Classes that are still needed


Pathfinder First Edition General Discussion

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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Divine with a d6 Hit Die. And probably 1/2 BAB


Oh. d6 not D6. Why would anyone want a cleric with worse hit dice or a worse BAB?


Gisher wrote:

Now you have completely lost me. Everyone is talking about a D6 divine caster. Are you saying that is a cleric who casts fireballs?

And I have been casting fireballs since before the 1st edition books came out.

Then you should know what a d6 looks like.


Rynjin wrote:
Gisher wrote:

Now you have completely lost me. Everyone is talking about a D6 divine caster. Are you saying that is a cleric who casts fireballs?

And I have been casting fireballs since before the 1st edition books came out.

Then you should know what a d6 looks like.

Yes I know what six-sided dice are. I've just never seen D6 Divine used as a class description before, and the context threw me.


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Gisher wrote:
Oh. d6 not D6. Why would anyone want a cleric with worse hit dice or a worse BAB?

We would presume such a class has an edge in spellcasting, perhaps more spells per day or kind of divine pool to draw powers from.


master_marshmallow wrote:
Well, the a la carte approach might be good for veteran players who know what they're doing, but for casual players it's a nightmare. {. . .}
Trogdar wrote:
master_marshmallow wrote:
IMO, the best approach would be allowing use of the pre built archetypes for lazy and/or inexperienced players, but still allow cherry picking for the power gamers.
I dunno, that sounds like the best way to make your players wildly different power levels. The granularity of being able to choose class abilities without structure is very potent.

This doesn't have to be a problem. You provide the a-la-carte system, but then also provide a bunch of build examples that replicate the current classes and their most popular archetypes (except fix the bugs while you're at it -- actually shouldn't be too hard until you hit the ACG/ACO material, but the ACG/ACO needs a ton of bug-fix work no matter what). With this, experienced players could cherry pick (which would not necessarily have to be for power gaming purposes), and less experienced players would still have the equivalents of the current classes and archetypes, and could use them to learn how to cherry pick; even the experienced players would probably often want to start with one of these builds and just swap a couple of things out. Of course, the Pathfinder community could (and with time undoubtedly would) then develop its own set of builds that inexperienced players could learn from.

(And by the way, I would LOVE to see a hybrid of Pathfinder and Mutants & Masterminds.)

* * * * * * * *

EDIT #1:

Barathos wrote:
Gisher wrote:
Oh. d6 not D6. Why would anyone want a cleric with worse hit dice or a worse BAB?
We would presume such a class has an edge in spellcasting, perhaps more spells per day or kind of divine pool to draw powers from.

Imagine a class that had Cleric or Oracle full 9/9 spellcasting, but also a bunch of other class features like the Inquisitor (with no dead levels). This would need to be d6, 1/2 BAB for balance.

EDIT #2: Ninja'd by Scavion below!


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Gisher wrote:
Oh. d6 not D6. Why would anyone want a cleric with worse hit dice or a worse BAB?

A lot of people(including myself) want to play a holy/unholy worshiper without the baggage of martial capability for more interesting class features which is what I'm going to attribute why the Cleric is so damn boring.

To reiterate, I feel that the Cleric pays for it's martial capability by having very few choices/build diversity within the class. Getting rid of that whilst also making it a bit squishier sounds like it'd make some good room for awesome class features.

We don't want to play a Cleric, we want to play a Priest. Less Martial More Divine.


Barathos wrote:
Gisher wrote:
Oh. d6 not D6. Why would anyone want a cleric with worse hit dice or a worse BAB?
We would presume such a class has an edge in spellcasting, perhaps more spells per day or kind of divine pool to draw powers from.

I see. So the hit dice isn't really the important feature even though it is being used as the descriptor. You want a more spell-focused divine caster. Basically the divine caster equivalent of a wizard, even if that means taking on some of the wizard's frailties. Do I have that right?

If so, it sounds interesting. I think I would have preferred a cleric-wizard hybrid to some of the ACG hybrids.

Edit: Hah! I got ninja'd by both of you, UnArcaneElection. :)


Scavion wrote:
Gisher wrote:
Oh. d6 not D6. Why would anyone want a cleric with worse hit dice or a worse BAB?
A lot of people(including myself) want to play a holy/unholy worshiper without the baggage of martial capability for more interesting class features which is what I'm going to attribute why the Cleric is so damn boring.

I have to agree with you about clerics being boring. The last time I played a single-class cleric was in the 70's. It just isn't my thing.

Scavion wrote:

To reiterate, I feel that the Cleric pays for it's martial capability by having very few choices/build diversity within the class. Getting rid of that whilst also making it a bit squishier sounds like it'd make some good room for awesome class features.

We don't want to play a Cleric, we want to play a Priest. Less Martial More Divine.

It is interesting that the ACG went the other direction by making a more martial version of the Cleric.


^Which from what I can tell doesn't even do all that good a job of being martial (doesn't seem to fit the advertised role of "Paladin of any alignment" very well).


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Gisher wrote:


It is interesting that the ACG went the other direction by making a more martial version of the Cleric.

Drives me crazy. Especially since most folks didnt get their Any Alignment Paladins really. Theres an archetype that sorta works but is really finicky due to the Charisma requirement. And Blessings were still pretty lame.

Sacred Fist is cool though.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Let's see... I'll throw down a few mechanical "gaps".
-4/9 and 6/9-casting witches.
-6/9-casting sorcerer.
-4/9-casting wizard.
-4/9 and 6/9-casting oracles.
-WIS-based Arcane caster.
-INT-based Divine caster (Archivist, anyone?).
-Martials with strong foci on the mental stats.
-CHA-based prepared caster.
-WIS-based and INT-based spontaneous casters.
-An entire luck-using base class rather than an archetype.
-An INT-based grit-like.

Now for some thematic concepts I'd like.
-A barbarian, but who can draw upon a variety of different emotions.
-A class that mixes grit and bardic performance.
-A class that mixes rage with bardic performance.
-A dedicated dungeoneer.


Lindley Court wrote:


-INT-based Divine caster (Archivist, anyone?).

Paizo please.

It could be heavily scroll based and get some sort of bonus to knowledge skills, perhaps works a bit like an alchemist.

Lindley Court wrote:


-CHA-based prepared caster

Also known as a Use Magic Device :-P


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Lindley Court wrote:

Let's see... I'll throw down a few mechanical "gaps".

-4/9 and 6/9-casting witches.

The 4/9 would need a Bloodrager archetype that we don't have yet (and trying to approximate it by 50-50 multiclassing isn't going to work very well), but for the 6/9 version we have the Magus archetype Hexcrafter that I think may do exactly what you want.

Lindley Court wrote:
-6/9-casting sorcerer.

We have three: They are called Bard, Skald, and Summoner. That said, I'd like to see other ones, specialized in other schools of magic (revive and rebuild the D&D 3.5 Dread Necromancer, anyone?).

Lindley Court wrote:
-4/9-casting wizard.

Again, a Bloodrager archetype that we don't have yet.

Lindley Court wrote:
-4/9 and 6/9-casting oracles.

The 4/9 version would probably need to be some kind of Oracle/Paladin hybrid class that we don't have yet, but for 6/9 we have an approximation with the Inquisitor -- just need to add an archetype that replaces some Inquisitor stuff with Oracle Mystery stuff and adds an Oracle's Curse (which by the way, I wish could be obtained on classes other than Oracle without needing to dip in Oracle).

Lindley Court wrote:
-WIS-based Arcane caster.

Sorcerer with Empyreal Bloodline. It's easy to miss because being one of the "Wildblooded" Bloodlines, it is listed in the Archetypes section instead of the Bloodline section. Unfortunately, it isn't all that great a Bloodline, especially since it is trading down from the Celestial Bloodline, but if you need Wisdom for something else (like you are building a Sorcerer/Cleric Mystic Theurge, or a single-classed Dwarf Sorcerer who has a Wisdom bonus but a Charisma penalty, then here you go.

Lindley Court wrote:
-INT-based Divine caster (Archivist, anyone?).

Maybe if they would have made Cloistered Cleric be actually a decent archetype . . . as it is, it is still Wisdom-based, has worse weapons and armor AND worse spellcasting, all in return for only small bonuses -- in other words, a Fail.

Lindley Court wrote:
-Martials with strong foci on the mental stats.

Monk. Quite a lot of variety provided by archetypes that are actually decent, although anecdotally from reading these boards and some guides, most of them seem to be used more for dipping than for single-classing. Monks make considerable use of Wisdom (see link to class for details).

Also should mention Paladin/Antipaladin, Bloodrager, and Ranger, but these are obvious since these are spellcasters as well (except for some archetypes that trade this for something else). Also should mention that some Combat Feats require Intelligence 13, and Fighters are made to use lots of Combat Feats, so this can make Fighters somewhat Intelligence-oriented, although this is a fairly crude form of Intelligence orientation (the only thing you get by going above Intelligence 13 is more skill points, unless I forgot some Combat Feat that needs Intelligence >13); the Lore Warden archetype is also somewhat Intelligence-oriented by getting all Intelligence-based skills as class skills, but again it is a fairly crude form of Intelligence orientation. Certain martial builds are Intimidate-based, and thus at least mildly Charisma-oriented.

Lindley Court wrote:
-CHA-based prepared caster.

This would make sense for Enchantment- and/or Illusion- focused Wizard archetype(s).

Lindley Court wrote:
-WIS-based and INT-based spontaneous casters.

Wisdom: See Sorcerer with Empyreal Bloodline above.

Intelligence: Sorcerer with Sage Bloodline (another Wildblooded line, so again easy to miss). Not bad, except that it is trading down abilities from the top tier Arcane Bloodline; still, if you want a Sorcerer with more than average skill points, here you go.

Lindley Court wrote:

-An entire luck-using base class rather than an archetype.

-An INT-based grit-like.

Not sure what you mean here.

Lindley Court wrote:

Now for some thematic concepts I'd like.

-A barbarian, but who can draw upon a variety of different emotions.
-A class that mixes grit and bardic performance.

Not sure how to answer these, but . . .

Lindley Court wrote:
-A class that mixes rage with bardic performance.

I think Skald does exactly what you want.

Lindley Court wrote:
-A dedicated dungeoneer.

All classes and most of the archetypes thereof do that.

Shadow Lodge

Scavion wrote:
Gisher wrote:
It is interesting that the ACG went the other direction by making a more martial version of the Cleric.

Drives me crazy. Especially since most folks didnt get their Any Alignment Paladins really. Theres an archetype that sorta works but is really finicky due to the Charisma requirement. And Blessings were still pretty lame.

Sacred Fist is cool though.

I have heard it also works rather well for an archer-priest thanks to the bonus feats. Though a cleric archetype could have accomplished that as well; something like the crusader but with different feat options and a replacement for Legion's Blessing.

Definitely not an any alignment paladin.

Dragon78 wrote:
5)A non spell casting healer class that gets both lay on hands and channeling as well as other various healing and curative abilities. Gets all good saves, 4+Int skills, d8HD/average BA, and maybe a monk like AC based on cha or con mod.

Any particular theme you're going for here? It sounds a bit like what the Monk of the Healing Hand tried to be. Maybe improvements on that monk archetype? The base values are all there, just swap the AC bonus from wis to cha, and trade away about half the other features. Purity of Body & similar abilities are good to keep, plus the mobility. It's a little more hardcore than most archetypes but maybe better than a whole new class.


Might as well revive an old post I made about traditionally NPC classes (slightly edited, added on a slightly later post from the same thread, and then followed by an almost-new idea):

I want playable versions of non player character classes -- that is, versions that some people would actually want to play. I have 2 issues with the NPC classes: one is that they are inherently inferior by level to the PC classes, as if they were just cannon fodder (which can be done just as well and more honestly using lower level PC classes); the other is that levels of NPC classes are albatrosses on the characters in case you want to upgrade them to PC or DM-PC status without fudging. If I were both a DM and had the time to write some in-depth house rules (and remotely possibly I'll do it anyway, although certainly not on a phone like I am doing for this post), I would convert all Warriors to martial characters (usually Fighters) or sometimes something like Thug archetype of Rogue, but Aristocrats and Experts are more interesting.

For Aristocrats, I would make them similar to base class versions of Noble Scions, but with more flexible abilities. Archetypes would include Noble Scion (base class), Political Scion, Socialite, and Tycoon (gets abilities like Golden Prophet/Prophet of Kalistrade, but trades in the spells for more awesome non magical abilities), for starters. Aristocrats would range from diplomats to leaders to socialites. (Socialite class feature: Unencumbered by the Thought Process -- this gives them Skill Ranks based on CHA instead of INT, but all but 2 Ranks/Level must be spent on social Skills.) Supporting Feat or Trait available to all Aristocrat archetypes: Born with a Silver Foot in Your Mouth.

For Experts, I would make them into professional skill monkeys that do other have part of their advancement tied to stealth and backstabbing; they would still be able to take Rogue Tricks/Ninja Talents that do not depend upon Sneak Attack, and could also acquire Artificer Talents. Experts would range from battlefield engineers to detectives (not to be confused with the Bard archetype) to other professionals in dangerous lines of work to ordinary but talented people who become aware of grave threats and work against them behind the scenes. Expert archetypes would include Artificer, Battlefield Engineer (not the most awesome item crafter, but can build and repair mundane things REALLY FAST), Detective (more hard-boiled than the Bard archetype), Merchant, Politician (more grassroots than Political Scion above), and Professional.

Commoners would be among the least changed, but would gain 2 class features. Opportunity for Redemption would let you convert a level of another class into a level of Commoner every time you gain a level of Commoner. Untapped Potential would let you convert a level of Commoner into a level of another class every time you gain a level in the other class. Either one (not both at once) would work only once for each Character Level advancement. Thus, you could slowly rebuild a character -- thus, for instance, an Agent of the Grave could slowly become redeemed by getting back in touch with common life, even in the absence of someone willing or able to cast Atonement.

I have not yet figured out what to do with Adepts, since these are really lousy casters, but they have spells from at least 2 lists.

Oh, and by the way, somebody else had the idea to make Commoner a playable class. THIS is the class for Homer Simpson.

New material

I have been toying with the idea that EVERYBODY (including 1 HD creatures) has racial Hit Dice, and that traditional NPC classes are the racial Hit Dice of 1 HD creatures, that you get before you enter your intended base class. Each would need to provide some unique background and abilities to your character, sort of like Traits but in a different format.

Scarab Sages

Scavion wrote:
Gisher wrote:


It is interesting that the ACG went the other direction by making a more martial version of the Cleric.

Drives me crazy. Especially since most folks didnt get their Any Alignment Paladins really. Theres an archetype that sorta works but is really finicky due to the Charisma requirement. And Blessings were still pretty lame.

Sacred Fist is cool though.

Fervor is the best class feature ever written in pathfinder. That makes warpriests worth playing by itself. And the blessings are really powerful with quicken blessing. Dimensional pounce, swift action summons, and so on.


Imbicatus wrote:
Scavion wrote:
Gisher wrote:


It is interesting that the ACG went the other direction by making a more martial version of the Cleric.

Drives me crazy. Especially since most folks didnt get their Any Alignment Paladins really. Theres an archetype that sorta works but is really finicky due to the Charisma requirement. And Blessings were still pretty lame.

Sacred Fist is cool though.

Fervor is the best class feature ever written in pathfinder. That makes warpriests worth playing by itself. And the blessings are really powerful with quicken blessing. Dimensional pounce, swift action summons, and so on.

Fervor? Really? The best class feature ever written? Its just another form of quickening spells.

You only get one swift action a turn.


I would like to see a class or archetype that gives a traditional melee character a magic weapon like the black blade. Maybe give the weapon very limited spell casting but basically create the warrior who uses an intelligent magic weapon but posses no magic himself.

This could probably be done with some artifacts of sentient weapons but a class focused on it would be very interesting to me to play.


All for a martial shapeshifter. Heck a class that performs self mutilation rituals to emulate monsters and gain natural attacks. Or a grafter class would be cool. A truly feral class with no weapon or Armor proficiency but still a beast in melee. Thinking true primitive barbarian but even more savage.
Oh and of course a decent spontaneous magus with sorcerer bloodlines instead of the garbage that is eldritch scion


Silver Surfer wrote:
Gisher wrote:

Now you have completely lost me. Everyone is talking about a D6 divine caster. Are you saying that is a cleric who casts fireballs?

And I have been casting fireballs since before the 1st edition books came out.

Now youre just being deliberately obtuse.....

No I wasn't. I've seen people here talk about E6 campaigns (which I'm also unfamiliar with) and I thought maybe D6 was some variant of that. Since I wasn't thinking about dice, the fireball question created a case of cognitive dissonance. People sometimes get confused about things that are obvious in retrospect. This was one of those cases.


^Probably Fighter and/or Barbarian archetype(s) that would replace some stuff with the Black Blade. (And not what you're asking for, but Paladin and Antipaladin archetypes that also get this would be thematically awesome too.)


A Final Fantasy style summoner. What I mean is a summoner whose summons act more like blasts than battlefield control. Say you'd summon a fire elemental, and instead of being a monster with HP and attack sequences and such, it'd behave like Flaming Sphere and just roll around crashing into people. Instead of summoning a single large rat, which isn't something I can imagine any "iconic" summon magic doing, summon a swarm of rats for a little automatic damage plus a chance to inflict disease. There's spells that do things like this, but you could form a whole class around them with much less trouble than the summoner we have now.

Liberty's Edge

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Runelord Apologist wrote:
A Final Fantasy style summoner. What I mean is a summoner whose summons act more like blasts than battlefield control. Say you'd summon a fire elemental, and instead of being a monster with HP and attack sequences and such, it'd behave like Flaming Sphere and just roll around crashing into people. Instead of summoning a single large rat, which isn't something I can imagine any "iconic" summon magic doing, summon a swarm of rats for a little automatic damage plus a chance to inflict disease. There's spells that do things like this, but you could form a whole class around them with much less trouble than the summoner we have now.

I demand that they were a giant horn on their head for literally no reason.

Scarab Sages

Scavion wrote:


Fervor? Really? The best class feature ever written? Its just another form of quickening spells.

You only get one swift action a turn.

And a free quickened spell from level 2 on is the best possible use of that swift action.


I'm still salty about that quickened thing.
The class abilities all compete for the swift action.
Spell Combat functions in a much better way imo.

Liberty's Edge

master_marshmallow wrote:

I'm still salty about that quickened thing.

The class abilities all compete for the swift action.
Spell Combat functions in a much better way imo.

I wish swift action was instead "free action that can be taken once per round". Would make things a lot easier since most of the time abilities use the swift action as a way to limit it to 1/round.


Pathfinder Rulebook Subscriber

Stuff I'd like to see:

-A proper magic rogue. Archaeologist and Sandman are nice but I'd like something more cohesive than rogue abilities on a bard chassis

-A proper dark knight. Anti paladin is a nice attempt, but it's mostly just a find and replace swapping good for evil and evil for good. A dark knight wouldn't necessarily need an anti-good theme either. Just appropriate class features and spells.

-A witch doctor. Alchemist/witch would have been an awesome hybrid class

-A warlord or leader. Bard/Paladin or Cavalier would have been an awesome hybrid too. And while 4e is a pretty eh game, the Warlord is a pretty cool class and definitely design space that hasn't been explored in pathfinder any.

-A dedicated blaster. Both so it could do respectable damage and so I don't feel like I'm just a wizard or sorcerer making bad choices

Liberty's Edge

Squiggit: It's rather telling that as much as I hate The Edition That Shall Not Be Named, the warlord was still my favorite class from it (And shame on Wizards of the Coast for saying "Welp, any class that was in any D&D Player's Handbook 1 is gonna be in the Fifth Edition Player's Handbook, then not including the damn warlord!!!)

Also, I think the shaman might fill the niche you want for the witch doctor. I think. (I know for a fact the kineticist from Occult Adventures happens to be your Dedicated Blaster class. =p)

Also also, nobody picked apart my mechanical/niche suggestions from my last post. Waaaaaaaah ;_;


Quote:
-A warlord or leader. Bard/Paladin or Cavalier would have been an awesome hybrid too. And while 4e is a pretty eh game, the Warlord is a pretty cool class and definitely design space that hasn't been explored in pathfinder any.

I really like the Rite Publishing Shogun archetype for Samurai.


Pathfinder Rulebook Subscriber
Snorb wrote:


Also, I think the shaman might fill the niche you want for the witch doctor.

Shaman does do a lot of what I'm looking for, but I also really like the imagery of an alchemist/witch. Brewing hex potions and curses and other weird shit. Guess that's more "something that sounds cool" rather than "class I think is needed"

Quote:
(I know for a fact the kineticist from Occult Adventures happens to be your Dedicated Blaster class. =p)

Definitely interested in the kineticist, so we'll see how it turns out.

Just as is blasting isn't that great and on a more personal level whenever I make a blaster wizard or sorcerer I just feel like I'm intentionally making my character lamer to fill an eh niche, when I don't tend to have that problem with classes dedicated to that.


Milo v3 wrote:
Imbicatus wrote:
The Black Blade is a sentient weapon that grows with the magus as you level up. It has a separate arcane pool that it uses to activate various abilities, and at high level it feeds on those it slays.
But it's not just a sentient weapon that's wanted, it's a sentient weapon that can take human form or a human that can take weapon form. Black blades don't even get close.

personally as a gm id let you flavor this class like the weapon was human if you so wanted, not like they ever fight seperatly or anything anyway so i dont see what issues would come up from that at all


Pathfinder Rulebook Subscriber
Milo v3 wrote:
Imbicatus wrote:
The Black Blade is a sentient weapon that grows with the magus as you level up. It has a separate arcane pool that it uses to activate various abilities, and at high level it feeds on those it slays.
But it's not just a sentient weapon that's wanted, it's a sentient weapon that can take human form or a human that can take weapon form. Black blades don't even get close.

Sounds like... a Synth summoner that can turn Synth mode off. Which seems like it'd create the same problem Synth has: Why do that when you can break action economy with two people better?


Squiggit wrote:
Milo v3 wrote:

But it's not just a sentient weapon that's wanted, it's a sentient weapon that can take human form or a human that can take weapon form. Black blades don't even get close.

Sounds like... a Synth summoner that can turn Synth mode off. Which seems like it'd create the same problem Synth has: Why do that when you can break action economy with two people better?

Huh? I'm not sure how a sword which can transform into a human with commoner stats and half your HP is anywhere near a synth.


Pathfinder Rulebook Subscriber
Milo v3 wrote:
Squiggit wrote:
Milo v3 wrote:

But it's not just a sentient weapon that's wanted, it's a sentient weapon that can take human form or a human that can take weapon form. Black blades don't even get close.

Sounds like... a Synth summoner that can turn Synth mode off. Which seems like it'd create the same problem Synth has: Why do that when you can break action economy with two people better?
Huh? I'm not sure how a sword which can transform into a human with commoner stats and half your HP is anywhere near a synth.

I don't mean mechanically, just conceptually. A synth summoner turns his eidolon into armor and weapons for himself. Same concept, just something you can turn off and have your commoner buddy.


Other ideas:

Fanatic: Cleric/Barbarian Hybrid (Or Barbarian/Paladin), full BAB with 4 level casting, which x times a day can unleash the wrath of their god upon a person, with the type of effects varying by god or alignment.

Mystic or Philosopher: A monk/cleric hybrid. Basically a 6 level caster who augments their spell casting with something like a ki pool, and who doesn't follow a specific diety/have alignment restrictions, but instead embodies an ideal or philosophy. Could be int-based. Within the Golarion setting, we really lack a divine anything that fills the conceptual niche of studied divine caster, that isn't tied to a specific god or nature in general.

Cultist?: no idea really on the name, but a charisma-based who grows in power as he decreases in sanity. Maybe use some sort of Wisdom-based pool of point to augment his casting, or perhaps something like the Burn mechanic of the Kineticist. Basically the standard lovecraftian magic user.

Scarab Sages

MMCJawa wrote:


Mystic or Philosopher: A monk/cleric hybrid. Basically a 6 level caster who augments their spell casting with something like a ki pool, and who doesn't follow a specific diety/have alignment restrictions, but instead embodies an ideal or philosophy. Could be int-based. Within the Golarion setting, we really lack a divine anything that fills the conceptual niche of studied divine caster, that isn't tied to a specific god or nature in general.

We have a monk/cleric hybrid, the Sacred Fist Warpriest. It covers this niche very well.

As for not being tied to a god, Clerics can be clerics (and by extension warpriests) of an ideal. Gods are not required RAW.


Imbicatus wrote:
MMCJawa wrote:


Mystic or Philosopher: A monk/cleric hybrid. Basically a 6 level caster who augments their spell casting with something like a ki pool, and who doesn't follow a specific diety/have alignment restrictions, but instead embodies an ideal or philosophy. Could be int-based. Within the Golarion setting, we really lack a divine anything that fills the conceptual niche of studied divine caster, that isn't tied to a specific god or nature in general.

We have a monk/cleric hybrid, the Sacred Fist Warpriest. It covers this niche very well.

As for not being tied to a god, Clerics can be clerics (and by extension warpriests) of an ideal. Gods are not required RAW.

That kind of thing is entirely varies by the setting. It's RAW in a vacuum.


I take the Dread Necromancer request back.

Just saw the Bone revelation for the Oracle. That's pretty damned close to the Dread Necromancer, and really good enough for me.


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A martial equivalent to the Witch.

Make a deal with so kind of being, gain supernatural combat abilities. If it allows you to transform into some kind of horrific beast and shed your humanity as you advance all the better.


Hark wrote:

A martial equivalent to the Witch.

Make a deal with so kind of being, gain supernatural combat abilities. If it allows you to transform into some kind of horrific beast and shed your humanity as you advance all the better.

I think that should just be a Bloodrager archetype.


Barathos wrote:
I think that should just be a Bloodrager archetype.

Maybe, but I wasn't really looking to describe an actual martial/caster hybrid so much as a straight martial that develops supernatural combat abilities.

The space to switch things around is kinda there in the Bloodrager, but you'd be looking at switching pretty much everything out which says less archetype and more new class. The Synthesist Summoner is actually much closer to what I had in mind, except you now balanced and built specifically around the idea of being a Martial character.


I'd like a dedicated Anti-Mage warrior.

So far the best, and they've highlighted it, was the Arcane Bloodrager. But, I'd like something that can disrupt, dispel, counter spell (with a class feature rather then real spells), and turn spell against their enemies.

Some kind of Warder, or Templar (Dragon Age). Not sure whether I'd hope for a Rogue-like antimage, or a Warrior like Antimage


A utility gish. None of the touch attack focus or action economy cheating or quirky spell list of the extant gishes. An actual EK substitute that can carry the noncombat load of a wizard for a group where nobody actually likes playing straight wizards, possibly through 25% or 33% early entry self only, save (harmless), and willing target only spells on a wizard list using 6 level medium BAB chassis with something like weapon training. Or maybe the ability to reduce the level of a spell by up to 33% at the expense of raising the casting time.


Issac Daneil wrote:

I'd like a dedicated Anti-Mage warrior.

So far the best, and they've highlighted it, was the Arcane Bloodrager. But, I'd like something that can disrupt, dispel, counter spell (with a class feature rather then real spells), and turn spell against their enemies.

Some kind of Warder, or Templar (Dragon Age). Not sure whether I'd hope for a Rogue-like antimage, or a Warrior like Antimage

Yes.


Snorb wrote:

{. . .}

Also also, nobody picked apart my mechanical/niche suggestions from my last post. Waaaaaaaah ;_;

i'm sorry, I passed this over. Let's take a shot at it:

Snorb (post #57) wrote:
Sentinel: A class that's all about the D: He wears heavy armor, gets benefits from wearing heavy armor, can bodyguard the party (by granting his shield bonus to an adjacent ally, Swap Places, Antagonize, can redirect an attack on an adjacent ally onto himself), can mark foes like the 4e fighter.

By my guest and check out my Tower Shieldadin proto-guide.

Snorb (post #57) wrote:
Thaumaturge: A blaster mage; only, y'know, making evocation actually useful. I kinda see this class as like the arcanist, except that you don't get any spells. Instead, you get much more arcanist exploits that you can use.

Not sure Thaumaturge is the right name. Would this be some kind of Monk archetype that takes Arcanist Exploits?

Snorb (post #57) wrote:
Jobber: I sincerely doubt that there's a class in Pathfinder that's high risk/high reward, so here we are. This guy gets more powerful as he gets more hurt. I can see him as having a Sneak Attack Lite (he gets sneak attack when two allies are in melee with the target, but only does d4s instead.)

Haven't given this a lot of thought, but maybe some kind of Barbarian/Rogue hybrid?

Snorb (post #57) wrote:

Grenadier: You have a bomb launcher. You get a limited amount of chemicals per day to make bombs with. (You choose "Okay, I'm getting two Organics, two Crystals, two Soft Metals today; tomorrow, I think I'll go three Organics, one Radioactive, one Inert Gas, and one Crystal." and you combine two chemicals to make a particular bomb.) You get to meet the folks at Ye Olde Burnne Warde when you roll a natural 1 on your ranged bomb attack and experience your quality worksmanship firsthand. (Heh heh heh.)

{. . .}

Alchemist has not just one but TWO Grenadier archetypes: Monster Codex version and PFS Field Guide version. They are almost the same, but the Monster Codex version trades out Brew Potion and the PFS Field Guide version trades out Poison Resistance. The Monster Codex version is better if you are allowed to pick Brew Potion up later as a feat without needing to dip into an actual spellcasting class, or if you don't need to brew your own potions, or if you are going to be up against a lot of poison-using foes and traps.

Issac Daneil wrote:

I'd like a dedicated Anti-Mage warrior.

So far the best, and they've highlighted it, was the Arcane Bloodrager. But, I'd like something that can disrupt, dispel, counter spell (with a class feature rather then real spells), and turn spell against their enemies.

Some kind of Warder, or Templar (Dragon Age). Not sure whether I'd hope for a Rogue-like antimage, or a Warrior like Antimage

You might be interested in this thread.


@ UnArcaneElection

Yeah; that's getting into the territory I'm talking about.

I think for mine I'd include a limited system for when there are no mages to fight, such as:

Spellrazor (Su): As a swift action once per day, you may harness the magical energies inside you to empower your weapon strikes. For 1 minute per level, you gain a bonus to attack rolls, including those made to confirm a critical hit, up to 1 + your Intelligence modifier. However, during this time you also take a penalty on saving throws against spells, supernatural abilities, and spell-like abilities equal to the same bonus. When you use this ability, you may decide how much of a bonus and resulting penalty you receive.

At 7th level, and every 6 levels gained thereafter, you gain an additional use of this ability. When you gain an additional use of this ability, you also add 1 to the bonus you may receive.


Imbicatus wrote:
MMCJawa wrote:


Mystic or Philosopher: A monk/cleric hybrid. Basically a 6 level caster who augments their spell casting with something like a ki pool, and who doesn't follow a specific diety/have alignment restrictions, but instead embodies an ideal or philosophy. Could be int-based. Within the Golarion setting, we really lack a divine anything that fills the conceptual niche of studied divine caster, that isn't tied to a specific god or nature in general.

We have a monk/cleric hybrid, the Sacred Fist Warpriest. It covers this niche very well.

As for not being tied to a god, Clerics can be clerics (and by extension warpriests) of an ideal. Gods are not required RAW.

That is why I specifically mentioned that within the Golarion campaign setting, since the setting specifically prohibits clerics of ideals or philosophies.


MMCJawa wrote:

That is why I specifically mentioned that within the Golarion campaign setting, since the setting specifically prohibits clerics of ideals or philosophies.

What are the Four Philosophies of Golarion for then?

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