Class Archetypes of the 17th Century


Homebrew and House Rules


Having decided to run a campaign set in the 17th Century, inspired as a sort of cross between the Three Musketeers and X-Files, and having decided to use class archetypes, the next question to come up is what archetypes I need for a 17th Century campaign, especially what archetypes need to be added.

A note of philosophy: Even though it would make sense for a PC to be an unemployed Shakespearean actor who signed up with an adventuring party, I do not think it is necessary to have a Shakespearean Actor archetype. It seems to me that you can make a perfectly respectable character like this with just the regular Bard class, choosing Acting and Oratory (and possibly Comedy) as your performance skills.

There might be a need for a Whirling Dervish archetype (although I probably would look for a way to make it a little more generic) that would feature divine rather than arcane abilities. The Ottoman Empire had a substantial presence in Europe at this time, and it there may be enough special features to make it worth defining an archetype.

A note on house rules: As noted in my previous thread, I am liking the idea of being a bit more flexible, and defining these as Customization Options rather than Archetypes. The idea behind the Customizable Options is that it allows a PC to mix and match to more precisely match a character concept.


With the above notes in mind, I think I would add the following archetypes. This is not intended to be an exhaustive list, or there may be some that are not necessary.

I. Wizard

Old-Style Alchemist. I think think this would be based on the Transmuter school. I'm not sure if I need a new archetype for this. The idea is that this is a person who studies classical Alchemy and is so good at it that she can effect changes using alchemical mixtures as an analog to a classical wizard preparing spells.

The difference between the Old-Style Alchemist and the Alchemist Class (and both exist in this setting as rivals) is that the Alchemist Class focuses on mixing stuff together with the practical goal of making something go boom! (or something like that), while the Old-Style Alchemist understands the mystic meanings in the alchemical texts, and for her the chemicals are merely means of focusing arcane spells.

IV. Fighter

Pugalist. This is a person who practices unarmed combat, without the mystical mumbo-jumbo of the Monk. She would have full BAB, but probably sacrifice armor proficiency for unarmed combat. Unlike the Brutal Pugalist, which is a Barbarian archetype, this type of character relies on focussed discipline and excessive practice rather than pure and savage brute force and rage.

Gun Fighter. I am not sure, since I intend to use the Gunslinger class, whether I need or want an archetype like this for the Fighter. The idea is that this would be someone who uses both guns and archaic weapons, focusing attention of each.

V. Cleric

It seems that the APG defines Clerics as having subdomains instead of archetypes, and yet it seems like the Cleric would be ideal for archetypal treatment. Concepts such as Priest, Divine Prophet, Shaman, Sheik, and Divine Healer would seem to really benefit from this concept.

VI. Druid

I'm not sure if native American or Siberian or African shamans could use special archetypes.

VIII. Monk

Adding fiction to my setting, I've defined four logical "orders" that a European Monk might belong to. The Jesuits engaged in adventurous activities, practiced physical fitness, and had contact with the Far East, so it would be possible that some of them might have the skills of the Monk class. Pugalists might practice physical regimins in lieu of mystic devotions, and thus resemble Monks.

I've invented two fictitious orders. The Theclanae are an ancient order of ascetics, only open to females, dating from the 1st Century. This order is only open to females, and the majority of members may actually be Bards, but being inspired by the Magdalene comics, I imagine that many of them also adventure as monster slayers, and are part of the reason there are so few monsters in the 17th Century, even though the Theclanae do not officially exist.

The Verteidiger are Protestants who wander from place to place, assisting the Protestant Reformation. Unlike Paladins, who focus on using swords and other weapons, the Verteidigers keep a low profile and usually use whatever is at hand, even their own two hands.

XV. Rogue

Pirate. It surprises me that the APG does not have a Pirate archetype for the Rogue.

XVI. Alchemist

I see the Alchemist class as being a "mad scientist" type. Thus, in this setting, I am imagining three types of alchemists: the old-style alchemists who are Transmuters, the philosopher types who make careful notes and measurements, and the members of this class who just make inspired discoveries without following an established method.

Mechanic. It might make sense that some alchemists would think about ways to use their skills to make things move. This would include rockets, but could also include self-propelled vehicles (perhaps by attaching rockets to a wagon, for example -- that could be interesting), traps with spectacular effects unavailable to archaic trap-makers, and other mechanic devices.

XVII. Bard

Mystic Dervish. This would include the whirling dervishes of the Ottoman Empire. Their abilities are divine in origin, and their theology teaches them to rely on God's will rather than their own.

Witch-Doctor. I've been thinking that an African witch-doctor would be like a bard, using magical dances to drive out evil spirits.

XVIII. Barbarian

Urban Barbarian. Not all Barbarians come from the wilderness. The urban squalor of the docks and the bowels of the prisons also produces people who solve their problems by lashing out in focussed rage. They may not know their way around a forest, but they are great to have on your side in a bar fight.

Jungle Child. Lost in the wilderness as a child, the Jungle Girl or Boy has to use wile and skill to substitute for the brute strength that he lacks.

Possessed Berserker. Usually calling on the fiendish powers, but fey, elemental, or other outsider possession is possible. When possessed, the character fights with increased strength and savage fury. However, possession leaves divine traces, which can be both a boon and a bane.


Another Alchemist idea that just occurred to me is Inspired Weaponsmith, who uses her unique insights to make improved weapons and other equipment that mimics magic items.


Utgardloki wrote:

XV. Rogue

Pirate. It surprises me that the APG does not have a Pirate archetype for the Rogue.

Swashbuckler?


GroovyTaxi wrote:
Utgardloki wrote:

XV. Rogue

Pirate. It surprises me that the APG does not have a Pirate archetype for the Rogue.

Swashbuckler?

A pirate could be a swashbuckler. But a Pirate would have skills specialized for maritime operations.

*************

I think this is one reason I am so skeptical about Archetypes. We already have umpteen classes, which provide many ways to be a pirate. (You can be a Fighter pirate who specializes is slashing people with scimitars; you can be a Barbarian pirate who specializes in slicing people in half with falchions; you can be a Rogue pirate who specializes in all the skill checks that are required for pirate crews to succeed their pirating business; etc etc.) Now if you are a Rogue pirate, you can be an Acrobat, a Rake, a Sniper, a Swashbuckler, or a Thug. You have other choices, too, that could be valuable on a pirate crew.

Perhaps a Pirate archetype would have abilities like the following:

1. Pirate's Lore -- from your extensive travels at sea, you have learned much knowledge. This might work like the Bard's Lore ability, or perhaps you gain the ability to add 1d6 to your knowledge skill rolls to represent the fact that your lore is essentially random.

2. Pirate's Fortitude -- Your hardy constitution is honed to a life at sea, giving you a bonus to save against sea sickness, mundane diseases, and heavy drinking.

I haven't figured out which Rogue abilities these would replace.

*************

I am beginning to wonder if feats would be better than class archetypes with regard to flexibility. In the Pirate example above, any class could benefit from things like Pirate's Lore, Pirate's Fortitude, Pirate's Command, and other cool pirate skill.


Utgardloki wrote:
I am beginning to wonder if feats would be better than class archetypes with regard to flexibility. In the Pirate example above, any class could benefit from things like Pirate's Lore, Pirate's Fortitude, Pirate's Command, and other cool pirate skill.

That is why I usually support PrCs. If it's something any class can learn and is more of an specialization than something you start as (you start as fighter that fights on ships but with time gains your sea legs and learn tactics that are more useful on a ship, that kind of thing) then it is a good idea for a PrC. Of course, I don't even know if your new system will have PrCs so I'm just talking out of my ass.


VM mercenario wrote:
Utgardloki wrote:
I am beginning to wonder if feats would be better than class archetypes with regard to flexibility. In the Pirate example above, any class could benefit from things like Pirate's Lore, Pirate's Fortitude, Pirate's Command, and other cool pirate skill.
That is why I usually support PrCs. If it's something any class can learn and is more of an specialization than something you start as (you start as fighter that fights on ships but with time gains your sea legs and learn tactics that are more useful on a ship, that kind of thing) then it is a good idea for a PrC. Of course, I don't even know if your new system will have PrCs so I'm just talking out of my ass.

I am planning to use PrCs. I think thinking about the Pirate, a PrC is probably the way to go. I'd have to give it a name like Dread Pirate. Thus, a low level character would have to say "I'm a pirate, but not a Dread Pirate yet."

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