The Fax Nocturnum Agent, a Torch-wielding Ranger Archetype


Homebrew and House Rules


I could use some critique on this setting-specific archetype, particularly the Light Against Darkness ability, which replaces ranger spells.

Fluff:
The order’s history tells that they were originally a militia trained to counter the nighttime offensive of the Hobgoblins, since that centuries-old war has cooled to a low simmer, the Fax Nocturnum has devoted itself to defending the smaller towns and villages in Aethan that do not have the safety ensured by a high stone wall. They are typically assigned a certain stretch of territory that they regularly patrol and a particular settlement to watch over, protecting them from mundane and magical threats alike. They are also enemies of the Umbral Consortium (the Fetchling organization). Both sides will tell a different story of how the conflict started, but the Fax Nocturnum often finds itself at odds with the Consortium’s goals and threatened by the fact that they frequently utilize creatures from the Shadow Plane that the Fax Nocturnum defends its people against.

The Actual Archetype:
Favored Enemy: This functions as the default ranger ability, except that a Fax Nocturnum agent must select one of the following creatures types whenever they gain a favored enemy: Animal, Fey, Humanoid (goblinoid), Outsider (native), Magical Beast, Monstrous Humanoid, Outsider (evil), Outsider (shadow), Undead.

Combat Torch: At 1st level, the Fax Nocturnum agent receives a combat torch from his order as a symbol of his membership. It functions as a masterwork light mace of its size, except that its head may be lit as a torch. When used as a weapon while lit, it deals 1 additional point of fire damage. If the combat torch is lost or destroyed, he may purchase or craft a new one.

Nocturnal Sight: At 1st level, the Fax Nocturnum agent gains low-light vision. If his race already grants low-light vision, he gains darkvision 60ft. If his race already has darkvision, add this to their darkvision range. This replaces Wild Empathy.

Combat Style: A Fax Nocturnum agent must choose the Two-Weapon combat style at 2nd level.

Light Against Darkness: At 4th level, the Fax Nocturnum agent’s devotion to his cause begins to manifest as divine magic focus on his combat torch. In the hands of the Fax Nocturnum agent, the combat torch functions as a +1 light mace and sheds light normally even while in magical darkness. If the combat torch has already been made into a magical weapon, this enhancement bonus stacks. At 7th level, the combat torch gains the throwing special quality and may be used to dispell any effect that causes magical darkness as a standard action. At 10th level, the combat torch gains the flaming and special weapon quality in the hands of the Fax Nocturnum agent. At 13th level, the combat torch gains the flaming burst special quality (and loses the flaming special quality) and the Fax Nocturnus agent is immune to fear effects while wielding it.

Side Note: This whole concept was inspired by the Weathertop scene from The Fellowship of the Ring film.

Verdant Wheel

what is a combat torch? craft (alchemy)? but secret like druidic?

light against darkness needs to catch stuff on fire. some ideas:

must choose Hunter's Bond with companions. continuous bonus so long as allies remain in light radius.

4th - +1 light mace, supernatural light, may be thrown as if alchemist fire (but reflex DC to extinguish increased by favored enemy bonus), resist energy (fire) 1/day, allies in light radius gain protection from evil

7th - throwing, dispell darkness, as alchemist fire but lingers longer (rounds = favored enemy bonus), allies in light radius gain low-light vision

10th - flaming, faerie fire 1/round (swift), protection from energy (fire) 1/day

13th - flaming burst, flaming arrow 1/day, allies in radius gain fear immunity

16th - ghost touch, wall of fire 1/day, fire immunity

19th - antipathy/sympathy 1/day

ps the weathertop scene really bugs me because the wraiths are supposed to be the scariest thing ever and like 7 of them get waved away by a torch without much of a fight...


Nocturnal Sight is a bit weird. What if I have darkvision, but want low-light vision? Since you have a torch, isn't low-light vision better in just about any ways except for stealth work?

LAD could use some work too. +2 weapon at 4th level? What's the CL of the dispel check? How many times can you do it? Is it really just automatic? I could dispel a spell level 9 darkness with this thing? What if I have two combat torches, do both get the super special stuff?

Doesn't seem worth it to give up the spells at all. I'd try again, coming at it from a different angle.


The concern about Nocturnal Sight is actually something I didn't realize. I suppose I just assumed darkvision included low-light vision and it would grant races with low-light vision something they didn't already have. Maybe an elf's low-light vision would have an increased range?

Also @rainzax, while I do imagine a character with this archetype as normally taking the companion bond, I don't want to railroad my players into choosing that. A hound would be especially useful to one of these guys if they happen to be tracking someone through a dark forest.

LAD definitely needs work. My main concern while writing it was that it would be too powerful early on and then too weak or vice versa, and that seems to be what has happened. What about these changes:

-Include a provision that states the agent can only imbue one combat torch with magical qualities at a given time, so he could craft as many as he saw fit but only have a single one of them become a +1 light mace automatically
-Instead of automatically adding abilities to it, he has a mechanic similar to the skirmisher's Tricks, except all of his relate to fighting in/against darkness, overcoming fear, and adding temporary effects to his torch I'll come up with a list of these and post them later.

Sczarni

You should say in the Light Against Darkness ability itself that it replaces ranger spells. I had to re-read it twice to realize it.

Mechanically, I'd say it should work like a Paladin's Divine Bond or a Magus's similar ability-- you can, for a certain number of minutes per day, enhance your combat torch or add abilities to it.

Or, since you mention Skirmisher Tricks, you could implement it that way as well. Here's some ideas:

-combat torch's fire damage increases to 1d4
-can light or douse the torch at will as a free action
-attacks with the combat torch ignore concealment
-gains Blind-Fight as a bonus feat
-gains a Burning Hands effect a certain number of times/day
-gains fire resistance
-torch's fire becomes positive energy, allowing it to heal living or damage undead with a touch attack
-torch acts as a Cavalier's Banner
-bonus to Perception/Sense Motive checks made in the light of the torch
-use the torch as a brand, to mark and track known enemies

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / The Fax Nocturnum Agent, a Torch-wielding Ranger Archetype All Messageboards

Want to post a reply? Sign in.