
Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
2 people marked this as a favorite. |
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Sorcerer Archetypes
The following are archetypes for the sorcerer.
Ancestral sorcerers call upon the spirits of specific ancestors. As an ancestral sorcerer, you have the following class features.
Ancestral Revelation At 1st level, and every six levels thereafter, you gain one revelation of your choice from the Ancestor oracle mystery. For the purpose of selecting and using revelations, your ancestral sorcerer levels count as oracle levels, and stack with any actual oracle levels you have. This replaces your bloodline arcana, your 1st-level bloodline power, and all bloodline feats.
Arcane vampires get their magical powers not from inheritance, but from the ritual ingestion of blood. As an arcane vampire, you have the following class features.
Fangs (Ex) At 1st level, if you don’t already have a bite attack, you gain a bite attack that deals 1d6 base damage if you are Medium (1d4 if you are Small). This replaces your bloodline arcana and your 1st-level bloodline power.
Blood Drain (Ex) Starting at 7th level, you gain the blood drain special attack, inflicting 1d2 points of Constitution damage at the end of your turn if you grapple a foe. At 13th level, you instead inflict 1d4 points of Constitution damage. At 19th level, you instead inflict 1d6 points of Constitution damage, and any humanoid creature that dies as a result of this damage rises in 1d4 days as a vampire spawn. This vampire spawn is not under your control. The blood drain ability replaces all bloodline bonus feats.
Battle sorcerers are trained for combat. As a battle sorcerer, you gain the following class features.
Bonus Feat At 1st level, you gain Martial Weapon Proficiency as a bonus feat. If you later gain proficiency with all martial weapons (or if you already have proficiency with all martial weapons), you lose Martial Weapon Proficiency as a bonus feat and gain Weapon Focus as a bonus feat, instead. This replaces Eschew Materials.
Combat Training Starting at 3rd level, you gain a +1 bonus on all attack rolls and combat maneuver checks. At 7th level, and again every four levels thereafter, this bonus increases by an additional +1. This replaces all bloodline bonus spells.
Not content with a single bloodline, blood mages learn to transmute the magic that flows in their blood. As a blood mage, you have the following class feature.
Blood Magic At 3rd level, and again every four levels thereafter, choose one sorcerer bloodline you don't already have. Once per day when you regain your sorcerer spell slots, you may select any one sorcerer bloodline you have chosen with this ability. You retain your existing 1st-level bloodline power, if any. Each other bloodline power of your normal bloodline is replaced with the bloodline power of the same level from the selected bloodline. This change lasts until you next regain your sorcerer spell slots. Your class skills, bloodline arcana, and bloodline feats are unaffected. This replaces all bloodline bonus spells.
Occult sorcerers come from long lines of witches, patrons of witches, and supernatural creatures summoned by witches. As an occult sorcerer, you have the following class feature.
Spells Your spells are drawn from the witch spell list instead of the sorcerer/wizard spell list.
These archetypes have also been added to the Google Document for this thread.

Epic RPG Blog |

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
In the original post for this thread, you state that you'll be making 100 new archetypes(5 for each base class). But there are only 19 base classes, which equals 95 new archetypes.
The answer's actually in the OP: after wizard, I'm making one archetype apiece for each of the five NPC classes.

SquirmWyrm |

Azten wrote:In the original post for this thread, you state that you'll be making 100 new archetypes(5 for each base class). But there are only 19 base classes, which equals 95 new archetypes.The answer's actually in the OP: after wizard, I'm making one archetype apiece for each of the five NPC classes.
Those NPC archetypes are something I'm interested in seeing what you do with.

Belle Mythix |

Epic Meepo wrote:Those NPC archetypes are something I'm interested in seeing what you do with.Azten wrote:In the original post for this thread, you state that you'll be making 100 new archetypes(5 for each base class). But there are only 19 base classes, which equals 95 new archetypes.The answer's actually in the OP: after wizard, I'm making one archetype apiece for each of the five NPC classes.
So do I.

JiCi |

SquirmWyrm wrote:So do I.Epic Meepo wrote:Those NPC archetypes are something I'm interested in seeing what you do with.Azten wrote:In the original post for this thread, you state that you'll be making 100 new archetypes(5 for each base class). But there are only 19 base classes, which equals 95 new archetypes.The answer's actually in the OP: after wizard, I'm making one archetype apiece for each of the five NPC classes.
The only one I see fitting would be the Aristocrat, because the rest is rather pointless... what kind of archetype can you give to an Adept, Expert, Warrior and especially a commoner ?

Belle Mythix |

Belle Mythix wrote:SquirmWyrm wrote:Epic Meepo wrote:Azten wrote:In the original post for this thread, you state that you'll be making 100 new archetypes(5 for each base class). But there are only 19 base classes, which equals 95 new archetypes.The answer's actually in the OP: after wizard, I'm making one archetype apiece for each of the five NPC classes.Those NPC archetypes are something I'm interested in seeing what you do with.
So do I.
The only one I see fitting would be the Aristocrat, because the rest is rather pointless... what kind of archetype can you give to an Adept, Expert, Warrior and especially a commoner ?
Expert could have a different save, or maybe actual class abilities (aristocrat is useless after first level).

Cheapy |

Oooh, new saving throws.
I would rather see what interesting things someone of his talents can do, not just shuffling some saving throws around on classes that don't matter.
Why not some for prestige classes? Or one of the classes on d20pfsrd.com? So few have been done for PrCs. Maybe a Fey version of the dragon disciple.

Belle Mythix |

Oooh, new saving throws.
I would rather see what interesting things someone of his talents can do, not just shuffling some saving throws around on classes that don't matter.
Why not some for prestige classes? Or one of the classes on d20pfsrd.com? So few have been done for PrCs. Maybe a Fey version of the dragon disciple.
Maybe he will design new classes next, to go with his Epic Campaign Setting?

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I think its possible to have an Artisan class archetype for the Expert, maybe a Soldier archetype for the Warrior, Commoner could have several archetypes (based on location), so Urban Commoner, Rural Commoner, Forest Commoner, Mountain Commoner, Swamp Commoner could all be possible. Just switch out various class skills (or replace class skills with class abilities). The Aristocrat could also have archetypes based on location. City Noble, Country Noble (for example), or perhaps based on style of dress (Fop, Dandy). There are tons of archetype ideas there. I may just make a few myself. The Adept could switch out familiar for all types of things, and I may transform my Sage NPC class to an archetype, since most people thought the Sage was too powerful to be an NPC, but not well rounded enough to be a PC class.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
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Summoner Archetypes
The following are archetypes for the summoner.
Eidolon summoners focus on summoning eidolons to the exclusion of other monsters. As an eidolon summoner, you have the following class features.
Unfetter (Sp) You can use unfetter as a spell-like ability a number of times per day equal to 3 + your Charisma modifier. Starting at 8th level, you can instead use this ability a number of times per day equal to one-half your eidolon summoner level + your Charisma modifier.
Lasting Eidolon (Su) Your eidolon is not immediately banished if you are unconscious or asleep. Instead, whenever you are unconscious or asleep, your eidolon winks out as if it were in an antimagic field for as long as you are unconscious or asleep. It returns instantly when you awaken. Your eidolon is still immediately banished if you are killed. Starting at 16th level, your eidolon only winks out if you have been unconscious or asleep for at least three consecutive rounds.
Summon Eidolon (Sp) Starting at 2nd level, you can expend a use of your unfetter ability to use summon eidolon as a spell-like ability, instead.
Unfettered Eidolon (Su) At 20th level, any time you use unfetter as a spell or spell-like ability, you may change its duration to permanent. If you do, you can dismiss that unfetter effect as a standard action. Whenever your eidolon is under the effect of an unfetter effect, it doesn't wink out if you are unconscious or asleep, no matter how long you are in that state, and isn't immediately banished if you are killed.
Legion summoners gradually learn to summon greater numbers of creatures than ordinary summoners, though these extra creatures sometimes exist only tenuously. As a legion summoner, you have the following class features.
Summon Legion (Su) Starting at 6th level, you may use any summon monster spell-like ability granted by the legion summoner class even if your eidolon is currently summoned. If you do so, the duration of your summon monster spell-like ability changes to concentration, to a maximum duration of 1 minute per legion summoner level.
Mirror Legion (Su) Starting at 8th level, as part of summoning one or more creatures, you may target one of those creatures with a mirror image effect, as per the spell with a caster level equal to your legion summoner caster level. Starting at 16th level, you may instead target all creatures you summon with mirror image effects.
Maximize Legion (Su) At 20th level, whenever you use a spell or spell-like ability to summon more than one creature, that spell or spell-like ability is maximized, as per the Maximize Spell metamagic feat.
Monster summoners summon creatures other than standard eidolons. As a monster summoner, you have the following class feature.
Summoned Companion (Su) Once per day, as part of using a summon monster spell as a spell-like ability used to summon a single creature only, you can change the duration of that spell to permanent. (The spell remains dismissible.) You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
The creature you summon with a summon monster spell modified in this manner counts as your eidolon for the purpose of all monster summoner spells and class features that refer to your eidolon. Starting at 10th level, the creature also gains spell resistance equal to 11 + your monster summoner level. Starting at 18th level, the creature also gains the advanced simple template. This ability replaces eidolon, aspect, and greater aspect.
Nature summoners summon creatures closer to nature than those summoned by ordinary summoners. As a nature summoner, you have the following class feature.
Nature's Ally (Su) Whenever you cast a summon monster spell as a summoner spell or use a summon monster spell as a spell-like ability granted by the summoner class, that spell produces the effects of the summon nature's ally spell of the same level instead of producing its normal effects. This modifies all summon monster class features.
The eidolons of spirit summoners are always incorporeal beings. As a spirit summoner, you have the following class feature.
Incorporeal Eidolon Your eidolon has 3 fewer evolution points than normal, but gains the the incorporeal subtype and the incorporeal property. Your eidolon's physical attacks (including special attacks other than spells) cannot damage or otherwise affect corporeal creatures, objects, or terrain. Its body always appears translucent, and is unable to provide cover or block line of sight (though the shield ally and greater shield ally class features allow your eidolon to protect allies, as normal).
These archetypes have also been added to the Google Document for this thread.

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They are nice I just don't get the Eidolon Summoner archetype much, don't see the reason for it maybe, but it's just me. Keep up the great job you do Meepo.
I was thinking of working a "ancestor" summon monster list, like level 1 human warrior for Summon Monster I and things like that, wonder if this is possible and someone already did something like this?

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
1 person marked this as a favorite. |
I just don't get the Eidolon Summoner archetype much...
The eidolon summoner archetype is for players who want to trade the ability to summon monsters when their eidolons aren't around for class features that make it more likely their eidolons are around. They lose summon monster, but their eidolons automatically return when the summoners recover from unconsciousness or wake from sleep, and the summoners can eventually re-summon slain eidolons as a spell-like ability.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
2 people marked this as a favorite. |
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Witch Archetypes
The following are archetypes for the witch.
The patrons of hereditary witches are the spirits of those witches' ancestors. As an hereditary witch, you have the following class features.
Bloodline Choose a sorcerer bloodline. You add your hereditary witch level to your sorcerer levels when determining the powers you gain from that bloodline. If you don't have levels of sorcerer, you instead gain the bloodline powers of the chosen bloodline, using your hereditary witch level as your sorcerer level to determine the bonuses gained. This ability does not grant bonus spells unless you possess sorcerer spell slots of an appropriate level, but all of your bloodline spells are added to your witch spell list as if they were bonus spells granted by a patron. This replaces patron.
Hex You do not gain hexes on 1st, 4th, 8th, 12th, 16th, or 20th level. Other hexes you would gain are neither modified nor replaced.
Oath-breakers have turned their backs on their patrons, often sacrificing their own familiars in rituals designed to impart great personal power. As an oath-breaker, you have the following class features.
Spells You can prepare 0-level witch spells once per day by meditating for one hour (instead of consulting a witch's familiar), but cannot otherwise prepare witch spells. You still gain witch spell slots at the normal rate, and can expend unused spell slots to activate the Arcane Blast feat and any other ability you possess than is fueled by expending unused spell slots. This modifies spells.
Arcane Blast At 1st level, you gain Arcane Blast as a bonus feat, even if you don't meet its normal prerequisites. Until you meet those prerequisites, any attack you make using Arcane Blast deals 2d6 less damage than indicated in the description of that feat. This replaces witch's familiar.
Cursed Blast (Su) Whenever you damage a creature with the Arcane Blast feat, you may target that creature with one of your cantrips or hexes that can target a creature as a swift action. The target creature must be within the normal range of the cantrip or hex you activate in this manner. You can use this ability a number of times per day equal to your level + your Intelligence modifier. This replaces patron.
Extra Hex You gain one additional hex at 1st level.
Major Hex You gain this ability at 8th level instead of 10th level.
Grand Hex You gain this ability at 16th level instead of 18th level.
Not content with a single patron, pact witches make bargains with numerous summoned outsiders. As a pact witch, you gain the following class features.
Eldritch Contract (Su) You store your known spells in an eldritch contract instead of a witch's familiar. This contract takes the form of a scroll whose length is independent of the number of spells it stores. Any time you would otherwise be required to consult your witch's familiar, you may peruse your eldritch contract instead. You add new spells to your eldritch contract in the same manner a wizard adds new spells to a spellbook, except you need not add pages to your eldritch contract.
If your eldritch contract is lost or destroyed, it can be replaced 1 day later through a special ritual that costs 500 gp per pact witch level. The ritual takes 8 hours to complete. A new eldritch contract begins storing all 0-level spells plus two spells of every level you are able to cast. This replaces witch's familiar.
Ritual of Binding (Su) Once per week, you can add bonus spells to your eldritch contract by performing a ritual that summons a certain type of outsider. This ritual takes 8 hours to complete. When you begin the ritual, choose any one type of outsider you know with a CR no greater than your pact witch level, or determine one type of outsider within that CR range at random. When you complete the ritual, add all spells that the chosen type of outsider has as spell-like abilities to your witch spell list and to the list of spells known that are stored in your eldritch contract. If you did not previously know anything about the chosen type of outsider, you now know its name and its spell-like abilities.
You retain access to bonus spells gained in this manner until you next either perform a ritual of binding or replace a lost or destroyed eldritch contract, at which point any previous bonus spells are removed from your witch spell list and from your eldritch contract. You must use a witch spell slot of a given bonus spell's normal spell level in order to prepare or cast that spell, and can neither prepare nor cast a bonus spell whose level exceeds that of your highest-level witch spell slot. This replaces patron.
Wise witches, also known as wise men and wise women, draw their power from naturalistic folk religion instead of arcane lore. As a wise witch, you have the following class features.
Class Skills You gain all Knowledge skills as class skills.
Spells Your witch spells are divine spells based on your Wisdom score instead of arcane spells based on your Intelligence score. Use your Wisdom score in place of your Intelligence score for the purpose of the spells class feature of the wise witch class.
Witch-doctors have an affinity for hexes that heal instead of harm. As a witch-doctor, you have the following class features.
Lay on Hands (Su) Starting at 2nd level, you gain the lay on hands paladin ability as if you were a paladin of your witch-doctor class level. If you have more than one class that grants lay on hands, your levels in those classes stack for the purpose of this ability. This replaces you 2nd-level hex.
Medicinal Lore (Ex) At 2nd level, you may choose to use either your Intelligence modifier or your Wisdom modifier in place of your Charisma modifier for the purpose of the lay on hands, mercy, and channel positive energy class features. Once this choice is made, it cannot be changed.
Merciful Hexes Starting at 3rd level, if you have the healing hex, you can select any mercy available to a paladin of your class level as if that mercy were a hex. Starting at 4th level, if you have the healing hex, you can select the channel positive energy paladin class feature as if that class feature were a hex. Any levels you have in classes that grant the lay on hands class feature stack when determining your effective paladin level for the purpose of the mercy and channel positive energy class features.
These archetypes have also been added to the Google Document for this thread.

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Hereditary witch is kinda cool. It makes me want to make a Changeling Hereditary Witch with the Accursed Bloodline.
Oath-breaker is interesting. You give up the ability to cast most of your spells to blast consistently, albeit not very fantastically, and gain an extra hex, as well as gaining Major/Grand hexes two levels earlier. This means you can pick up 2 more grand hexes. Whereas normally you could have a maximum of three, you can take 5 by 20.
Pact witch is interesting. Not sure of it's balance repercussions, but definitely an interesting mechanic.
I don't particularly see a reason to pick up Wise Witch, as you should still have a good Intelligence for hexes, which are not switched to Wisdom.
On second thought, they become divine spells, basically giving the witch the ability to cast in all armor for the cost of dividing points between wisdom and intelligence. Hmmm....
I like witch doctor. It's nice to have an arcane healer. Now that I think of it, you can have an interesting healer with the Hedge Witch and Witch-doctor archetypes, which stack, using intelligence for your LoH/CPE. If you were to take Wise Witch as well, you could use wisdom for LoH/CPE, and have a pseudo-cleric, with a (IMO) better spell list.

Drejk |

Wise Witch reminds me of change I made in my games, switching all the Witch Intelligence-based abilities, including Hexes to be Wisdom-based. I did not switch them to be divine, however. I disagree with division Intelligence=arcane, Wisdom=divine. My Inquisitors use Intelligence instead of Wisdom, for example.

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I never said it would be a good idea balance-wise. I really wouldn't imagine it on a single-classed witch, simply because Hex DCs will lag pretty badly. Multiclass, though, you might take some of the hexes that are utility, saveless, or Evil eye. I think the archetype is fine as is, it's just a little strange.

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Oath-breaker is interesting. You give up the ability to cast most of your spells to blast consistently, albeit not very fantastically, and gain an extra hex, as well as gaining Major/Grand hexes two levels earlier. This means you can pick up 2 more grand hexes. Whereas normally you could have a maximum of three, you can take 5 by 20.
The blasting isn't fantastic in a strict, damage dealing sense, but Cursed Blast is pretty wonderful, especially with the increased hex versatility.

Azten |

Wise Witch reminds me of change I made in my games, switching all the Witch Intelligence-based abilities, including Hexes to be Wisdom-based. I did not switch them to be divine, however. I disagree with division Intelligence=arcane, Wisdom=divine. My Inquisitors use Intelligence instead of Wisdom, for example.
I noticed something similar in the Bloodline Magus, along with the abilities replaced and the levels you get the bloodline powers being different. If your casting stat changes, I think any abilities tied to that stat(like Magus Arcana or Hexes) should change with it, otherwise you get a bad case of MAD.
I like the Witch-Doctor. Makes a good archetype for a character I've thought of.

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I had started redoing these for posting on d20pfsrd.com but basically can't keep up lol.
Also, I had never asked Epic's permission to do so, which I suppose this post is a good spot to resolve. Epic, do you have any issues with these being posted (and linkified) on d20pfsrd.com? If so, would you have any sort of copyright notice we could add to each (along with a link to some page you'd like linked to?)
Just tossin that out there.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
1 person marked this as a favorite. |
Epic, do you have any issues with these being posted (and linkified) on d20pfsrd.com? If so, would you have any sort of copyright notice we could add to each (along with a link to some page you'd like linked to?)
Go for it, jreyst.
As declared in the Google Document for this thread, the archetypes here are all Open Content. (The archetypes as written in the Google document are more up-to-date than the versions posted here in the thread itself.)
You can also find my copyright notice in that same document. The only line in my SECTION 15 that doesn't come straight from the SECTION 15 for Paizo's PRD is the following: "Epic Meepo Presents: Archetypes. Copyright 2012, Eric Morton."
I don't have a site to link to at the moment, just the Google doc, my messageboard profile (which links to my various game design threads here on this forum), and some unrelated social media stuff.
Edit: If you ever feel like giving a shout out to my unrelated social media stuff, I just started "An All-Tweet Production of Romeo and Juliet" at www.twitter.com/tldrShakespeare, where I'm paraphrasing Shakespeare's immortal tragedy, 140 characters at a time.

Drejk |

Meepo, while browsing your archetypes, it occurred to me that you might want to consider renaming your Demoniac Barbarian archetype - there is already prestige class of the same name. Which can easily be taken by 7th level barbarian worshipping a demon lord. Demoniac Barbarian 7/Demoniac 3 would look strange on character sheet.

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Ok, I created a page for it here.
You can reach it under Classes > 3rd Party Classes >
Archetypes by Epic Meepo in the sidebar navigation menu also.
Any other requests just let me know.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Can a witch-doctor be evil? If so, should he have touch of corruption and cruelties instead of lay on hands ad mercies?
A witch-doctor can certainly be evil, but an evil witch-doctor would still retain lay on hands and mercies. I've never been a fan of the unspoken rule that evil characters are required to trade all healing abilities for harmful abilities, as if evil groups somehow have no use for healing.

Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Ok, I created a page for it here.
You can reach it under Classes > 3rd Party Classes >
Archetypes by Epic Meepo in the sidebar navigation menu also.Any other requests just let me know.
This link doesn't seem to be working, btw.