Post a Race, I'll Homebrew an Archetype [THE THREAD]


Homebrew and House Rules

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[THIS IS THE OFFICIAL CONTINUATION OF THIS THREAD].

Hey, folks. Recently, I've started a thread (linked above) that had a pretty good amount of popularity among the folks open to homebrews.
I'm starting this new thread to be able to compile more information in the first post to make it easier for people to see.
If you made a request or comment on the other thread, don't worry, I remember.

CLICK HERE FOR A COMPILED LIST OF FINISHED ARCHETYPES
YOU CAN ALSO SEE A LIST OF THE THINGS I'M CURRENTLY WORKING ON.
Hosting on Reddit allows me to see comments easier and become able to edit the first post indefinitely, plus I can keep an update feed below.

Here are the stated objectives of this thread:

  • SOLID DESIGN - I want the archetypes I make to be good, and player feedback is a huge thing for me! So if I post something that doesn't work, seems boring, or too complicated to keep track of (coughmythweavercough), don't be afraid to say so. I will update archetypes as I go. Any archetype deemed of low quality, weak, broken or boring will be reviewed.
  • DIVERSITY - I plan to make an archetype for as many races/classes I can. I try to not double-dip on races or classes until I have a good number of them made. I want to make archetypes for homebrew classes too, but for Reasons, I want to finish making an archetype for each of the most popular official races first. That threshold is quickly being reached.

Without further ado, please move on to the requesting, the feedbacking and the flaming!

TO REQUEST:

  • Name a race. I prefer to work with non-core races, as they have less options, but I will do whatever. If you post a custom race, please note that I will get to these later on.
  • Feel free to specify a class. You don't have to, though.
  • A concept would be REALLY nice to have, as it gives me an angle of attack. But not necessary either. A concept can be something mechanical (like the Culler, which is based around coup-de-grace actions); something about flavor (like the Spellsniffer, who can't read so he detects spells with his senses); something about design (like the Vanquisher, which is a Paladin who does not revolve around the good/evil axis but focuses more on being a paragon for her people); or something even more vague (like the Soujoubo, which was simply "something samurai-ish").

There are plans for releasing a compilation of these archetypes as a book, so feel free to post things you'd like to see in a book like that! Pretty pictures? More lore? Design tips for making archetypes from a total nobody? Let me know!


Just to continue from the last thread, the last archetype I posted was this --

THE CULLER DROW WARPRIEST GLEANS THE CHAFF!

This archetype has the following line:

Quote:
At 19th level, a Culler perfects her art - she may move her full speed as part of a full-round to deliver a coup-de-grace. Additionally, once per day, she may deliver a coup-de-grace against a blinded, frightened, nauseated or panicked enemy.


Pathfinder Lost Omens Subscriber
Secret Wizard wrote:

Just to continue from the last thread, the last archetype I posted was this --

THE CULLER DROW WARPRIEST GLEANS THE CHAFF!

This archetype has the following line:

Quote:
At 19th level, a Culler perfects her art - she may move her full speed as part of a full-round to deliver a coup-de-grace. Additionally, once per day, she may deliver a coup-de-grace against a blinded, frightened, nauseated or panicked enemy.
Quote:
At 16th level, a Culler may perform a coup-de-grace as a swift action.

this is far scarier and more likely to be imbalanced.

pretty much means free killing of unconscious enemies, can;t heal them anymore. along with being able to move double movement speed and couping, which negates the level 19 part of a full action movement thing.

edit: might as well move my stuff over here.
Kitsune Bloodrager bloodline
Savage Recluse(Kobold; Barbarian)


Not really. At best, you can move at full speed, do a full-round action to coup-de-grace, and then use a swift action to coup-de-grace another enemy.

You can already do that, in game, with a 16th level Slayer - combining Dastardly Finish, Merciless Butchery and Slaying Sprint while using Slayer's Advance. And the Slayer has full BAB, tons of feats and talents and Studied Target for whenever he can't pull that off.

I don't see any way to move at double movement speed. It specifically says that the movement can only be done as part of a full-round action to coup-de-grace.


Pathfinder Lost Omens Subscriber
Secret Wizard wrote:

Not really. At best, you can move at full speed, do a full-round action to coup-de-grace, and then use a swift action to coup-de-grace another enemy.

You can already do that, in game, with a 16th level Slayer - combining Dastardly Finish, Merciless Butchery and Slaying Sprint while using Slayer's Advance. And the Slayer has full BAB, tons of feats and talents and Studied Target for whenever he can't pull that off.

I don't see any way to move at double movement speed. It specifically says that the movement can only be done as part of a full-round action to coup-de-grace.

i just remembered swift can happen during/after full round actions.

so, i'll update

you can move 2-5 times your movement and coup, via running or sprinting, or double movement actions.

oh, and since you can do it mid movement action, you can coup mid movement as you pass someone.


Bandw2 wrote:
you can move 4-5 times your movement and coup, via running or sprinting, or double movement actions.

Oh, yeah, absolutely, just like a Slayer with Merciless Butchery - they can even move 10 times their speed with Slayer's Advance.

Pretty sweet, right?

It really brings out the whole "DIE YOU WEAKLING" feel to the archie.


I may want to participate in this round of design if thats ok with you wizard.


PLEASE DO NOT FRET IN TAKING MY DUTY AS MAKER OF ARCHETYPES. YOU CAN FEEL FREE TO TAKE IN AN ASSIGNMENT TOO.

I will make sure to post the things you do for other people in my own thread.

Wish I had added that to the main post!

Let's try to talk about what we are working on so as not to step on each others' toes.

Also: let's try to take other people's requests rather than make what we feel like.


Pathfinder Lost Omens Subscriber
Secret Wizard wrote:
Bandw2 wrote:
you can move 4-5 times your movement and coup, via running or sprinting, or double movement actions.

Oh, yeah, absolutely, just like a Slayer with Merciless Butchery - they can even move 10 times their speed with Slayer's Advance.

Pretty sweet, right?

It really brings out the whole "DIE YOU WEAKLING" feel to the archie.

jesus, i didn't even know about this feat line. though it's a significant feat investment versus the class giving it to you. :/ especially since the slayer can't create stunned or cowering opponents easily.

man though, dat feat line. "yes, I would just like to get people to roll fortitude saves to not die, all the time"


Bandw2 wrote:
Secret Wizard wrote:
Bandw2 wrote:
you can move 4-5 times your movement and coup, via running or sprinting, or double movement actions.

Oh, yeah, absolutely, just like a Slayer with Merciless Butchery - they can even move 10 times their speed with Slayer's Advance.

Pretty sweet, right?

It really brings out the whole "DIE YOU WEAKLING" feel to the archie.

jesus, i didn't even know about this feat line. though it's a significant feat investment versus the class giving it to you. :/ especially since the slayer can't create stunned or cowering opponents easily.

This just so happens to trigger at the same level it comes online.... remember Slayers have full-BAB and a good bonus to attack, not to mention a pretty good ability to TWF with low DEX or sneak into position.

Plus, you have a TON more feats and talents than this Warpriest archetype, who trades in Sacred Armor and most of her ability to heal herself, which is nothing to scoff at.

Quote:
man though, dat feat line. "yes, I would just like to get people to roll fortitude saves to not die, all the time"

That's the Witch experience for you!

[b]BANDW2{/b]: Thanks for being involved in this, really. I studied the power level of those feats before deciding at which level I was going to grant them, so that way I knew I wasn't doing anything TOO OP. I know its powerful though, so through development, I would have to turn some stuff down and some stuff up. Keep up the good input that makes me justify myself, so I'm forced to make informed choices.


Maybe a Grippli Alchemist?

Concept is someone who could make poisons cheaper and more effectively. Like, a poison frog that uses poison from the skin to supplement poisons meaning they need less of said poison (and thus could make it cheaper) and maybe up the DC or bypass immunities.

OR a different concept, sticky bombs. Like. They lick a bomb and toss it or press it to something and it sticks in place. Might be cool if it could have an ability that also could trigger a set bomb from afar. Maybe they use tongue reach there.


Third Mind wrote:

Maybe a Grippli Alchemist?

Concept is someone who could make poisons cheaper and more effectively. Like, a poison frog that uses poison from the skin to supplement poisons meaning they need less of said poison (and thus could make it cheaper) and maybe up the DC or bypass immunities.

OR a different concept, sticky bombs. Like. They lick a bomb and toss it or press it to something and it sticks in place. Might be cool if it could have an ability that also could trigger a set bomb from afar. Maybe they use tongue reach there.

That's ridiculously fun but there's already a Grippli Alchemist archetype!!!

Could work for a Swashbuckler that swings around with his tongue though...


Pathfinder Lost Omens Subscriber
Secret Wizard wrote:
Bandw2 wrote:
Secret Wizard wrote:
Bandw2 wrote:
you can move 4-5 times your movement and coup, via running or sprinting, or double movement actions.

Oh, yeah, absolutely, just like a Slayer with Merciless Butchery - they can even move 10 times their speed with Slayer's Advance.

Pretty sweet, right?

It really brings out the whole "DIE YOU WEAKLING" feel to the archie.

jesus, i didn't even know about this feat line. though it's a significant feat investment versus the class giving it to you. :/ especially since the slayer can't create stunned or cowering opponents easily.

This just so happens to trigger at the same level it comes online.... remember Slayers have full-BAB and a good bonus to attack, not to mention a pretty good ability to TWF with low DEX or sneak into position.

Plus, you have a TON more feats and talents than this Warpriest archetype, who trades in Sacred Armor and most of her ability to heal herself, which is nothing to scoff at.

Quote:
man though, dat feat line. "yes, I would just like to get people to roll fortitude saves to not die, all the time"
That's the Witch experience for you!

trust me you gave up cheap change, as anyone using this build is probably going to find some way to reliably coup. Not saying it's bad, just saying that 16th level ability I think is the most note worthy and adaptable part of the archetype.

also, it feels really nice and Drow. :P


Merfolk Stalwart Defender?

I mean, it's not like you're gonna be moving around much anyway...

So prestige classes don't have archetypes - yet. Why not go for it?


Bandw2 wrote:
jesus, i didn't even know about this feat line. though it's a significant feat investment versus the class giving it to you. :/ especially since the slayer can't create stunned or cowering opponents easily.

Now imagine it on a Sanctified Slayer with access to mass castigate.


Quote:
trust me you gave up cheap change, as anyone using this build is probably going to find some way to reliably coup. Not saying it's bad, just saying that 16th level ability I think is the most note worthy and adaptable part of the archetype.

Point taken. Changed to replace bonus feats instead of sacred armor.

Did some rejiggling around - now they have an ability to increase DC of CDG fortitude saves (pretty meaningless), in an effort to reduce overall powerlevel.


Did anyone suggest Ghoran yet? I'm way too lazy to look over the old thread again, but if not, I think the Ghoran need some love. Druid/Hunter/Ranger seeems obvious, I think.

RPG Superstar Season 9 Top 16

Maybe consider my homebrew race the Runari when you're finished with the base races? It's a race that reveres runes and constructs, believing themselves descended from golems given flesh by their goddess. Their major racial trait lets them transcribe a spell from a scroll onto their body and cast it as a spell-like ability. A fellow on the other thread requested them as well.


As the guy who requested the goblin wizard archetype, I'm going to say I liked it fine as it was. I haven't looked at the new version, but right now I'm glad I printed the first one off. Just in case.


Cyrad wrote:
Maybe consider my homebrew race the Runari when you're finished with the base races? It's a race that reveres runes and constructs, believing themselves descended from golems given flesh by their goddess. Their major racial trait lets them transcribe a spell from a scroll onto their body and cast it as a spell-like ability. A fellow on the other thread requested them as well.

Thanks for the link! I am interested in getting to these, they look very well developed.

The first custom race I have to get to are Pygmy Otagyuhs though.


I noticed you haven't done an Alchemist or Gunslinger. A Kasatha for either might be fun


Lord-of-Boggards wrote:
I noticed you haven't done an Alchemist or Gunslinger. A Kasatha for either might be fun

Sling-user Halfling Gunslinger is one of the things I'd like to do.

As for Alchemist, I already have concepted a Syrinx Alchemist, just not written it down. It's basically an anti-caster, trading bombs for a pool of nega-energy he can use to counter spells, prevent enemies from running away, and manipulate light.


Pathfinder Lost Omens Subscriber

so i just thought up the most hilariously anticlimatic campaign.

Drow Culler and friends walk in to meet the big bad, monologue ensues. the Culler, sashays up to the big bad, dirty trick throws sand in his eyes and then coup's him, killing him instantly. his soul had been destroyed so his back up contingencies don't work. The party wins.

I feel like making a human archetype, someone give me a class or culture, or both. please stay out of Core classes. I'd prefer to work on a base or hybrid. :P


Bandw2 wrote:

so i just thought up the most hilariously anticlimatic campaign.

Drow Culler and friends walk in to meet the big bad, monologue ensues. the Culler, sashays up to the big bad, dirty trick throws sand in his eyes and then coup's him, killing him instantly. his soul had been destroyed so his back up contingencies don't work. The party wins.

Trust me, you haven't played enough high level campaigns.

I could possibly make a Maneuver Master/Monk of the Four Winds Monk that can charge from a 900 feat distance and perform FOUR different Dirty Trick combat maneuvers, aided by Dirty Trick Master to make the enemy both nauseated and pinned simultaneously, rendering that enemy absolutely useless.

Remember that most enemies are immune to blinding and Fortitude save-effects, plus, you can already do what you've mentioned with a single Witch with Slumber Hex and Enemy's Heart on her spell list.

Anticlimatic? Sure. OP or extraordinary? Not really. It's the game.

Also, note that the archetype can only CDG a blinded enemy ONCE PER DAY at 19th level, if you are making 19th level PCs face ONE enemy as a final boss fight, then you are doing something wrong?


Hmm, since you have officially decided to look into non-paizo races, when you're done with them why not take a crack at some of the races in the Little Red Goblin Games Racial Guide you helped create? I have no idea which races are specifically yours, but there were quite a few nice gems in the book so it might be fun to see what kind of beautiful creation you can come up with for something you're more familiar with the lore of than anyone else.

On a related note, do you think you would be interested in doing racial archetypes for homebrew classes as well at some point?


Possibly! Homebrew rules. I am stingy with what I consider balanced though, and I'd need to know a homebrewn class inside out to make informed decisions.


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Kasatha summoner! Call in the Mothership!!


Pathfinder Lost Omens Subscriber
Secret Wizard wrote:
Bandw2 wrote:

so i just thought up the most hilariously anticlimatic campaign.

Drow Culler and friends walk in to meet the big bad, monologue ensues. the Culler, sashays up to the big bad, dirty trick throws sand in his eyes and then coup's him, killing him instantly. his soul had been destroyed so his back up contingencies don't work. The party wins.

Trust me, you haven't played enough high level campaigns.

I could possibly make a Maneuver Master/Monk of the Four Winds Monk that can charge from a 900 feat distance and perform FOUR different Dirty Trick combat maneuvers, aided by Dirty Trick Master to make the enemy both nauseated and pinned simultaneously, rendering that enemy absolutely useless.

Remember that most enemies are immune to blinding and Fortitude save-effects, plus, you can already do what you've mentioned with a single Witch with Slumber Hex and Enemy's Heart on her spell list.

Anticlimatic? Sure. OP or extraordinary? Not really. It's the game.

Also, note that the archetype can only CDG a blinded enemy ONCE PER DAY at 19th level, if you are making 19th level PCs face ONE enemy as a final boss fight, then you are doing something wrong?

i didn't claim it was op, just i was taking a shower and started laughing from the idea of the BBEG wizard getting killed by sand thrown in his eye.


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I looked up this thread after seeing your reddit post and have been following excitedly. I caught the archetype bug and put together a tengu bloodrager that plays off of the swordmaster rogue archetype.

Tengu Battlemaster:

Battlemaster (Tengu Bloodrager)

Through intensive meditation and training, this Tengu warrior is able to focus the arcane power that burns in his blood to empower his martial prowess.

Weapon and Armour Proficiency: A battlemaster is not proficient with medium armour and suffers the normal arcane spell failure chance when casting bloodrager spells in medium armour.

Chosen Blade: A battlemaster focuses his studies on a single swordlike weapon, this is his chosen blade. A Tengu with the claw attack alternate racial trait can treat his claws as his chosen blade.

Trance (Su): Instead of flying into an uncontrolled rage, a battlemaster enters a meditative state known as a battle trace. Entering a trance is a swift action. At 1st level, a battlemaster can maintain a trance for a number of rounds per day equal to 4 + his Wisdom modifier. At each level after 1st, he can maintain the trance for 2 additional rounds per day. Temporary increases to Wisdom (such as those gained from spells like owl's wisdom) don't increase the total number of rounds that a battlemaster can maintain a trance per day. The total number of rounds of trance he can maintain per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a trance, a battlemaster gains a +4 morale bonus to his Dexterity and Charisma, as well as a +2 morale bonus on saves against mind-affecting effects. While this Charisma bonus increases the saving throw DC of his spells, it does not increase the highest level of spell he can cast or the number of bonus spells per day a battlemaster is afforded. In addition, he takes a -4 penalty on all attack rolls made with weapons other than his chosen blade, as well as a –4 penalty to Constitution which reduces his hit points by 2 per Hit Die. As long as he is not unconscious, these lost hit points are returned at the end of the trance. While in a trance, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A battlemaster can end his trance as a free action. When the trance ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the trance. A battlemaster cannot enter a new trance while fatigued or exhausted, but can otherwise enter a trance multiple times during a single encounter or combat. If a battlemaster falls unconscious, his trance immediately ends.

Trance replaces the bloodrage class feature for all other bloodrager abilities not replaced by the archetype. Trance also counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

This ability replaces bloodrage.

Sword Master (Ex): At 1st level, a battlemaster gains Weapon Focus with his chosen blade as a bonus feat.

This ability replaces the bloodline power gained at 1st level.

Intrinsic Maneuvers (Ex): At 3rd level, a battlemaster has developed his stable of combat tricks to the point of natural reflexes. He selects one combat maneuver and gains a +1 insight bonus on his CMB and to his CMD in that maneuver while in a trance. At every three levels after 3rd, the battlemaster may select another combat maeuver and add this bonus on his CMB and to his CMD. This bonus can be applied to each maneuver only once.

This ability replaces blood sanctuary.

Entranced Flexibility (Ex): At 4th level a battlemaster can gain the benefit of a style feat he doesn't possess while in a trance. He must meet all the feat's prerequisites, however his bloodrager level stacks with any levels in monk he possesses for this purpose. The battlemaster must end his current trance in order to replace the previous style feat with another choice. He may use this ability a number of times per day equal to 3 + 1/2 his bloodrager level (minimum 5).

If a style feat has a daily use limitation, or modifies such a limitation (such as Mantis Style), any uses of that style feat while using this ability count toward that feat's daily limit.

At 8th level, a battlemaster can use this ability to gain the benefit of two style feats at the same time. He may select one feat as a free action or two feats as a move action. He may use one of these feats to meet a prerequisite of the second feat. Each individual feat selected counts toward his daily uses of this ability.

At 18th level, a battlemaster can use this ability to gain the benefit of three style feats at the same time. He may select up to three feats as a free action. He may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward his daily uses of this ability.

This ability replaces the bloodline powers gained at 4th, 8th, and 18th levels.

Bonus Feats: At 6th level and every 3 levels thereafter, a battlemaster receives a bonus feat in additional to those gained from normal advacement. These bonus feats must be selected from those listed as combat feats. He must meet the prerequisites the feat selected. His bloodrager levels stacks with any levels in fighter he possesses for the purposes of qualifying for these feats.

This ability replaces bloodline feats.

Tracker Arcana (Ex): At 7th, 10th, 13th, and 16th levels, a battlemaster learns an additional spell of his choosing. The spell must be a ranger spell and of a level no higher than that of the highest-level spell he already knows. These spells are in addition to the number of bloodrager spells known at his level. These spells cannot be exchanged for different spells at higher levels.

This ability replaces bloodline spells.

Deeper Trance (Su): At 11th level, when a battlemaster enters a trance, the morale bonus to his Dexterity and Charisma increases to +6 and the morale bonus on his saves against mind-affecting effects increases to +3. In addition, the penalty to his Constitution reduces to -2.

Deeper trance replaces the greater bloodrage class feature for all other bloodrager abilities not replaced by the archetype.

This ability replaces greater bloodrage.

Trance Arcana (Su): At 12th level, a battlemaster taps into his arcane blood to empower his battle trance. He gains one of the following powers for the entire duration of his trance. Once this power is selected, this choice cannot be changed.

  • Arcane Trance: When entering a trance, a battlemaster can choose one of the following spells and apply its effects to himself: blink, displacement, haste, resist energy (choose one energy type), spider climb, or wind wall. This effect lasts for as long as he continues his trance, regardless of the spell's normal duration.

  • Enchanted Trance: When entering a trance, a battlemaster can choose to add one of the following weapon properties to any instance of his chosen blade with at least a +1 enhancement bonus he wields: agile, corrosive, flaming, frost, ghost touch, keen, menacing, ominous, shock, vicious. These properties are added to any the weapon already has, but duplicates do not stack.

  • Raven Wings: When entering a trance, a battlemaster can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, his fly speed increases to 80 feet.

  • Skirt Death: Once per day when an attack or spell that deals damage would cause a battlemaster's hit points below 0, he can end his trance as an immediate action before he falls unconscious. If the end of his trance raises his hit point total above 0 (as the penalty to his Constitution score is removed), he remains conscious and standing.

At 18th level, a battlemaster can choose to gain a second power in lieu of gaining the benefit of a third style feat as per the entranced flexibility ability. The battlemaster can receive the benefits of only one of the two powers he possesses, selected each time he enters a trance. The battlemaster must end his current trance in order to alter this choice.

This ability replaces the bloodline power gained at 12th level.

Blade Mastery (Ex): At 20th level, any attacks made with the battlemaser's chosen blade automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

This ability replaces the bloodline power gained at 20th level.

Enlightened Trance (Su): At 20th level, when a battlemaster enters a trance, the morale bonus to his Dexterity and Charisma increases to +8, and the morale bonus on his saves against mind-affecting effects increases to +4. Furthermore, he no longer suffers a penalty to his Constitution.

This ability replaces mighty bloodrage.


That's very interesting, but it looks to me like a Ranger archetype more than a Bloodrager archetype.

The thing that makes it hard to process for me is that the class is still a BloodRAGER, and still focused on wild arcane magicks coursing through the blood of this creature.

If you take that out and just make a weapon focused, WIS-based class -- that looks like a Fighter/Ranger/Brawler to me.

It's a pretty solid idea though, I just think that it might find a better home in another class.

A similar thing happened to me after making the Blast Trooper -- went for Cavalier when it was much better served by the Fighter. The Revenant also had a hard time finding a home.

As for feedback to the abilities:

- Stay away from Constitution penalties. They are a b@%@+ to calculate. I hear that Paizo is making a Barbarian remake in Unchained to make Rage bonuses easier to calculate.

- Entranced flexibility is sweet. I made a Rogue archetype some time before with a similar ability.


Pathfinder Lost Omens Subscriber
ertw wrote:

I looked up this thread after seeing your reddit post and have been following excitedly. I caught the archetype bug and put together a tengu bloodrager that plays off of the swordmaster rogue archetype.

** spoiler omitted **...

is... there even anything left of the bloodrager anyway? this is basically it's own class.

I'd have to agree, also maybe pull back some so that this at least has a chance of stacking with another archetype.


Bandw2 wrote:


I'd have to agree, also maybe pull back some so that this at least has a chance of stacking with another archetype.

Personally, this is not even something I pay attention to. If my concept requires an almost full overhaul (Vanquisher, Soujoubo, Black Star, heck, even Spellsniffer), then I'm glad to keep it that way as long as it still feels like that class.

SOON:

- Syrinx Alchemist
- Monkey Goblin Monk


Azten wrote:
As the guy who requested the goblin wizard archetype, I'm going to say I liked it fine as it was. I haven't looked at the new version, but right now I'm glad I printed the first one off. Just in case.

Never mind, it looks exactly the same. Honestly, the only thing that irks me is the 3 charges to use a wand. That leaves 2 charges a Spellsniffer can never use.

I noticed Deurgar have a ??? For their class, and druid hasn't had a new archetype for it, so how about that? I don't know what I'd call it though...


Secret Wizard wrote:
Bandw2 wrote:

- Monkey Goblin Monk

MONKEY GOBLINS!!! WOOOOOOOOOOO

Do you have any ideas for Kasatha, Triaxian, or Lashunta?


Lord-of-Boggards wrote:
Secret Wizard wrote:
Bandw2 wrote:

- Monkey Goblin Monk

MONKEY GOBLINS!!! WOOOOOOOOOOO

Do you have any ideas for Kasatha, Triaxian, or Lashunta?

Lashunta, yes, but no request for it yet. I think something cool could be done with telepathic Hunters/Monks.

People seem to like Kasathas though - I'm not too hot on monstrously high RP races myself. Best idea I've heard is the Kasatha Summoner though.

Sczarni

I had an idea-- what about a Samsaran Alchemist that cribs from the Master Chymist prestige class-- when she drinks a mutagen, she awakens one of her past lives?

I'm imagining a table you roll on whenever you drink your mutagen to determine which past life you regress to-- like, if you were a Fighter in a past life, you get a bonus feat until the mutagen wears off, or if you were a Cleric, you suddenly have a few Cure spells prepared, or if you were a Rogue, you gain sneak attack dice?

Really, several classes could have an archetype like that. Rogues could trade their talents for "past life memories", Oracles, Shamans, or Witches could commune with their own spirits, etc.


Secret Wizard wrote:
Lord-of-Boggards wrote:
Secret Wizard wrote:
Bandw2 wrote:

- Monkey Goblin Monk

MONKEY GOBLINS!!! WOOOOOOOOOOO

Do you have any ideas for Kasatha, Triaxian, or Lashunta?

Lashunta, yes, but no request for it yet. I think something cool could be done with telepathic Hunters/Monks.

People seem to like Kasathas though - I'm not too hot on monstrously high RP races myself. Best idea I've heard is the Kasatha Summoner though.

I play Kasathas without their OP Greater Defensive Training. That brings em to 16 RP and their desert traits worth 3 RP aren't useful in a lot of circumstances leaving em at about 13 RP.

You haven't done a summoner and a Kasatha summoner could be pretty unique. My other idea for Kasatha was a hunter that only had access to alien animals but that would require writing up more alien animals than the handful we have. A Lashunta hunter with a focus on reptilian animals and telepathy would be pretty great and make sense thematically.

I thought a Triaxian Shaman who gets bonus for fire or ice depending if they are winterborn or summerborn might be interesting just since you haven't used Shamans

Also if you aren't sure about the Duergar still perhaps Beetle Cavalry Cavalier ?


Secret Wizard wrote:

That's very interesting, but it looks to me like a Ranger archetype more than a Bloodrager archetype.

The thing that makes it hard to process for me is that the class is still a BloodRAGER, and still focused on wild arcane magicks coursing through the blood of this creature.

If you take that out and just make a weapon focused, WIS-based class -- that looks like a Fighter/Ranger/Brawler to me.

It's a pretty solid idea though, I just think that it might find a better home in another class.

A similar thing happened to me after making the Blast Trooper -- went for Cavalier when it was much better served by the Fighter. The Revenant also had a hard time finding a home.

As for feedback to the abilities:

- Stay away from Constitution penalties. They are a b%!%% to calculate. I hear that Paizo is making a Barbarian remake in Unchained to make Rage bonuses easier to calculate.

- Entranced flexibility is sweet. I made a Rogue archetype some time before with a similar ability.

I don't think the trance idea is too far removed from rage. It seems like they're just two separate altered states of mind. The rager is becoming stronger and more robust by ignoring his pain while the trancer becomes more agile and centered on his magic by doing the same. Seems like two sides of the same coin to me. However I'd personally see this working more as a pure barbarian archetype since the spells don't seem particularly important to the build.


I'm still pulling for a Grippli Gunslinger that makes sense setting- and flavor-wise. Preferably one that still uses guns.

I know you weren't doing race duplicates, but when you are.


Silent Saturn wrote:

I had an idea-- what about a Samsaran Alchemist that cribs from the Master Chymist prestige class-- when she drinks a mutagen, she awakens one of her past lives?

I'm imagining a table you roll on whenever you drink your mutagen to determine which past life you regress to-- like, if you were a Fighter in a past life, you get a bonus feat until the mutagen wears off, or if you were a Cleric, you suddenly have a few Cure spells prepared, or if you were a Rogue, you gain sneak attack dice?

Really, several classes could have an archetype like that. Rogues could trade their talents for "past life memories", Oracles, Shamans, or Witches could commune with their own spirits, etc.

Yep, I proposed an adventure to Kobold Press in which the adventurers could enter a soul-joining to join with a soul-moiety member to gain limited use of feats, skills and abilities - this is a tweak of my homebrew campaign's Soul-flare tent that allows you to tap into ancestral heroes. Of course that was 1e, with its fine love of random tables, so you were just as likely to land a 10th level Paladin as a 2nd level Thief.

Then again, the Thunderscape Campaign Setting's Thaumaturge Base Class kinda already does this....

Other riffs on this concept:

* Kobold Press Savant base class in the New Paths Compendium.

* Rite Publishing's Masquerade Reveller.

* Multiclass Archetypes Dreadmasque.


The Golux wrote:
I'm still pulling for a Grippli Gunslinger that makes sense setting- and flavor-wise. Preferably one that still uses guns.

Dragonfly sniper that gets bonuses for shooting flying targets :P


No grippli bard?


thegreenteagamer wrote:


So prestige classes don't have archetypes - yet. Why not go for it?

I honestly think prestige classes are a failure for Pathfinder. If I wanted one of those features, I'd rather see them in an archetype or feat. Maintaining progression is so important in this game.

Azten wrote:
No grippli bard?

Honestly thought that was gonna be the Over The Garden Wall frog but adoy.

Lindley Court wrote:
How about a Syrinx Alchemist? :)

Okay.

DISSOLVER SYRINX ALCHEMIST

I'd like everyone to give this a quick pass on this -- it's features are weird, perhaps really good, perhaps really bad, who knows. Do you? Gimme some feedback plox.


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Will look over the Dissolver as and when you can.

Now these are suitable for Ghorans or other plant-races as much as my favorites Vegepygmies. See if any of these strike your fancy - some are ideas from my Racial Archetypes thread linked in your previous thread.

Botanomancer – Druid or Hunter? plant eidolon companion; diminished spells (maybe summoner progression) plant and elemental earth/water/air summons; plant growth; plant channeling…really could be cleric/summoner/druid or hunter.

Mold Shaman – Druid or Shaman; thornie, leshy or mandragora type companion; “corpse to insta-vegepygmy” ability; mold patches; and drawing on the samsaran/soul idea, the ability to draw on the powers of the host body that spawned the vegepygmy in the first place…

Phytosynthesist - definitely a Summoner; wears a plantomaton synthesist eidolon. Diminished plant-creature summon spells or no summons at all. Cheapy suggested a russet mold burst - a burst attack of some kind sounds cool…

Sporemaster/ Spore Disseminator – Alchemist; throws spores and fungal infections, has licheny, mossy, fungally, barklike mutations.


Oh, and another pet idea.

Skeleton (human) Hunter. Wth skeletal animal companion hijinks. Bonus points for excitement with tweak to Animal Focus. The Ossuarite Druid Archetype (from my 3PP Forest Guardian Press) gains a progressing skeletal aspect...


Reposting my list from the previous thread of what's not yet been covered (adjusted to account for the races that have been used since the last time I posted this):

- Android
- Duergar
- Dwarf
- Elf
- Gathlain
- Ghoran
- Gillman
- Half Elf
- Half Orc
- Halfling
- Human
- Ifrit
- Kasatha
- Kuru
- Lashunta
- Monkey Goblin
- Skinwalker
- Svirfneblin
- Sylph
- Triaxian
- Trox
- Undine
- Vanara
- Wyrwood
- Wyvarian


BETTER CROSS OUT MONKEY GOBLIN BECAUSE THE DERANGED HERMIT IS HERE

Is this my favorite archetype? Almost I think. I do love everything about it and I may have made it too OP because of this blind love.

Please, do tell me if it's even a modicum balanced. I just wanted another Monk archetype that did NOT strictly want Pummeling Style like the rest.

If you think the archetype is too long, then you probably never seen a Monk archetype.

Azten wrote:
Never mind, it looks exactly the same. Honestly, the only thing that irks me is the 3 charges to use a wand. That leaves 2 charges a Spellsniffer can never use.

I added a special clause just 4 you.


# Deranged Hermit

I like this flavor, borrows thematically from the drunken master and inserts some damfool
goblinry in there too.

* I'd like to see more options for Unbearable Nuisance at each level, though many folks will say versatility is another level of buff.

* The extra tweak to Rambling Mind is nice. I would like to have seen some bonus to shaking off confusion or similar as the rambling mind is already difficult to shake off/allows greater resistance to more of same.

* Ah - Erratic shift kinda carries off the drunken/deranged portion, and applies confusion. Ok! I love the incoherent babbling!

* Dizzying Moves and Unexpected Style are great!

* Aaaaan Own Tempo - there is the confusion immunity. Ok, I'd still like to see a progressing bonus, even to that imposed by the follow up to Erratic Shift.

* Capstone is capstone. ;)


Pathfinder Lost Omens Subscriber
Oceanshieldwolf wrote:

Oh, and another pet idea.

Skeleton (human) Hunter. Wth skeletal animal companion hijinks. Bonus points for excitement with tweak to Animal Focus.

I feel like I might make something, like a dhampir hunter, or something using this idea.

@ Deranged Hermit, in erratic shift, I almost thought you do it as a (swift or free action) when entering a style.

perhaps add a comma and change some wording? "She may activate this ability as a swift action, or upon activating a combat style, as a free action."

also, "may combine a Flurry of Blows action with a move action" seems a bit unclear to me, but I think you mean you want a flurry of blows to still allow you to take a movement action, in which case making it a standard action would be much simpler, or possibly simply say they can move half their movement speed during a flurry of blows.

the rest seems pretty straight forward and balanced, also very thematic. overall I think I like this one the best as well. stays close to pathfinder standards while still finding a way to feel unique.


Wizard... Thank you, i love you so much right now. I'm going to be using this archetype immediately. You are a miracle.

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