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


Homebrew and House Rules

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My sandstorm Sylph idea might be a good start. I like that idea quite a bit.


Secret Wizard wrote:

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.

Consider giving it the cantrip spark at will if it's fire themed. Ifrits are more interesting if they can always set stuff on fire.


Bladewarden: No armor proficiency, but no reason not to get it. No bonus to armor class like a monk, or a "this ability does not work if the bladewarden wears armor of any kind." Why?


Because dexterity stacking eventually obsoletes armor, and it gives me enough build economy to toss out a free feat and the extra crit confirmation.


Secret Wizard wrote:

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.

I was honestly thinking more a character that bounced around the field. Moving around quite a bit. (like the mobile fighter but flavored and designed very different.) I was honestly thinking a monk or rogue build. Maybe getting a pounce like ability combined with it's movement. That or using whirlwind strike with spring attack anything like that.

Sczarni

DM_Kumo Gekkou wrote:
Secret Wizard wrote:

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.

I was honestly thinking more a character that bounced around the field. Moving around quite a bit. (like the mobile fighter but flavored and designed very different.) I was honestly thinking a monk or rogue build. Maybe getting a pounce like ability combined with it's movement. That or using whirlwind strike with spring attack anything like that.

Man, now I want to build this one myself. I don't have a google doc account though-- if I did contribute an archetype, could I just post it in a spoiler tag?


That is fine by me.


WE'VE MADE A LITTLE BARBARIAN-OFF TODAY TO TEST THE BLADEWARDEN AND I'VE REMOVED THE RAGE POWER QUALIFICATION PENALTY.

It stood its ground well but it didn't win by a large amount against the ones he fought and defeated (it was all 16th level fights).

DM_Kumo Gekkou wrote:
Secret Wizard wrote:

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.

I was honestly thinking more a character that bounced around the field. Moving around quite a bit. (like the mobile fighter but flavored and designed very different.) I was honestly thinking a monk or rogue build. Maybe getting a pounce like ability combined with it's movement. That or using whirlwind strike with spring attack anything like that.

You should see the Darting Doyen Merfolk Monk archetype I made before. It's basically about that itself. I don't to make any more speedy-darty builds because I think I've already made too many (Soujoubo, Blast Trooper, Shawled Viper, Darting Doyen, Eye Collector, Culler, Deranged Hermit... they all have some mobility focus.)

The Darting Doyen even has the ability to deal splash attacks as you mentioned.

Scarab Sages

The Mighty Kapow wrote:
dwarf gunsliger - hillybilly dwarf mad at the world because dey turk his jerb!!!

You sure it shouldn't be a Dwarf Gunslinger with a giant, prehensile moustache and Favored Enemy: Varmints?

While we're at it, we also need an Archetype called the "Gunswinger" - hehhehhehhehhehhehhehhehheh.


I'm Hiding In Your Closet wrote:

You sure it shouldn't be a Dwarf Gunslinger with a giant, prehensile moustache and Favored Enemy: Varmints?

While we're at it, we also need an Archetype called the "Gunswinger" - hehhehhehhehhehhehhehhehheh.

Got any puns/references for a Lizardfolk Monk?


Derek the Ferret wrote:
I'm Hiding In Your Closet wrote:

You sure it shouldn't be a Dwarf Gunslinger with a giant, prehensile moustache and Favored Enemy: Varmints?

While we're at it, we also need an Archetype called the "Gunswinger" - hehhehhehhehhehhehhehhehheh.

Got any puns/references for a Lizardfolk Monk?

This work for you?


Makeitstop wrote:
Derek the Ferret wrote:
I'm Hiding In Your Closet wrote:

You sure it shouldn't be a Dwarf Gunslinger with a giant, prehensile moustache and Favored Enemy: Varmints?

While we're at it, we also need an Archetype called the "Gunswinger" - hehhehhehhehhehhehhehhehheh.

Got any puns/references for a Lizardfolk Monk?
This work for you?

How bad is it that I have no idea who any of those are?


Secret Wizard wrote:
Because dexterity stacking eventually obsoletes armor, and it gives me enough build economy to toss out a free feat and the extra crit confirmation.

I'm not seeing anything that stacks Dexterity. The rage increases it, but a +6 dex does not obsolete armor at all.


No need to spend gold and point buy attributes on strength allows dexterity to be stacked. You get SADness with this archetype, something's got to give.


And until then, or when you're not raging? There's no reason not to have armor.


Derek the Ferret wrote:
Makeitstop wrote:
Derek the Ferret wrote:
I'm Hiding In Your Closet wrote:

You sure it shouldn't be a Dwarf Gunslinger with a giant, prehensile moustache and Favored Enemy: Varmints?

While we're at it, we also need an Archetype called the "Gunswinger" - hehhehhehhehhehhehhehhehheh.

Got any puns/references for a Lizardfolk Monk?
This work for you?
How bad is it that I have no idea who any of those are?

They are all Reptile from Mortal Kombat.


Not an archetype proper, per say, but I'd love to see a juju spirit for the shaman akin to the oracle's juju mystery from serpent's skull.


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Secret Wizard wrote:

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!

I finally took a look at the Zephyr Thief and I'm kinda meh about it.

I like the underlying idea of the skeleton latchkey, but I don't really think it holds up so well as a complete stand-in for a familiar. Maybe instead of communing with the key, maybe she prepares her spells from a spellbook (which is latched and can only be opened by the key). The key could still be used as an arcane focus for the bonus spells.

The thief's hexes don't really hit home for me either. To me it'd be more interesting if it was based around sleight of hand stealing. Maybe the witch steals things from her opponents (something small, a lock of hair, a button, a token, ect.) and can attatch them to her latchkey (sort of like a fetish/voodoo doll) which grants her advantages like allowing her to extend the range of her spells/hexes or increasing the save DCs. As the chain continues she'd be able to steal and attatch in combat. Just a thought.


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That was the original version! It is very hard to hit home with a witch archetype since they don't have that many fully fledged features. I will revisit it, especially now that Familiar Folio made familiars so much more appealing.

the next archetype I will
post will have hadokens


These are phenomenal Secret Wizard! Please keep up the great work. My favourites so far are the Bladewarden and the Rivener.

Cheers
Volf


Secret Wizard wrote:
Enable comments on that, Rabbit!

Thanks for the commentary. I made some small changes :)

Scarab Sages

Secret Wizard: Are you aware of this? Do you know if your use of Google Docs or whatever it is (is that it?) protects you from that? I've got a lot of cool homebrew stuff, but this has been one of the main things blocking me from sharing it.


I assume that posting a link to www.qwantz.com does not transfer the licence of Dinosaur Comics to Paizo.


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My player decided they were more interested in a summoner than a shaman so I've put together an archetype I'd like to share with you. It's based on the half-elf wild caller archetype.

Dhampir Grave Caller
A dark power binds a dhampir's undead heritage to the voices of the lost souls crying out for vengeance from beyond the grave. He is able to call these restless spirits back to the material plane and summon a powerful undead eidolon to his side.

Spells
A grave caller does not have access to summon monster spells. Instead, he swaps out those spells on his spell list with summon undead spells of the same level.
This ability alters the normal spell list of the summoner.

Eidolon
The eidolon of a grave caller tends to take more unnatural and more savage forms than other summoners' eidolons. A grave caller gains 1/4 his class level as bonus evolution points in his eidolon's evolution pool, but his eidolon must take the undead base form (see below) and cannot take the following evolutions:
* 1-point evolutions: basic magic, gills, magic attacks, skilled;
* 2-point evolutions: alignment smite, energy attacks, immunity, minor magic, poison, weapon training;
* 3-point evolutions: burrow, celestial appearance, major magic;
* 4-point evolutions: blindsight, breath weapon, dimension door, spell resistance, ultimate magic.
The grave caller's eidolon only gains half of the skill ranks normally available to an eidolon of his level and only gains the following skills as class skills: Intimidate (Cha), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). Note that eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
This ability alters the normal summoner's eidolon class feature, but is otherwise identical to that class feature.

Summon Undead I (Sp)
Starting at 1st level, a grave caller can cast summon undead a number of times per day equal to 3 + his Charisma modifier.
At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon undead at 17th level). Furthermore, at 19th level, the grave caller cannot use gate as a spell-like ability, but can use undead anatomy III instead.
This ability otherwise functions like the standard summoner's summon monster I ability and replaces that ability.

Channel Energy (Su)
Starting at 1st level, a grave caller gains the ability to channel energy as the cleric ability, save that he must channel negative energy, and when she does, she cannot choose to target living creatures. This ability replaces life link and life bond.

****

Undead Base Form
Starting statistics
Size Medium; Speed 30 ft.; AC +4 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack bite (1d6); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Free Evolutions
bite, improved natural armor, undead appearance, unnatural aura.


Toland's Juju wrote:

Dhampir Grave Caller

A dark power binds a dhampir's undead heritage to the voices of the lost souls crying out for vengeance from beyond the grave. He is able to call these restless spirits back to the material plane and summon a powerful undead eidolon to his side.

I like the idea, but I'm not crazy about the summon undead spells. I wonder if you could work within the confines of Paizo's spells. Give them animate dead as a 1st level spell, create undead as a 4th level spell and greater create undead as a 6th level spell. Make the SLA operate like those spells without requiring the corpse, material components, a standard action casting time and a duration akin to summon monster.

I like the other features though. One thing I noticed is that the undead base form should have a base speed of 20 feet since it doesn't have the limbs (legs) evolution.

Sczarni

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Secret Wizard mentioned that he wasn't interested in doing the Sylph "mobile fighter" archetype because he already did a bunch of archetypes with mobility as a theme. After re-reading the ones he named, I noticed that most of them involved charging. So I took a different approach. Here's what I came up with:

Tempest(Sylph,Monk):

Bonus Feats: A tempest chooses his monk bonus feats from the following list: Combat Reflexes, Elemental Fist (cold or electricity only), Fleet, Improved Reposition, Mobility, Nimble Moves, and Step Up. At level 6, the following feats are added to the list: Spider Step, Sidestep, Following Step, Combat Patrol, Landing Roll, and Wind Stance. At 10th level, the following feats are added to the list: Cloud Step, Gliding Steps, Improved Sidestep, Lightning Stance, and Step Up And Strike. The tempest need not have any of the prerequisites normally required for these feats to select them.

Storm Mind: At 3rd level, a tempest gains a +2 deflection bonus against nonmagical ranged attacks. This ability replaces Still Mind.

Leaf on the Wind: At 4th level, and every two levels thereafter, a tempest gains one additional use of his feather fall racial spell-like ability. At 20th level, a tempest may use his spell-like ability at will. This ability replaces slow fall. A tempest who takes Spider Step or Cloud step as a bonus feat uses his fast movement bonus as his "slow fall distance" for determining the effect of those feats.

Celerity of Body: At 5th level, a tempest may take one additional 5-foot step each round. The first 5-foot step does not count as "having moved any distance" for purposes of determining whether the tempest can take the second 5-foot step, but all other restrictions on 5-foot steps, such as difficult terrain, apply normally. This ability replaces purity of body.

Whirlwind of Blows: At 11th level, whenever a tempest makes a flurry of blows, he may take an additional 5-foot step after each attack, regardless of whether the attack hits. The tempest must remain within his own reach of an enemy target until he has made as many attacks as he is able to, but does not need to make all of his attacks against the same target. This ability replaces Diamond Body.

Abundant Step: A tempest need only spend 1 ki point to use his abundant step ability.

I thought about having the tempest's bull rush attempts simulate the effects of strong winds, with the wind severity increasing as the tempest levels up, but after re-reading the environment rules, I decided that was more unwieldy than necessary. Hope the guy who requested this one (and everyone else) likes it!


SylverFox wrote:
Toland's Juju wrote:

Dhampir Grave Caller

A dark power binds a dhampir's undead heritage to the voices of the lost souls crying out for vengeance from beyond the grave. He is able to call these restless spirits back to the material plane and summon a powerful undead eidolon to his side.

I like the idea, but I'm not crazy about the summon undead spells. I wonder if you could work within the confines of Paizo's spells. Give them animate dead as a 1st level spell, create undead as a 4th level spell and greater create undead as a 6th level spell. Make the SLA operate like those spells without requiring the corpse, material components, a standard action casting time and a duration akin to summon monster.

I like the other features though. One thing I noticed is that the undead base form should have a base speed of 20 feet since it doesn't have the limbs (legs) evolution.

I honestly prefer the summon undead chain to animate dead/create undead. It fits more easily into the usual summoner progression without needing too many stipulations like your interpretation of the spell-like ability. Thanks for the heads up about the eidolon speed.


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@Toland's Juju: Have you considered the spell Khain's Army (from Inner Sea Magic) as a replacement for Gate rather than Undead Anatomy III? Since it's a high level replacement spell you might want to up the number of summons to something like 3d4+3 ghouls and 3 ghasts.

Also, off topic, but would your username be a reference to Destiny?


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Penumbral Shadow wrote:

@Toland's Juju: Have you considered the spell Khain's Army (from Inner Sea Magic) as a replacement for Gate rather than Undead Anatomy III? Since it's a high level replacement spell you might want to up the number of summons to something like 3d4+3 ghouls and 3 ghasts.

Also, off topic, but would your username be a reference to Destiny?

I'm thinking the gate replacement might be well served by the grave caller's choice of astral projection or greater create undead (after all, the wild caller gets their choice of two alternates for gate). Also I'd want to replace agonize on his spell list with command undead to help out. And yes, my name is a reference to Destiny. I absolutely love Bad Juju.


Toland's Juju wrote:
Penumbral Shadow wrote:

@Toland's Juju: Have you considered the spell Khain's Army (from Inner Sea Magic) as a replacement for Gate rather than Undead Anatomy III? Since it's a high level replacement spell you might want to up the number of summons to something like 3d4+3 ghouls and 3 ghasts.

Also, off topic, but would your username be a reference to Destiny?

I'm thinking the gate replacement might be well served by the grave caller's choice of astral projection or greater create undead (after all, the wild caller gets their choice of two alternates for gate). Also I'd want to replace agonize on his spell list with command undead to help out. And yes, my name is a reference to Destiny. I absolutely love Bad Juju.

Great idea! I might steal this archetype for an NPC in one of my games.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Any Ideas for a Grippli Ninja. I had intended to do something similar with a fan style archetype based on 'the tale of gallant Jiraiya' but including more animals, like fox, dragon, slug, snake, turtle, and other beasts. It would be based on using channeling the spirit beasts(as linked to aboves thing on beasts) power into various physical manifestations, including shapeshifting, summoning and gaining their abilities and magic. Like a mixture of Naruto(but more serious) and 'the tale of gallant Jiraiya' found here. The archetype would have been called the 'Spirit-beast-Shinobi'.

As for the grippli ninja, a similar concept for them, but maybe with only focus on the toad abilities(poison release from skin, immunity to frog or toad derived toxins(later becoming immunity to all poisons), great leaps, Magical spells(elemental arcane style), Conjuring a number of toads, shape shifting into a large toad(the scale is important) and finally summoning either a gigantic toad, 2 large toads, a large swarm of regular toads, 4 medium toads, or 8 small toads(this would be capstone, as the toads would be able to cast spells from a pool linked to their size). Maybe 'Kin-Spirit Shinobi' or something along those lines. The abilities would likely cut into the ninja tricks, or replace other abilities that would not suit the archetype.

This archetype will finally allow me to play an authentic Jiraiya style ninja.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber
ErisAcolyte-Chaos jester wrote:

Any Ideas for a Grippli Ninja. I had intended to do something similar with a fan style archetype based on 'the tale of gallant Jiraiya' but including more animals, like fox, dragon, slug, snake, turtle, and other beasts. It would be based on using channeling the spirit beasts(as linked to aboves thing on beasts) power into various physical manifestations, including shapeshifting, summoning and gaining their abilities and magic. Like a mixture of Naruto(but more serious) and 'the tale of gallant Jiraiya' found here. The archetype would have been called the 'Spirit-beast-Shinobi'.

As for the grippli ninja, a similar concept for them, but maybe with only focus on the toad abilities(poison release from skin, immunity to frog or toad derived toxins(later becoming immunity to all poisons), great leaps, Magical spells(elemental arcane style), Conjuring a number of toads, shape shifting into a large toad(the scale is important) and finally summoning either a gigantic toad, 2 large toads, a large swarm of regular toads, 4 medium toads, or 8 small toads(this would be capstone, as the toads would be able to cast spells from a pool linked to their size). Maybe 'Kin-Spirit Shinobi' or something along those lines. The abilities would likely cut into the ninja tricks, or replace other abilities that would not suit the archetype.

This archetype will finally allow me to play an authentic Jiraiya style ninja.

As for the swarm thing, I just don't know how many tiny toads would fit in a gigantic beast. Though probably a lot more than a large swarm.

As for the power for the abilities and spells...Ki. The ninja was already using it, so just limiting what abilities the archetype might use it on, and increasing the pool helps to solve the problem of overuse a bit.


Suggestion here, catfolk investigator archetype that claims descent from a sphinx. Possibly loses alchemy for some form of riddle based buff/debuff and knowledge effects?


Toland's Juju wrote:
SylverFox wrote:
Toland's Juju wrote:

Dhampir Grave Caller

A dark power binds a dhampir's undead heritage to the voices of the lost souls crying out for vengeance from beyond the grave. He is able to call these restless spirits back to the material plane and summon a powerful undead eidolon to his side.

I like the idea, but I'm not crazy about the summon undead spells. I wonder if you could work within the confines of Paizo's spells. Give them animate dead as a 1st level spell, create undead as a 4th level spell and greater create undead as a 6th level spell. Make the SLA operate like those spells without requiring the corpse, material components, a standard action casting time and a duration akin to summon monster.

I like the other features though. One thing I noticed is that the undead base form should have a base speed of 20 feet since it doesn't have the limbs (legs) evolution.

I honestly prefer the summon undead chain to animate dead/create undead. It fits more easily into the usual summoner progression without needing too many stipulations like your interpretation of the spell-like ability. Thanks for the heads up about the eidolon speed.

I still think it would be easier to convince a DM to allow homebrew if it didn't rely on more homebrew, but that's just my opinion. I do like your spell replacement ideas you posted in response to penumbral shadow though. It still looks like a really interesting archetype, if it worked with synthesist it might play close to the old dread necromancer class.


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Nyxad:

Nyxad Racial Abilities

+2 intelligence +2 Charisma -2 strength
Fey Type
Darkvision 60 feet
Medium Size (Average height and weight of 4'10-5'6" and weight of 60-120 lbs)
Shadow Wings that grant a permanent supernatural fly speed of 60 feetwith good manueverability
Shadow Blending (Hide in Plain sight, but only in dimly lit or darker areas with a minimum size of a room or 30 feet)

Class; Bard

Archetype Concept; magical assassin focused on consistent and reliable damage that spikes with critical hits


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Hey all, I'm starting a new job so time is short for me.

Anyway, I have a few last projects I want to finish:

- Turbo Brawler, Human Brawler, Street Fighter based with hadokens and shoryukens and shippujinraikyakus but also some other fighting game references (such as Wave Dashing or C-c-c-c-combo Breaking).

- Blood Martyr, Lizardfolk Fighter. A Fighter that gets a combination of bloodline powers/mysteries and adapts them to a more active fighting style.

- Sling Menace, Halfling Gunslinger or Ranger (TBD) based on new, fun sling effects.

- Apex Predator, Vanara Hunter. Trades abilities to commute with animal companion for the abilities to commute with its chosen prey.

- Hell's Cook, Ifrit Ranger, Skald or Bard (TBD), based upon charring your enemies and feasting on their remains.

- Turret Defender, Android Gunslinger or Hunter, has a gun turret for animal companion.

I hope I can finish one of these for next week and then get on a roll and finish the rest.


Had an idea for a class archetype that got bonuses when stabbing people with daggers and leaving the blades embedded in the flesh. Don't really care what race/class combo you use for it, but I see it as something more appropriate for the little folk.


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Broadhand wrote:
Had an idea for a class archetype that got bonuses when stabbing people with daggers and leaving the blades embedded in the flesh. Don't really care what race/class combo you use for it, but I see it as something more appropriate for the little folk.

Gonna be a Vegepygmy archetype.


Congrats on the new job!


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SylverFox wrote:
I still think it would be easier to convince a DM to allow homebrew if it didn't rely on more homebrew, but that's just my opinion. I do like your spell replacement ideas you posted in response to penumbral shadow though. It still looks like a really interesting archetype, if it worked with synthesist it might play close to the old dread necromancer class.

The summon undead spell seems pretty reasonable, though. The summons are scaled by CR to be roughly equivalent to summon monster. I agree a synthesist grave caller would be cool. What I'd really like to see are undead-specific evolutions like paralyzing touch attacks.


Hey, I know that I requested the vegepygmy archetype here is the racial writeup I had for it. Feel free to tweak it if you need to.


Secret Wizard wrote:
Hey all, I'm starting a new job so time is short for me.

I'm starting my new job soon too. Good luck.

Liberty's Edge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Wondering if you could do a racial archetype for this Home-brew race, the Stitched. Details on the lore and aspects for the race are in the thread, so you can make whatever racial archetype you prefer(though I would request an alchemist that specialised in harvesting from the bodies of dead creatures, and then modifying himself with their physical traits to gain their abilities, or something that just suits their theme).

Good luck with whatever you do in life, you do deserve it.


Pathfinder Lost Omens Subscriber

Secret Wizard, would you do a race if i PMed you the info? it's from a 3pp and i wouldn't feel comfortable posting the whole race.

it's a Tarrasqueling from little red goblin's 4rth race guide if you have it.


I'm looking for something I've desided to call a flavor explosionist for the warhammer halfling race i recently created and this would fit them soooo much because of their love of food. The closest thing I can see it being a archetype is the alchemist. Think of a chef that uses his creations of food to buff the party and use food as a weapon. Heres the 3.5 homebrew class that kind of inspired me to try it on my own.

Flavor Explosionist

And here is the warhammer halfling

Warhammer Halfling

Type: Humanoid (0 RP)
Subtype: Halfling

Size: Small (+1 size bonus to AC, +1 size bonus on attack rolls, –1 penalty on combat maneuver checks and to CMD, and +4 size bonus on Stealth checks) (0 RP)

Base Speed: Slow Speed (20 ft.) (-1 RP)

Ability Score Modifier: Standard (-Str +2 Dex +2 Cha) (0 RP)

Language: Standard (Common and Halfling) (Dwarven and Sylvan) (0 RP)

Defensive Racial Traits: Poison Resistance (Gain a racial bonus on saving throws against poison effects equal to their Hit Dice) (3 RP), Craven (+1 bonus on
initiative checks and a +1 bonus on attack rolls when flanking. –2 penalty on saves against fear effects and gain no benefit from morale bonuses on such saves
against fear effects. When affected by a fear effect, base speed increases by 10 feet and gain a +1 dodge bonus to Armor Class) (2 RP)

Feat and Skill Racial Traits: Skill Bonus (Acrobatics) (+2 on Acrobatics) (2 RP), Skill Bonus (Diplomacy) (+2 on Diplomacy) (2 RP), Skill Training (Profession (Cook)
and Survival are always class skills) (1 RP), Skill Bonus (Perception) (+2 on Perception) (2 RP), Static Bonus Feat (Catch Off-Guard) (2 RP)

Offense Racial Traits: Weapon Familiarity (Proficent with slings and halfling weapons) (1 RP), Swarming (Warhammer Halflings are used to living and fighting
communally with other members of their race. Up to two Warhammer Halflings can share the same square at the same time. If Warhammer Halflings that are occupying the
same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares) (1 RP)

Senses Racial Traits: Low-Light Vision (1 RP)

Total RP: 16


Secret Wizard wrote:
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.

Make a Slinger Archetype for Halfling Gunslingers and I'll play it :)


Secret Wizard wrote:
- Turret Defender, Android Gunslinger or Hunter, has a gun turret for animal companion.

I love this Idea


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Here's the final version of the Grave Caller summoner I gave to my player, for those of you who are interested:

Dhampir Grave Caller
A dark power binds a dhampir's undead heritage to the voices of the lost souls crying out for vengeance from beyond the grave. He is able to call these restless spirits back to the material plane and summon a powerful undead eidolon to his side.

Spells
A grave caller does not have access to summon monster spells. Instead, he swaps out those spells on his spell list with summon undead spells of the same level. Furthermore, a grave caller also replaces agonize on his spell list with command undead as a 3rd level spell.
This ability alters the normal spell list of the summoner.

Eidolon
The eidolon of a grave caller tends to take more unnatural and more savage forms than other summoners' eidolons. A grave caller gains 1/4 his class level as bonus evolution points in his eidolon's evolution pool, but his eidolon must take the undead base form (see below) and cannot take the following evolutions:
* 1-point evolutions: basic magic, gills, magic attacks, skilled;
* 2-point evolutions: alignment smite, energy attacks, immunity, minor magic, poison, weapon training;
* 3-point evolutions: burrow, celestial appearance, major magic;
* 4-point evolutions: blindsight, breath weapon, dimension door, spell resistance, ultimate magic.
The grave caller's eidolon only gains half of the skill ranks normally available to an eidolon of his level and only gains the following skills as class skills: Intimidate (Cha), Perception (Wis), Sense Motive (Wis), and Stealth (Dex). Note that eidolons with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
This ability alters the normal summoner's eidolon class feature, but is otherwise identical to that class feature.

Summon Undead I (Sp)
Starting at 1st level, a grave caller can cast summon undead a number of times per day equal to 3 + his Charisma modifier.
At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon undead at 17th level). Furthermore, at 19th level, the grave caller cannot use gate as a spell-like ability, but can use either astral projection or greater create undead instead.
This ability otherwise functions like the standard summoner's summon monster I ability and replaces that ability.

Channel Energy (Su)
Starting at 1st level, a grave caller gains the ability to channel energy as the cleric ability, save that he must channel negative energy. This ability replaces life link and life bond.

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Undead Base Form
Starting statistics
Size Medium; Speed 20 ft.; AC +4 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack bite (1d6); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Free Evolutions
bite, improved natural armor, undead appearance, unnatural aura.

Paralyzing Touch
4-point evolution
An eidolon's natural attacks are empowered by fell energies to render living foes helpless. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type against a living creature, the target must succeed on a Fortitude save (DC = 10 +1/2 the eidolon's HD + its Con modifier) or be paralyzed for 1 round. Creatures that successfully save cannot be affected by the same eidolon's paralyzing effect for 24 hours. This evolution is only available to eidolons of the undead base form.


That finalized Grave Caller looks awesome! Great work TJ.


That does sound pretty awesome, mate!

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