Snorb
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The Pitch
Ahoy, everybody! Feel free to scope out the meager beginnings of a few class concepts I've been tinkering around with/on Google Docs! Comments, suggestions, critiques, concerns, telling me I'm wasting my dear sweet time, all are welcome!
The Document
The Book! Of NINE Cheese~: Niche Classes For Pathfinder (A work heavily in progress.)
The General Intent of These Classes
The Blue Mage - The blue mage is intended to be exactly as he is in Final Fantasy V: You go find a wizard, piss him off, somehow survive the Quickened Disintegrate he throws at you, and once you kill him, now you can cast Disintegrate!
The Gunner - Think like Yuna from Final Fantasy X-2. Or if you've never played FFX2, think a gunslinger/monk hybrid. You flurry with guns.
The Karateka - The karateka's intended to be an alternate class for the monk, one more focused on unarmed fighting and using ki. Karateka ki can be used to wholeness of body (just like a monk!), gain fast movement (like a monk!), or even charge up a hadouken (and yes, you're allowed to make the hand motions and shout "Kame-hame-hame-hadouken!" as you charge it.)
The Luckster - Life's quite a gamble, isn't it? The luckster's all about, unsurprisingly, luck. He can spend luck points to alter the results of any d20 roll he doesn't particularly like (so long as it affects him) and with more levels, can affect damage rolls.
The Medium - This is supposed to be like the Shaman class from Shadowrun Returns, where you used consumable fetishes or concentrated hotspots to summon elementals. You only get to have one out at a time, and the longer it's out, the more likely it is to shrug off your control and return to its elemental plane (or become a free spirit and start bludgeoning everything within line of sight to death, so I hope you've got a good Charisma XD!)
The Sentinel - He's big. He's dumb. He's tough. He can take the hits like a champ. The sentinel's intent is to be a bodyguard for the party, offering a shield bonus to adjacent allies, switching places with them, taking hits for them, and having armor be Damage Reduction as well as protection. Debated giving him a d12 Hit Die, then I realized that's just plain silly.
The Thaumaturgist - This is intended to be an alternate class for the arcanist, which I realize isn't even finalized yet, but whatever. I like the class as it is. Anyway, the thaumaturgist has access to (almost) all of the arcanist's arcane exploits from the word go, and those are its "spells" instead of actually using the wizard spell list. He gets an arcane pool (just like the arcanist) and in the event that he blows his arcane pool and needs more in a hurry, he can burn his own hit points for mana! (WARNING: Mana burn may result in serious injury and/or instant agonized death.)
The Ideas That Didn't Quite Make It
The Dark Knight (not Batman) - This was supposed to be like Cecil from Final Fantasy IV (either the GBA or DS version), where you could spend HP to make your weapon do additional Unholy damage, but there's already a class that can do that without maiming themselves. (Besides, I think that's literally all a Dark Knight gets.)
The Medic - As much as I would love this to be false, the Heal skill is always going to be outstripped by Cure Light/Moderate/Serious/Critical Wounds. Could have adapted some ideas from Buck Rogers XXVc's medic class and the d20 Modern dedicated hero/field medic combo, though. Hmm. Maybe.
The Shapeshifter - As the name says. Didn't make it because, well, that's already the druid's shtick.
Snorb
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Snorb wrote:The LucksterThere has to be a better name for this. There has to be. Hell, call them the Gambler since you mentioned gambling right there in the first sentence.
I typed the about-to-be-renamed luckster out at 1:15 in the morning, I'm entitled to a few stinkers. =p
(But seriously, he's now the gambler.)
| Gunsmith Paladin |
So I found some time to check out your doc and, well, there's nothing there. I mean there is some class layouts, but they're more or less blank. You list some abilities but have no descriptions, or list abilities (again with no description) and don't have them listed for any level. You want use to check them out, but there's nothing to read. I know you said meager beginnings, but you actually have to begin something.
| Excaliburproxy |
The Dark Knight (not Batman) - This was supposed to be like Cecil from Final Fantasy IV (either the GBA or DS version), where you could spend HP to make your weapon do additional Unholy damage, but there's already a class that can do that without maiming themselves. (Besides, I think that's literally all a Dark Knight gets.)
There are plenty of abilities for you to draw upon. I like the FF11 take of a class that deals damage to itself to deal more damage but also has a lot of other abilities based around draining health from enemies.
I would have it do negative energy damage of top physical damage, give it 4 levels of int-based casting, a mechanic that lets them do extra damage at low health, and the aforementioned health draining powers to yo-yo themselves back and forth (perhaps allowing some attacks in a full attack to essentially be "vicious" while others are "vampiric"); so sorta anti-paladin-y but with a design more focused on constant personal offense.
Snorb
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Air0r: Blue mages might be best served either doing a DC 15 + twice spell level-or-so Spellcraft check (for spells/spell-like abilities.) Not too sure about supernatural abilities, but I think a blue mage should have some kind of way to access those. (Of course, the problem is, does our domino-masked mage cap his spells known like a sorcerer? Add them to his grimoire like a wizard? Does he even use Vancian magic?)
Excaliburproxy: You know, I forgot Dark Knights were in FFX-2! And wow, they actually get more stuff than Cecil did! (Never played FF11 so I can't exactly judge that game's Dark Knight abilities.)
Oooh. HP fuels dark knight spells. "Y sure you can cast Inflict Critical Wounds, Malebolgius! That'll be nine hit points, boyo. >=(" (and to avoid the whole "Burning HP to attack! Heal meeeee!!" effect, those HP don't come back for a while. And I realize this is hypocritical of me, considering I hate ability score damage/drain but don't mind Max HP damage.) I'll check out the dark knight stuff when I get more time. =D
Gunsmith: I know, it's all meager and needs more, I just wanted to get what I had before I forgot/got sidetracked with a microlite20 thing I'm doing. Besides, it's more of a "what do *I* want out of my elfgames that Wizards and Paizo just aren't giving me?" situation. (That and I'm kinda stuck at the end of the barrel with a couple classes at the moment. =p)
| Excaliburproxy |
Air0r: Blue mages might be best served either doing a DC 15 + twice spell level-or-so Spellcraft check (for spells/spell-like abilities.) Not too sure about supernatural abilities, but I think a blue mage should have some kind of way to access those. (Of course, the problem is, does our domino-masked mage cap his spells known like a sorcerer? Add them to his grimoire like a wizard? Does he even use Vancian magic?)
Excaliburproxy: You know, I forgot Dark Knights were in FFX-2! And wow, they actually get more stuff than Cecil did! (Never played FF11 so I can't exactly judge that game's Dark Knight abilities.)
Oooh. HP fuels dark knight spells. "Y sure you can cast Inflict Critical Wounds, Malebolgius! That'll be nine hit points, boyo. >=(" (and to avoid the whole "Burning HP to attack! Heal meeeee!!" effect, those HP don't come back for a while. And I realize this is hypocritical of me, considering I hate ability score damage/drain but don't mind Max HP damage.) I'll check out the dark knight stuff when I get more time. =D
Gunsmith: I know, it's all meager and needs more, I just wanted to get what I had before I forgot/got sidetracked with a microlite20 thing I'm doing. Besides, it's more of a "what do *I* want out of my elfgames that Wizards and Paizo just aren't giving me?" situation. (That and I'm kinda stuck at the end of the barrel with a couple classes at the moment. =p)
Well, all the FF11 spells and abilities are all link-able off that first page so you need not necessarily have played the game to draw inspiration from it.
It was maybe my favorite DPS class in FF11. Shit was next to suicidal (especially since I subbed the candy-ass thief for backstab), but the fights went so fast compared to parties with no dark knight.
| Green Smashomancer |
Hey, if you want detailed class abilities for something named Sentinel...
Feel free to take, remove, and add what you'd like!
| Excaliburproxy |
Air0r: Blue mages might be best served either doing a DC 15 + twice spell level-or-so Spellcraft check (for spells/spell-like abilities.) Not too sure about supernatural abilities, but I think a blue mage should have some kind of way to access those. (Of course, the problem is, does our domino-masked mage cap his spells known like a sorcerer? Add them to his grimoire like a wizard? Does he even use Vancian magic?)
Excaliburproxy: You know, I forgot Dark Knights were in FFX-2! And wow, they actually get more stuff than Cecil did! (Never played FF11 so I can't exactly judge that game's Dark Knight abilities.)
Oooh. HP fuels dark knight spells. "Y sure you can cast Inflict Critical Wounds, Malebolgius! That'll be nine hit points, boyo. >=(" (and to avoid the whole "Burning HP to attack! Heal meeeee!!" effect, those HP don't come back for a while. And I realize this is hypocritical of me, considering I hate ability score damage/drain but don't mind Max HP damage.) I'll check out the dark knight stuff when I get more time. =D
Gunsmith: I know, it's all meager and needs more, I just wanted to get what I had before I forgot/got sidetracked with a microlite20 thing I'm doing. Besides, it's more of a "what do *I* want out of my elfgames that Wizards and Paizo just aren't giving me?" situation. (That and I'm kinda stuck at the end of the barrel with a couple classes at the moment. =p)
Hey. I actually wrote up a dark knight and posted it on here last weekend. I forgot to mention it here if you are interested, snorb.