Adding themes


Homebrew and House Rules


Been working on a home-brew setting for a while now, and was trying to make things be a bit different and add some new twists to it. Was looking at a couple different things and the character themes from 4th ED (gasps) is looking more and more like something I want.
I like how archetypes tailor classes to be different but not require a ton of core classes. Now I like how the basic idea of the themes work, but I am looking to change some of them, and was wondering if anyone else has done something like this, and could offer some advice.


What are themes?


Which themes?


Cheapy wrote:
What are themes?

I'm in the same boat as Cheapy - I need a definition/template for what you're asking.


Themes help cusomise your character, they can be attached to any class (iirc) so you can have both a fighter or a wizard who have the noble theme. They would have some bonuses attached and you would be able to choose a handful of powers from the theme instead of your class as you leveled.

Think of them as small archetypes for anybody.


chip mckenzie wrote:

Themes help cusomise your character, they can be attached to any class (iirc) so you can have both a fighter or a wizard who have the noble theme. They would have some bonuses attached and you would be able to choose a handful of powers from the theme instead of your class as you leveled.

Think of them as small archetypes for anybody.

Sounds a lot like Occupations, but with powers instead of skills and financial increases.


Chip mckenzie just about got it on the nose. They are somewhat like occupations.
As far as which, I was just looking to see if people were using them, it appears not.


Tark of the Shoanti wrote:

Chip mckenzie just about got it on the nose. They are somewhat like occupations.

As far as which, I was just looking to see if people were using them, it appears not.

I usually do my best to make sure something can fit with my campaign and so on before adding it, and after every full campaign or break from gaming we take, I go back through the material to see what we use and don't use and what adds to or detracts from the game.

Things like occupations, hero points, wound penalties, and an advanced combat maneuver system were things I tossed after this last break (with agreement from the players).

I think if you try them as a GM, you'll think they're great, but even the RPers in your group will just see them as bonus goodies they get for a brief blurb in their background.

For skills, this isn't so bad. When you get down to powers/class features, I imagine the optimization wizards come out of the woodworks and you'll see certain "themes" as more popular due to whatever statistical bonus they grant.


I think you might be referencing one of the newer mechanics of 4E?
Yeah no themes in PF.
Traits might be what you are looking for?


I mean, he is referencing 4e. He was just wondering if anyone had homebrewed something similar into PF, on a larger scale than traits or occupations.

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