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


Homebrew and House Rules

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Makeitstop wrote:


Skinwalker monk
Finfolk
Trow
Android alchemist
Halfling, brawler

Yes please to all of these.

I'd also like to suggest a centaur magus that charges his enemies, and a lizardfolk shaman, witch or bard, or anything else that isn't a martial class.


I'd love to see a Kobold Alchemist, concept of a sneaky git who throws bombs from hiding and lays alchemical traps.

Also, I'd love to see an archetype for ranger, rogue or maybe even fighter, focusing on long-range combat, though I don't really have a race idea.


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Half-Janni Magus
Dervish of the shifting Sands. Eventually maybe get something akin to abundant step from the monk, but along the lines of teleporting thru sand, or becoming a dust devil for it.


Changeling brawler could be interesting.


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HERE IS THE RIVENER, DWARF BLOODRAGER WITH AN INTELLIGENT WEAPON.

Tell me what you think, I think it could stand some improvement.


Relic Power should probably have a stipulation that you have to demoralize enemies of appropriate hit dice in order to regain the rounds of rage, otherwise you can walk into a crowded tavern and spook all the level 1 commoners at level 20 to regain a boatload of rage.


Love the Rivener, you made it just like I imagined it.


I really love the disguise self bit. I can just imagine the creative and things players can do with that.

The way rage strike handles force and sonic damage bugs me slightly. You can use it endlessly, just like the other elements, and it does the same amount of damage, it just doesn't recover rage if you use it on the final blow. I just don't get how that works, in-universe I guess.

Oh, also there's a typo in the rage strike entry. It says it "has no effect is the enemy is not a threat."


I deleted another feature that expanded on it, sadly.

I will make changes to Relic Power and Raging Strike.

Does anyone have other suggestions? Perhaps some other ability?


Made significant changes to the Rivener. I think it looks much better now, but I replaced ALL Bloodline Feats.


I'm almost thinking the Riviner needs some sort of analog to the Magus' and Arcanist's ability to enhance their weapons. Something to boost it over a +5 weapon. Not sure if that'd be too powerful though.


kestral287 wrote:
I'm almost thinking the Riviner needs some sort of analog to the Magus' and Arcanist's ability to enhance their weapons. Something to boost it over a +5 weapon. Not sure if that'd be too powerful though.

Weapon naturally gains enhancement, as per the table indicates.

However, yeah, the weapon is missing enhancement mods. Will look into that now.

EDIT: I found the least elegant solution in the universe.


It naturally gains enhancement, but a +5 weapon at level 20... isn't fantastic. And while its abilities are awesome, and flavorful, to me at least none of them scream "worth giving up Keen+Heartseeker+Speed (or yanno, whatever combination you like)".


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kestral287 wrote:
It naturally gains enhancement, but a +5 weapon at level 20... isn't fantastic. And while its abilities are awesome, and flavorful, to me at least none of them scream "worth giving up Keen+Heartseeker+Speed (or yanno, whatever combination you like)".

It's been fixed. It basically lets you pay for these abilities and switch them out at your whim.

Sczarni

Also, under Telepathy, you mention that the Rivener can communicate in a language he shares with the weapon, but you had already established that the weapon speaks whatever languages the Rivener does, so this is redundant.

Also, where does the Rivener get the runes he sockets into his black relic? He has to pay for them, so is he buying them? Who in Golarion is selling these things? Does the Rivener make them? Does it work like magic item crafting then?


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Silent Saturn wrote:

Also, under Telepathy, you mention that the Rivener can communicate in a language he shares with the weapon, but you had already established that the weapon speaks whatever languages the Rivener does, so this is redundant.

Also, where does the Rivener get the runes he sockets into his black relic? He has to pay for them, so is he buying them? Who in Golarion is selling these things? Does the Rivener make them? Does it work like magic item crafting then?

Addressed.

The idea is having it work like magic item crafting that adapts to the fact that a black relic has an increasing enhancement bonus.


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KITSUNE MAGUS MYTHWEAVER MAGUS REMASTERED. Now it's simpler to grok, less over the place, has a pretty distinct niche (Intelligence-based spontaneous caster with Sneak Attack!) and can do cool things at later levels that any other Magus cannot. (Why isn't it Charisma based? For Magus feature compatibility mostly, and so it doesn't wombo combo so hard with a Kobold Bloodline Sorcerer.)

SYLPH WITCH - ZEPHYR THIEF BETA IS ONLINE.
Thematically, it is pretty cool. But I honestly think it is a bit TOO monothematic. What do you think? Should I remove some stuff to make room for more varied powers, like stealing an enemy's voice, or being able to use her key to dismantle constructs, perhaps dimension door uses as a Monk?
Gimme some feedback!


Just realised that the Mythweaver spell recall changes didn't save on docs.

I'll fix it when I get home.


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dwarf gunsliger - hillybilly dwarf mad at the world because dey turk his jerb!!!

Sczarni

I like the theme of the Zephyr Thief a lot, but I'm honestly kind of wondering what the connection is to the element of air, as you would expect a Sylph archetype to have. I mean, I get that this sort of originated from the idea that witches can "steal your breath", but the end result has very little to do with that, and "breath" is just about the only thing they can't steal. As written, this execution of "magical thief" makes just as much sense as a Kender archetype (if we still had Kender) as a Sylph.

I'm not really suggesting that the Zephyr Thief needs a fix, per se, just some particularly clever flavor text to tie it all together. Let me give it a shot.

"Sylphs who commune with the strange arcane forces of witchcraft learn combine their affinity for air magic with the power of their hexes. By unlocking deeper mysteries of air, they gain the ability to put a bit of their own magic aura in the air around them and instill their influence anywhere air can seep into. And by feeling a creature's life essence in its breath, they soon learn to weave their magic over a person by focusing it through an item that was once theirs and still carries the air of their ownership."

Not perfect, but not bad either if I do say so myself.


Fixed the Mythweaver stuff that didn't save.

Waiting for more input to go on the zephyr thief.


Dwarven warrior
Proficiency: The Dwarven warrior is proficient with all simple, and martial weapons, and Medium and heavy armor and shields.
Improved training: At second level the Dwarven warrior gains a + 1 bonus to Hatred or Ancient enmity race traits. This increases by + 1 every four levels after 2nd level.
Protective helm or shield: At 3rd level the Dwarven warrior gains a + 1 bonus to armor class against critical hits when wielding a shield or wearing a Dwarven boulder helmet (This does not stack if both are worn). This increases by + 1 at 7th level and by + 1 every four levels after fourth.
Dwarven weapon training: At 5th levels the Dwarven warrior gains a + 1 to attack and damage with weapons of the Dwarven weapon group. This increases by + 1 every four levels after 9th level.

Dwarven weapon group: Battleaxes, Pick (Light, Heavy), Warhammers, Light hammers, Handaxes, Throwing axes, Earthbreaker, Crossbow (Light, Heavy), Heavy flail, Stonebow, and any weapons with Dwarven in its name.

Weapon mastery: This must be taken with a weapon from the Dwarven weapon group.


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Secret Wizard wrote:

Fixed the Mythweaver stuff that didn't save.

Waiting for more input to go on the zephyr thief.

I like it. It has an interesting flavor, and the ability to target people through stolen objects just sounds fun. If you are worried about a lack of variety, you cojld always make some of yhe abilities optional hexes rather than mandatory ones. That would also free you up to make more abilities.


I fixed up my arcthype a bit.

Dwarven warrior
Bonus feats: The Dwarven warrior can take either combat feats or feats that have being a dwarf as a perquisite as bonus feats.
Improved training: At second level the Dwarven warrior gains a + 1 bonus to Hatred, Ancient Enmity, or Giant Hunter race trait. This increases by + 1 every four levels after 2nd level.
Protective helm or shield: At 3rd level the Dwarven warrior gains a + 1 bonus to armor class against critical hits when wielding a shield or wearing a Dwarven boulder helmet (This does not stack if both are worn). This bonus increases by + 1 at 7th level and by + 1 every four levels after fourth. This replaces armor training 1, 2, 3, and 4.
Dwarven weapon training: At 5th levels the Dwarven warrior gains a + 1 to attack and damage with weapons of the Dwarven weapon group. This increases by + 1 every four levels after 9th level. This replaces weapon training 1, 2, 3, and 4.
Dwarven weapon group: Battleaxes, Pick (Light, Heavy), Warhammers, Light hammers, Handaxes, Throwing axes, Earthbreakers, Crossbows (Light, Heavy), Heavy flails, Stonebows, Lucerne hammers, Greataxe, and any weapons with the word Dwarven in its name.
Weapon mastery: This must be taken with a weapon from the Dwarven weapon group.


I'm still looking for a dire hyena riding gnoll slaver


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Oh Great Secret Wizard please hear my idea, an Android Ninja with liberal use of cybernetics

Ninja


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This should be a fun concept: a vanara gunslinger or hunter of large game. I just find the concept of a monkey-man assuming a classic 1800s British elephant hunter amusing.


bookrat wrote:
This should be a fun concept: a vanara gunslinger or hunter of large game. I just find the concept of a monkey-man assuming a classic 1800s British elephant hunter amusing.

with pith helmet?


bookrat wrote:
This should be a fun concept: a vanara gunslinger or hunter of large game. I just find the concept of a monkey-man assuming a classic 1800s British elephant hunter amusing.

Yeah I've also seen that Dial M For Monkey episode.

Dark Archive

I like this thread. Good idea.

Two races I would like to see an Archetype for, both with the same class.

Hobgoblin Magus
Githyanki Magus


Secret Wizard wrote:
bookrat wrote:
This should be a fun concept: a vanara gunslinger or hunter of large game. I just find the concept of a monkey-man assuming a classic 1800s British elephant hunter amusing.
Yeah I've also seen that Dial M For Monkey episode.

OK, howabout this: A vanara wizard who can't speak, and therefore casts spells by throwing spellbooks at people. We call it the Librarian.


Makeitstop wrote:
Secret Wizard wrote:
bookrat wrote:
This should be a fun concept: a vanara gunslinger or hunter of large game. I just find the concept of a monkey-man assuming a classic 1800s British elephant hunter amusing.
Yeah I've also seen that Dial M For Monkey episode.
OK, howabout this: A vanara wizard who can't speak, and therefore casts spells by throwing spellbooks at people. We call it the Librarian.

What do you mean? The Librarian speaks Ook, and the other faculty of UU have learned it by now.


Please, Vanaras have a prehensile tail. They cannot be orangutans.


Secret Wizard wrote:
bookrat wrote:
This should be a fun concept: a vanara gunslinger or hunter of large game. I just find the concept of a monkey-man assuming a classic 1800s British elephant hunter amusing.
Yeah I've also seen that Dial M For Monkey episode.

Wait, there's an episode on this? What show?! I must see it.

Also, I was thinking of something along the lines of Allan Quatermain. Is that episode based on the Quartermain character?

An easy way to accomplish this character is the Ranger's Trophy Hunter archetype, but that archetype is so bad it's not even funny. It's the only gun using archetype that doesn't gice the character a starting gun.


don't worry, i liked the idea, i got it concepted, but i have a big backlog and im busy with irl stuffz

trust me, youll be satisfied


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Secret Wizard wrote:

don't worry, i liked the idea, i got it concepted, but i have a big backlog and im busy with irl stuffz

trust me, youll be satisfied

Oh, I'm aware of your workload. I was one of the first to submit an archetype (ratfolk) when you first proposed your insanely massochistic idea to the community. And this also means that if you don't want to do multiple archetypes submitted by the same person, then it's ok to scratch my second idea off the list.

Either way, if I could I'd buy you a beer in thanks.


Ditto to what bookrat said.


I am working on a Human inquisitor archetype based on Talion/Celebrimbor in Shadow of Mordor. In the game Talion is a ranger, but brand and greater [/i] brand are inqusitor only spells. I may switch it to a Ranger archetype. Still trying to shake things out.

I am about to start an underdark campaign with a major Duergar focus, so I will share my Duergar Slaver inquisitor once I have time to type it up. I am hoping it is going to be conceptually different from what secret wizard's is planning.


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WHAT A COINKIDINK

I just finished THE ENVOY OF THE FOUNDRY, DUERGAR INQUISITOR.

It's a simple archetype but it has a ton of interesting possibilities. There's a tank build, a grapple build, a caster build, an unarmed build, a sunder build... lots of different angles which can be used with this guy.

Hope you like it!

Also: I made a few changes to the Zephyr Thief... still waiting for the original requester!


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THE UNDERWORLD SLAVER HAS FOUND YOU, DUERGAR INQUISITOR. Hide yo' kids, Hide yo' wife.

Let me know if the link fails.

Please let me know if this is cool, OP, not OP enough, interesting, boring, etc.


Enable comments on that, Rabbit!


Secret Wizard wrote:
Enable comments on that, Rabbit!

Comments enabled. I made a couple changes as well based on my wife's suggestions. Thanks.

I decided to base the Talion/Celebrimbor archetype on slayer. Works much better as a template.


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Hope I see it!

Also, BLADEWARDEN, HALF-ELF BARBARIAN.. Loses on flavor compared to the regular Barbarian, wins in satisfying a craved niche.

I may be too sleepy right now so I might have missed something.

Anyway, up next I have a couple "flavor-first" archetypes like the Vanara Hunter and Android Gunslinger (or Monk?) coming up.


Rather than not get rage powers until 12th level and make it impossible to get some of the more iconic rage powers like Come and Get Me and Eater of Magic by imposing a -10 level penalty on rage power access, I think it would have been better to intersperse the feats and rage powers. Maybe get the feats at 2nd, 6th, 10th, 14th and 18th and still get rage powers at 4th, 8th, 12th, 16th and 20th instead.


It's specifically meant to remove Come And Get Me (likely op with so much AC from finesse stacking) and Greater Beast Totem).


That doesn't remove Greater Beast Totem, just pushes it back to 20th level. There's a couple of fun rage powers like Energy Eruption that you're losing out on and there's a few totems like Celestial that you can't complete either so I'm not convinced that level -10 is the best setup.


I'll consider removing the lowered entry, perhaps to -4.


That's why we need playtesting.


I would love to see something with a Slyph that is very wind focused and not magical in nature. I'm thinking either an archer build or a nimble melee type. Thank you and I love your work so far.


Hey, the Undine fighter archetype is an idea for how to make one. You could do something similar, replacing some, say, slayer features for djinni bloodline abilities or shaman wind mystery hexes.

You might like the upcoming Ifrit archetype though, it's a spell-less Bard.

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