept: I kind of like the idea, but I agree with Cody's sentiments about the name. What is a first level character doing bearing this moniker? Maybe something like "Trained Commando" instead? I dunno, something to that effect.

Overhealing: Meh. Just feels unnecessary.

Veteran Advice: Would have preferred to see this as some enhancement to the existing Aid Another mechanic.

At Home in Armor: Like it but needs a more succinct name. Also seems weird that this is replacing armor training, therefore technically making the character less at home in armor...

Let Them Come: Not sure what this means. "While readying a standard action?" Do you mean "when the veteran has a standard action readied?" I like the idea here but the mechanics are sloppy and confusing.

Empathic Defense: Neat, but seems like a power up. I suppose a certain amount of additional power would be outweighed by the overhealing drawback, in theory, but I just don't like the way that exchange is operating in this archetype.

Smart Steps: Possibly too powerful.

Ovate

Overall: I actually kind of like this, but I don't think a lot of people would. I like Sense the Abhorrent, but why doesn't it replace anything? Also, Genius Loci/Prophetic Insight is a way less fun (and less powerful) ability than Wild Shape. And it should probably last longer. What are you going to do with your skill bonuses in 10 minutes? I guess somebody who just plain didn't want their Druid to change forms would appreciate receiving at least some kind of compensation for not using Wild Shape. If anything, this archetype seems a little underpowered, which is better than the reverse.

Marathon Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9

Peasant Staffman (Fighter)
Growing up far from martial academies and never likely to see enough gold to buy a sword, the peasant staffman could not be further from the idealized notions of chivalrous combat. Instead, he relies upon childhood practice and sneaky combat tricks to defend himself.

Weapon and Armor Proficiency: A peasant staffman is proficient with light armor, quarterstaff, spear, shortspear, dagger, club, sling, and shortbow. He is not proficient with shields.

Simpler Background (Ex): The peasant staffman learned to use his simple array of weapons to best effect, as he couldn’t afford any better. When wielding a quarterstaff, he receives a +2 dodge bonus to his armor class. For him, a quarterstaff gains the disarm and trip special features, and he is able to wield it as if he possessed the Two-Weapon Fighting feat. He starts play with 2d6x10 gp.

Surprise Trick (Ex): At 2nd level, whenever the peasant staffman makes a full attack, he is able to make a single dirty trick, disarm, sunder, or trip attempt in addition to his normal attacks. This surprise trick does not provoke an attack of opportunity, though any other combat maneuvers performed provoke as normal. For every four levels after 2nd, he receives a +1 bonus to his CMB for this surprise trick. He may attempt his surprise trick at any time during his action. This ability replaces bravery.

Strong Second (Ex): At 3rd level, the peasant staffman applies his full strength bonus to damage rolls made with the “off-hand” end of his staff. This ability replaces armor training 1.

Weapon Training (Ex): The peasant staffman selects individual weapons from his list of proficiencies, rather than weapon groups, for weapon training. He must choose quarterstaff for weapon training 1. He also applies his weapon training bonus for whichever weapon he is wielding as a dodge bonus to his armor class.

Debilitating Combos (Ex): At 7th level, the peasant staffman is able to debilitate his foes through a combination of blows. Any creature struck twice during a full attack must make a Fortitude save (DC 10 + half the staffman’s level + the staffman’s Strength modifier) or be staggered until the beginning of the staffman’s next turn. At 11th level, he is nauseated on a failed save, and at 15th level, he is stunned. This ability replaces armor training 2, 3, and 4.

Swipe and Thrust (Ex): At 19th level, if the peasant staffman first succeeds in a trip attempt against an opponent as his surprise trick, he may forgo his full attack to perform a coup de grace on his downed opponent. This ability replaces armor mastery.

Weapon Mastery (Ex): A peasant staffman must choose quarterstaff.

Sczarni RPG Superstar 2012 Top 32 , Champion Voter Season 6, Champion Voter Season 7, Champion Voter Season 8, Champion Voter Season 9

I created a sorcerer archetype that completely dropped the bloodline. The class was based on the premise of the sorcerer gaining his abilities due to the infusion of magic into his body. Through a ritual, magical accident or other means. The player would be attuned to one school of magic but not by gaining a wizard style school, but a set of abilities that are themed on the school. I did evocation and gave mine a hand of force and force missile ability. Both can be upgraded as a player leveled. I did plan on making one for each school of magic.

Comments would be appreciated here: Tainted Evoker

Star Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9

Please keep in mind this is a practice thread for a Superstar rounds. I am not saying you should or should not post something you want to share. But please keep in mind I am not going to spend time reading and especially reviewing unfinished entries. Those of you who do finish an entry I will be happy to critique (though I am a vERRry slow reader. :)

Spoiler:
Imho a finished archetype means:
*follows the three day time limit of the round (Yeah we had more than that on this one :).
*does not use the judges comments from the real round to improve your entry.
*stops under 450 words.
*follows proper formatting.

just my humble opinion, please do what you feel best doing. :)

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