
Kildaere |
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With the news that the Advanced Class Guide is part 1 of a 6 part Adventure Path
link.
I think we should help the developers come up with the classes for the remaining 5 volumes.
Here are two suggestions.
Hexagone (Witch/Wizard)
A spell caster that just casts spells with none of those unbalancing slumber hex issues.
Singshot (Gunslinger/Bard)
The two most powerful classes now combined!

Rub-Eta |
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I don't have a name for the class, but my basic idea is to have a Mystic Theurge-ish class. Basically it's a dual caster, with two spell lists, spell per day and etc. Like if you would have 9/9-spellcasting + 4/9-spellcasting, or 6/9-spellcasting x2 (or dual full caster). However, this will probably be saved untill part 6 of the AP.

Damir |
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My predictions for book 2, The Advanced NPC Guide...
Rabble (Commoner/Warrior): Gaining the Warrior's BAB combined with the Commoner's terrible proficiencies, the Rabble lets you play out all your peasant revolt fantasies. Use the Angry Sign Holder archetype to start play with a masterwork sign with up to 1 word/level written on it.
Bureaucrat (Commoner/Aristocrat): For characters who have some of the stylings and training of nobility... but only some. The Tax Collector archetype is OP.
Dreamer (Commoner/Expert): The know it alls of the village - Dreamers get a modified version of the Expert's "choose 10 skills to be class skills" selection. They can pick 10 skills which become skills that the Dreamer thinks she is good at. The Drunken Dreamer archetype gains the ability to add even more skills to this selection with each alcoholic beverage consumed.
Pet Lover (Commoner/Adept): Did you ever want to be a peasant, but with a beloved rabbit, dog, or other animal from the Familiars list? Or did you ever want to be a Wizard, but without any of that magic stuff? This is the class for you. The Shepherd archetype lets you gain multiple familiars (which despite the name can also be ducks, geese, chickens, or pigs), but you split the levels between them.
Page (Warrior/Aristocrat): Before they were knights - before they were even squires - children of the elite trained to be pages. Act with all the entitlement of the nobility while gaining useful weapon proficiencies at 20th level. The Hostage archetype gives you a special power pool which your captors can use to keep your rebellious family members in line.
Medic (Warrior/Adept): For the warriors who need a few adept spells (mostly based around healing) now and then. The Treaty Medic archetype gives up armor and weapon proficiencies again, but gains auras of sanctuary which sometimes work against specific foes.
Caravan Guard (Warrior/Expert): Men of arms who have traveled the world and gained odd knowledge and training here and there (a lesser version of the expert's skill selections). The Greedy Mercenary archetype lets the character switch not only their allegiance, but even their alignment once per day.
King Mage (Adept/Aristocrat): Mage Kings are arcane masters of great power who meddle with the affairs of kingdoms. King Mages, on the other hand, are nobility who can dabble a little with a couple spells. The Evil Stepmother archetype gains use of some witch hexes as well (and an alignment restriction).
Scholar (Adept/Expert): Some men acquire the great secrets of the arcane by long study, ceaseless experimentation, and the occasional dark bargain. Others are more interested in the theory behind the magic than actually gaining any magical power themselves. The Philosopher of Alchemy archetype exchanges knowledge about spells for knowledge about formulae.
Quest Giver (Expert/Aristocrat): The best combination of plot convenient knowledge and authority (and the promise of reward, without too many questions about why they don't solve it themselves). The Dying Breath archetype gains the ability to deny death for up to 1 hour per class level, but only if they are continuously explaining parts of the plot.

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The Mess (Oracle/Alchemist) combines Oracle's Curse with Mutagens to make a character with tons of spellcasting and alchemy but not the mental faculties to use them right
The Awesome Blade (Kensai Magus/Swashbuckler/Sword Saint Samurai) A horribly overcomplicated class which combines all the mechanics of the above classes in a really clunky way. Can only strike once per combat and requires checking four rulebooks per blow
The Monsterblaster (Gunslinger/Druid) shoots bears and tigers out of his sweet gun

Dreaming Psion |
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The Dungeon Master
(wizard/summoner)Specializes in creating dungeons from nothing and populating them with all sorts of summoned critters that couldn't logically fit in there.
The Pungeon Master)
(Dungeon Master/Bard)NO! Oh gods please NO!

Aelryinth RPG Superstar 2012 Top 16 |

Dreaming Psion wrote:The Dungeon Master
(wizard/summoner)Specializes in creating dungeons from nothing and populating them with all sorts of summoned critters that couldn't logically fit in there.
The Pungeon Master)
(Dungeon Master/Bard)
NO! Oh gods please NO!
The last known member of this class was strangled to death by infuriated dungeoneers who originally thought they were adventuring in Castle Greyhawk. Multiple wishes and devoted kill teams are alerted whenever a being takes levels in this class, and end the menace before it starts.
==Aelryinth

eakratz |
The Munter or if you prefer The Honk (Monk/Hunter)
Combines Flurry of Blows with Wild Empathy. Now you can finally use those Gopher Chucks!

Cthulhudrew |

I would totally buy a book with the hybrids in Damir's post. My favorite is the Dying Breath archetype.
"But wait... before you go... I *cough, hack* must tell you... about the dragon... *wheeze*"
"Oh, c'mon! Another dragon? What's that, like three you've mentioned over the past two hours?"

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Scientific Debunker[Alchemist/Investigator]:Use logic pool and knowledge bombs to scientifically disprove magical effects, because they violate the Scientific Law. Theoretical Physicist archetype augments your knowledge bombs with effects such as blinding.
Cartoonist[Summoner/Bard]:Summon Cartoonish creatures you can give Air Walk, Spider Climb, and similar buffs to as long as they follow the laws of cartoon physics.

Chemlak |

The Munter or if you prefer The Honk (Monk/Hunter)
Combines Flurry of Blows with Wild Empathy. Now you can finally use those Gopher Chucks!

Dreaming Psion |

Scientific Debunker[Alchemist/Investigator]:Use logic pool and knowledge bombs to scientifically disprove magical effects, because they violate the Scientific Law. Theoretical Physicist archetype augments your knowledge bombs with effects such as blinding.
Unrelated mechanics wise, but Atlas Games' Occult Lore (3.0) had a Skeptic PrC that was pretty much anti-magic- you could have all sorts of nasty effects on magical creatures using the Logic skill.

Dreaming Psion |

The Pretty Prince/Princess
(aristocrat/druid)
Power comes from implausibly purity of character and sickeningly sweet demeanor. Can speak with and charm animals just through being so darn nice (Friend to All Living Things class ability). Has an intelligent animal companion of some sort (a feat can turn it into a unicorn or a pegasus.) Can perform fairy tale-like minor miracles (remove the Eternal Slumber hex with a kiss, for instance.)

Cthulhudrew |

The Rabble Rouser [Commoner/Summoner]: Can summon up mobs of regular folk to hinder and harass his enemies. The Foreman archetype can shut down the economies of entire villages.
The Nerdrager [Expert/Barbarian]: Normally a benign and helpful scholar, the Nerdrager can erupt into fits of impotent and indignant fury at the slightest of provocation.
EDIT: Dangit, Damir beat me to the Rabble Rouser. Well, mine's a slightly more magical version of it. :p

Dreaming Psion |

The Mobster
(summoner, gunslinger)
Uses guns, has a few teamwork feats that can loan to underlings, and can summon a seemingly endless number of lesser goons and flunkies to fight for him in combat.
The Penguin
(Aristocrat/Druid)
Odd bird-focused class with avian animal companion and speak with avians (as the wizard discovery feral speech). Only proficient in special umbrella weapons that character makes. The lemon of this supplement. Oh well, you can't have them all.
The Poison Ivy
(alchemist/druid)
Plant/poison/pheromone based alchemist. Plant empathy ability.
The Psycho
(Invulnerable rager/rogue)
Not quite a good a fighter as a barbarian, but just as damage resistant thanks to unnatural craze. Uses stealth and Intimidation based tactics before going into a madness-induced rage.
The Scarecrow
(Bard/Alchemist)
Focuses bombs around mind-affecting gases and neurotoxins, particularly those that involve illusions or fear. Also has a Joker archetype that focuses more on madness, death, and some of the offensive Bard aspects.
The Two-Faced
(master chymist/gunslinger)
Can transform into a darker personality at the drop of a coin. Gets two saves vs. any effect, inborn proficiency with dual pistols.

Scythia |
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Gunskinner
Gunslinger/Syntheticist Summoner
Has the power to use her synthetic eidolon skin to form an arsenal of multi-shot, quick reload firearms, using the best stats available, and eventually can take the form of a mecha with a complete arsenal of siege level weaponry. Gets nine level casting compressed into four spell levels, and can freely swap grit points for additional spells/day.
Also has the ability to cast Enrage on message board posters by being nearly everything they despise. :P

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How about the Biomancer? A sort of druid/wizard/alchemist/summoner hybrid. Cut all the summoning and outsider stuff, instead you're more like a Dr. Frankenstein building your own animal/plant/aberration pet in a laboratory, and injecting yourself and your pet monsters with alchemical doping.
From the alchemist, take mutagen and infusions. From the summoner take evolutions. From the druid take animal/plant base AC chassis. From the wizard take a bit more mad scientist flavor to round out the alchemist side.

Dreaming Psion |

The Blowhard
(air elementalist wizard/bard)
Power through being a windbag.
The Everyman Survivor
(barbarian/monk)
Strong defensive focus, otherwise just a normal Joe. No alignment restrictions.
The Super Sentai
(cavalier/summoner)
Teamwork focused character with gimmicks such as summonable weapons, power suit (ala synthesist), and eventually even a mecha.