Hybrid archetypes still missing in the ACG (or converted from previous books)


Homebrew and House Rules

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The Advanced Class Guide presented a great many "hybrid archetypes" and class features, giving a class the powers and flavor of another, but you will agree with me that there can be many, many others. Also, some old archetypes are now obsolete with the new rules and need to be rebuilt. For example, now that panache and the Swashbuckler class exist, how should the Swashbuckler archetype for rogues change? And how should the Spirit Ranger be adjusted now that we have rules for shamanic spirits?
So I decided to open this thread to host all our hybrid creations, rebuildings or requests. This is my first one, a rewriting of the Swashbuckler Rogue from the APG- now with panache! Feel free to critique, request an archetype/feature, or post your own.

Daring Scoundrel (Rogue)

Joining the audacious deeds of a swashbuckler with the subtle mobility of legendary thefts, a daring scoundrel is a romantic figure, a smiling shadow that leaves the rich without their most cherished treasures, and the maidens without their hearts.

Fencer (Ex): At 1st level, the daring scoundrel may select one martial weapon to add to her list of weapon proficiencies. This ability replaces trapfinding.
Daring (Ex): At 2nd level, a daring scoundrel gains the swashbuckler’s panache class feature and one 1st–level deed of her choice. She may regain panache through critical hits and killing blows scored with her sneak attack ability, other than with normal means. This ability replaces the 2nd–level rogue talent.
Deeds: A daring scoundrel can choose any swashbuckler deed in place of a rogue talent. She must meet the chosen deeds’ prerequisites.

Rogue Talents: The following rogue talents complement the daring scoundrel archetype: acrobatic stunt, climbing stunt, convincing lie, finesse rogue, offensive defense, positioning attack, powerful sneak, steal the story, and weapon training.

Advanced Talents: The following advanced rogue talents complement the daring scoundrel archetype: crippling strike, entanglement of blades, redirect attack, and unwitting ally.


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The Spirit Listener is a conversion of the Spirit Ranger archetype to the ACG rules. I created the Spirit Sentinel MC Archetype on the same lines on the MCA threads. This is a more "one-class-hybrid" version.

Spirit Listener (Ranger)

A spirit listener learns how to commune with the spirits who inhabit the lands he has sworn to protect. Reflective and wise, this shamanic ranger acts as a true intermediary between man and nature.

Spirit Bond (Ex): At 4th level, instead of forming a bond with his hunting companions or an animal companion, the spirit listener forms a bond with the spirits of nature dwelling in his favored terrain. He chooses one shaman spirit related to his favored terrain. As long as he is in that terrain, he adds that spirit’s 1st–4th level spirit magic spells to his ranger spell list, and can cast these spells spontaneously sacrificing a spell slot of equal level. These are the choices of spirits dwelling in each terrain:

Cold: Waves
Desert: Flame
Forest: Nature
Jungle: Mammoth, Nature
Mountain: Stone, Wind
Plains: Mammoth, Nature
Planes: Heavens
Swamp: Bones
Underground: Stone
Urban: Lore
Water: Waves

The spirit listener also gains one hex of his choice from the list of hexes available to his terrain spirit. He can use that hex as long as he is in his favored terrain.
At 9th level, the spirit listener gains the spirit ability of his terrain spirit. At 16th level, he gains the greater spirit ability of his terrain spirit. This ability replaces hunter’s bond, evasion, and improved evasion.
Spirit–Wise (Sp)
At 12th level, the spirit listener no more needs to be in his first spirit’s favored terrain in order to use that spirit’s abilities and hexes.
Moreover, as long as he is within one of his favored terrains, the spirit listener can temporarily bond with a spirit related to that terrain. He gains access to one hex from the list of that terrain’s spirit for 24 hours, but the bond ends if he leaves the spirit’s terrain. The spirit listener can’t forge a temporary bond with more than one spirit at a time, and can’t bond with a new spirit before 24 hours are passed, even if the first bond ends before this time. The spirit listener doesn’t gain access to the spirit magic spells or abilities granted by his wandering terrain spirit.
At 17th level, the spirit listener needs no more to stay in one of his favored terrains in order to forge or maintain the bond with that terrain’s spirit. This ability replaces camouflage and hide in plain sight.

Shadow Lodge

While I like the Spirit Listener thematically, I think tying its abilities so thoroughly to favoured terrain is a problem. The spirit bond abilities are roughly equal to the abilities they replace when the bond is active, but if you're playing in a campaign that takes place in multiple terrain types then you're going to be weaker much of the time. Spirit-Wise arrives too late to fix this. I would suggest making the main spirit always active, but leaving Spirit-Wise dependent on local spirits (and if you're in terrain matching your first spirit, you can gain a second hex from that spirit).

Also, the spirit abilities are probably not going to be relevant at 9th level. I would grant the spirit ability at 4th level and the hex at 9th.

You probably also want to specify that spirit abilities use Wisdom instead of Charisma, and whether they get an effective shaman level for abilities that are level-dependent (I would go with shaman level = ranger level-3).


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Oh! Thanks for the feedback! ^_^
I see most of your points. So let's change something and see if this is more fitting (I was in doubt too about those things).

Spirit Listener (Ranger)

A spirit listener learns how to commune with the spirits who inhabit the lands he has sworn to protect. Reflective and wise, this shamanic ranger acts as a true intermediary between man and nature.

Spirit Bond (Ex): At 4th level, instead of forming a bond with his hunting companions or an animal companion, the spirit listener forms a bond with the spirits of nature dwelling in his favored terrain. He chooses one shaman spirit related to his first favored terrain. He adds that spirit’s 1st–4th level spirit magic spells to his ranger spell list, and can cast these spells spontaneously sacrificing a spell slot of equal level. These are the choices of spirits dwelling in each terrain:

Cold: Mammoth, Waves
Desert: Flame
Forest: Nature, Wood
Jungle: Nature, Wood
Mountain: Stone, Wind
Plains: Mammoth, Nature
Planes: Heavens, Life
Swamp: Bones, Waves
Underground: Bones, Stone
Urban: Battle, Lore
Water: Waves

The spirit listener also gains the spirit ability of his terrain spirit. At 9th level, he gains one hex of his choice from the list of hexes available to his terrain spirit. At 16th level, he gains the greater spirit ability of his terrain spirit. The spirit listener doesn't need to be in his favored terrain in order to use these abilities. His effective shaman level for them is equal to his shaman level -3. This ability replaces hunter’s bond, evasion, and improved evasion.
Spirit–Wise (Sp): At 12th level, as long as he is within one of his favored terrains, the spirit listener can temporarily bond with a spirit related to that terrain. He gains access to one hex from the list of that terrain’s spirit for 24 hours, but the bond ends if he leaves the spirit’s terrain. If he is in his fixed spirit's permanent terrain, he can choose a second, temporary hex granted by that terrain's spirit.
The spirit listener can’t forge a temporary bond with more than one spirit at a time, and can’t bond with a new spirit before 24 hours are passed, even if the first bond ends before this time. The spirit listener doesn’t gain access to the spirit magic spells or abilities granted by his wandering terrain spirit.
At 17th level, the spirit listener needs no more to stay in one of his favored terrains in order to forge or maintain the bond with that terrain’s spirit. This ability replaces camouflage and hide in plain sight.

However, shamanic abilities DO use Wisdom, so there's no need to specify a change of relevant ability ^_^


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This didn't make it into Wayfinder #13. I rewrote, semplified and refined it. A MCA version is here.

Divine Detective (Inquisitor)

Some inquisitors are divinely inspired to investigate on ecclesiastical crimes and cases.

Inspiration (Ex): At 3rd level, a divine detective gains an inspiration pool, as the investigator class ability. A divine detective uses her inquisitor level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, dungeoneering, nature, planes, religion), Perception, and Stealth skill checks without spending a use of inspiration, provided she’s trained in that skill. A divine detective’s inspiration pool refreshes each day, usually when she refreshes her spells. A divine detective’s inspiration pool is based on her Wisdom modifier, not Intelligence. This replaces solo tactics.

Inspired Talents: At 3rd level and every 3 levels thereafter, a divine detective can select an investigator talent. She can’t select any talent she doesn’t meet the prerequisites for. A divine detective uses her Wisdom score instead of her Intelligence score for the purpose of these talents. This replaces all the inquisitor’s teamwork feats.


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Another archetype that won't be in the next Wayfinder.

Merciful Stalker (Inquisitor)

Both judge and advocate, a merciful stalker metes her deity’s wrath upon undead and evildoers and heals surrendered enemies and innocent victims.

Focus Weapon: At 2nd level, a merciful stalker receives Weapon Focus in her deity’s favored weapon as a bonus feat. This ability replaces cunning initiative.

Divine Blessing (Su): At 3rd level, a merciful stalker can select one blessing granted by her deity. She receives that blessing’s abilities as if she were a warpriest of her inquisitor level. Alternatively, she can choose a second inquisition or domain, but her level for this inquisition or domain is equal to her inquisitor level –3 (minimum 1). This ability replaces solo tactics.

Channel (Su): Starting at 3rd level, a merciful stalker can channel energy like a cleric, for 1d6 points of damage. Using this ability is a standard action that expends one uses of her judgment ability and doesn’t provoke an attack of opportunity. Every 3 levels thereafter, the channeled energy amount increases by 1d6, up to a maximum of 6d6 at 18th level. This replaces all the inquisitor’s teamwork feats.

Shadow Lodge

Nice, I was just thinking I'd like to see an inquisitor (investigator) archetype.

Maybe a bardic swashbuckler? I like the idea but have no idea what to replace - or whether it makes sense for it to be a compatible archetype with the Arcane Duelist.

Bardess wrote:
However, shamanic abilities DO use Wisdom, so there's no need to specify a change of relevant ability ^_^

You're right! I was checking out the Lore spirit and it has a lot of abilities that work off Charisma so I was confused.


I'm loving what you're doing with this and all of these are great.

I have one concern with the Merciful Stalker though.

A single use of channel energy (healing 1d6 to the party) is definitely not worth a use of a Judgment (a scaling buff that lasts a full fight). Maybe just let them channel a certain number of times per day like a cleric.


Here's the Swashbuckler/Bard i made for the MCA project, the Boastful Gallant (inspired by Cyrano de Bergerac). I could make a more "monoclass" version for this too. Would you like more a Swashbuckler with performance or a bard with panache? Or both? ^_^
Thanks for the kind words, you both! I'll see if I can adjust the Merciful Stalker.

Shadow Lodge

I think the Boastful Gallant very nicely fits the swashbuckler with performance, so what about a bard with panache?


I have a couple ideas... Should I rewrite the Arcane Duelist or make something compatible with it (and with Court Bard, Celebrity, Chelish Diva...)? Mmm...
In the meantime, enjoy these new magus arcana.

New Magus Arcana

Inspired Arcana (Ex)
Benefits:
A magus can spend points from his arcane pool to gain inspiration, as the investigator class feature. The magus can use inspiration on any Knowledge, Spellcraft, or Use Magic Device skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspired Talent (Ex)
Prerequisites:
Inspired arcana
Benefits: When a magus takes this arcana, he can pick any one investigator talent as long as that talent can be used by a investigator of his magus level. The magus must meet all other prerequisites the selected talent might have. A magus cannot select the alchemist discovery or rogue talent investigator talent through this arcana. The magus can use that talent by using points from his arcane pool as the inspiration points required for that talent, if needed. A magus can take this arcana multiple times, each time gaining a new talent.


Here's a help for all the cloistered holy persons who wish to be able to take monk vows.

Ascetics Subdomain

Associated Domain: Any*

Replacement Power: The following granted power replaces the higher-level power of the chosen domain.

Faith Pool (Su): At 8th level, you gain a pool of faith points, divine energy you can use to accomplish amazing feats. The number of points in your faith pool is equal to 1/3 your cleric level + your Wisdom modifier. The faith pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If you possess levels in a class that grants a ki pool, your faith points stack with your ki points gained from the other class to determine the total number of points in the combined pool. You can use points from this pool to power the abilities of every class you possess that grants a faith or ki pool. You can also take monk vows to increase your faith points just as if they were ki points. The ability to take monk vows replaces a cleric or priest’s 3rd–level increase of channel energy; a druid’s woodland stride ability; the 3rd–level teamwork feat for inquisitors or hunters; and a paladin’s 3rd–level mercy. These abilities are not regained even if you abandon all your vows. You otherwise follow all the normal rules for monk vows.

As long as you have at least 1 point in your faith pool, you can add half your class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. As a swift action, you may spend 1 faith point to gain one of the following benefits.

Faith Magic: Add +1 to the DC of the next spell you cast on your turn.

Faith Power: Treat your cleric level as 5 higher for the purpose of determining the effects of one domain power in the next round.

Faith’s Lure: Gain a +4 insight bonus on Diplomacy checks for 1 round.

Replacement Domain Spells: 1st- calm emotions, 2nd- mantle of calm, 7th- hymn of peace.

*This subdomain can be taken with every domain a divine spellcaster possesses, provided that it's in her deity's flavor to grant it.

See you soon with the newest bardic swashbuckling masterpiece, the Ballad of the Glorious Hero. ;)


Oookay... we need a bard with panache... and possibly to be compatible with... how many existing bard archetypes?... Fact is... EVERY bard is a bit boastful and braggart... so EVERY bard should be able to have panache if he so desires...
And therefore, here to you...

New Bardic Masterpiece

Ballad of the Glorious Hero (Oratory, Sing)

Your confident bravados allow you to perform amazing deeds in combat.

Prerequisite: Perform (oratory) 3 ranks, Perform (sing) 3 ranks.

Cost: Feat or 1st-level bard spell known.

Effect: You improvise a loud, boastful list of your glorious victories or menace your opponent describing in vivid colours its inevitable defeat, bolstering your ability to accomplish great deeds. For as long as your performance continues, you gain a number of panache points equal to your Charisma modifier (minimum 1), and can choose any two swashbuckler deeds that can be used by a swashbuckler of your bard level. You can use these deeds by spending temporary panache points granted by this masterpiece, but only while you mantain your performance. You cannot use points from this masterpiece to use deeds from other classes or those gained by feats, nor can you regain panache points as a swashbuckler. Effects that add to, reduce the cost of, or otherwise affect panache or grit don’t affect your number of temporary panache points or the cost of your chosen deeds. When the performance is over, any unspent panache points are lost.

Use: 1 bardic performance round per round.

Action: 1 standard action.


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An alternative version. I wanted to make something along the lines of the Flamboyant Arcana for magi, but regaining panache with a critical spell was so tempting... and so bardic! Which one do you prefer?

New Bardic Masterpiece

Ballad of the Glorious Hero (Oratory, Sing)

Your confident bravados allow you to perform amazing deeds in combat.

Prerequisite: Perform (oratory) 3 ranks, Perform (sing) 3 ranks.

Cost: Feat or 1st-level bard spell known.

Effect: You improvise a loud, boastful list of your glorious victories or menace your opponent describing in vivid colours its inevitable defeat, bolstering your ability to accomplish great deeds. For as long as your performance continues, you gain a number of panache points equal to your Charisma modifier (minimum 1), and can choose any two swashbuckler deeds that can be used by a swashbuckler of your bard level. You can use these deeds by spending temporary panache points granted by this masterpiece, but only while you mantain your performance. You cannot use points from this masterpiece to use deeds from other classes or those gained by feats. You can regain panache while the performance is mantained by dealing a critical hit or a killing blow with a light or one-handed piercing melee weapon, or with a touch or ray spell. Effects that add to, reduce the cost of, or otherwise affect panache or grit don’t affect your number of temporary panache points or the cost of your chosen deeds. When the performance is over, any unspent panache points are lost.

Use: 1 bardic performance round per round.

Action: 1 standard action.


I kind of like the second one better. It makes sense to regain your daring boastfulness with skilled strikes.

And bravo making it a masterpiece rather than an archetype. I would never have thought of that, but it's brilliant.

Shadow Lodge

Yes, a masterpiece works perfectly!

I also like the Aesthetics subdomain, but it's a bit odd to replace 3rd level abilities with monk vows when you don't get the faith pool until 8th level. Would you have to plan ahead and not benefit from your vow for 5 levels, or would you lose the ability on assuming the vow? Maybe it makes sense to make it a 1st level ability instead?


I've thought about that myself. This is why I removed the "renounce first to receive later" rule that was in the monk's text. Maybe I could specify more.

Ascetics Subdomain

Associated Domain: Any*

Replacement Power: The following granted power replaces the higher-level power of the chosen domain.

Faith Pool (Su): At 8th level, you gain a pool of faith points, divine energy you can use to accomplish amazing feats. The number of points in your faith pool is equal to 1/3 your cleric level + your Wisdom modifier. The faith pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If you possess levels in a class that grants a ki pool, your faith points stack with your ki points gained from the other class to determine the total number of points in the combined pool. You can use points from this pool to power the abilities of every class you possess that grants a faith or ki pool. You can also take monk vows to increase your faith points just as if they were ki points. The ability to take monk vows replaces a cleric or priest’s 3rd–level increase of channel energy; a druid’s woodland stride ability; the 3rd–level teamwork feat for inquisitors or hunters; and a paladin’s 3rd–level mercy. These abilities are lost as soon as you take your first vow, and are not regained even if you abandon all your vows.

As long as you have at least 1 point in your faith pool, you can add half your class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. As a swift action, you may spend 1 faith point to gain one of the following benefits.

Faith Magic: Add +1 to the DC of the next spell you cast on your turn.

Faith Power: Treat your cleric level as 5 higher for the purpose of determining the effects of one domain power in the next round.

Faith’s Lure: Gain a +4 insight bonus on Diplomacy checks for 1 round.

Replacement Domain Spells: 1st- calm emotions, 2nd- mantle of calm, 7th- hymn of peace.

*This subdomain can be taken with every domain a divine spellcaster possesses, provided that it's in her deity's flavor to grant it.


Next coming on this thread:
Divinist (divine arcanist archetype)
Mystic (psychic oracle archetype)
Psychic Magus (it's all in the name)

...and as always, your suggestions are welcome!


Wild shape ranger.

Raging druid.

Dervish dancing skald.

Gunslinger rogue sniper.

To start with :)


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I still really want a full-blown Barbarian/Druid hybrid focused on rage and wild shape. Hell, don't even give it spells, just wild shape progression like a Druid.


A totemic/dervish skald with Hunter spells.


So, I noticed that there already are two occult archetypes for magi, one of which substitutes arcane spells with psychic spells... so I decided to turn my attention to another arcane class in need of this replacement: the bloodrager.
Here to you, adapted from Occult Adventures, the...

Bloodrager Psychic Bloodline:

Bonus Feats: Alertness, Focused Discipline, Improved Initiative, Iron Will, Psychic Combatant, Skilled Rager

Bonus Spells: detect thoughts (7th), thought shield I (10th), ego whip I (13th), telepathic bond (16th)

Bloodline Powers:

Mental Commander (Su): At 1st level, you may communicate telepathically with other creatures you touch or hit in a fight for a number of rounds per day equal to your bloodrager level. You may designate a number of creatures to communicate with equal to your Charisma modifier. You can use this power even when you are not bloodraging.

Mindcaster (Ex): At 4th level, your bloodrager spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells. When you cast spells during a bloodrage, you are considered to have the Intuitive Spell feat.

Mental Resistance (Ex): At 8th level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 16th level, this bonus increases to +4.

Undercasting Prodigy (Sp): Starting at 12th level and every 3 levels thereafter, you automatically replace any psychic bloodline spells that can be undercast with the highest-level version you can cast in your list of spells known. For example, at 12th level, you would replace thought shield I with thought shield II as a spell known.

Psychic Armor (Su): At 16th level, three times per day, you can give any armor you wear the mind buttressing special ability for a number of rounds equal to your bloodrager level.

True Thought-Form (Sp): At 20th level, you can shed the restrictions of the flesh and become a thoughtform- a being that exists independently of its substance. Whenever a creature would kill you, you can attempt to use mind swap against that creature as an immediate action just before dying. You can use this power even when you’re not bloodraging.

More soon...


Bloodrager Archetype: Disciplined Rager

Some bloodragers learn to use the fury in their blood to fuel their psychic potential, losing part of their magic and blood powers for the advantages of a psychic discipline.

Spells: A disciplined rager casts spells from the bloodrager spell list as psychic spells. He can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a disciplined rager must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC to resist a disciplined rager’s spell is equal to 10 + the spell’s level + the disciplined rager’s Intelligence modifier. In addition, he receives bonus spells per day if he has a high Intelligence score. A disciplined rager uses thought and emotion components instead of verbal and somatic components when casting his spells. This modifies and otherwise functions as the bloodrager’s spells class feature.

Diminished Spellcasting: A disciplined rager can use one fewer spell per day of each level. His number of bloodrager spells known is unchanged.

Fury of the Mind: Any bloodrager’s class feature or spell from the bloodrager spell list that normally uses a calculation based on Charisma is instead based on Intelligence for a disciplined rager. For example, when a disciplined rager with the Kyton bloodline uses his unnerving gaze power, the save DC is 10 + ½ his bloodrager level + his Intelligence bonus.

Rager’s Discipline: At 1st level, a disciplined rager chooses a psychic discipline. He gains access to the bonus spells and some powers of this discipline in exchange for some of his blood powers and magic (see above).
A disciplined rager can select his bonus spells from either his bloodline or from the 1st–4th level spells of his chosen discipline. He can also learn a lower-level bonus spell he did not choose in place of the higher-level bonus spell he would normally gain. Lower-level bonus spells learned in this manner are always the spell level that they would be if the disciplined rager had learned them with the appropriate bonus spell.
For example: A 7th–level disciplined rager with the Celestial bloodline and the Self–Perfection discipline has the choice of learning bless or expeditious retreat as his bonus spell. If he selected expeditious retreat as his 7th–level bonus spell, at 10th level he could use his new bonus spell to learn bless instead of bear’s endurance or resist energy, and he would add it to his list of 1st–level spells known ( just as if he had learned it as his 7th–level bonus spell).
Whenever the disciplined rager would gain a bloodline power, he can instead select a discipline power from his chosen discipline which is available to a psychic of the same level. He can instead select a lower–level bloodline or discipline power he did not choose in place of one of these high–level powers. He uses his bloodrager level as his psychic level, and he switches Intelligence for Charisma (and vice versa) for the purpose of determining his discipline powers’ effects.

Intuitive Spell: At 4th level, a disciplined rager gains Intuitive Spell as a bonus feat. This replaces eschew materials.


Ok, I made a mistake... cancel "and he switches Intelligence for Charisma (and vice versa)" in the last line of Rager's Discipline.


Oh, well. Let's do this a little less "crossblooded" style.

Bloodrager Archetype: Disciplined Rager

Some bloodragers learn to use the fury in their blood to fuel their psychic potential, losing part of their magic and blood powers for the advantages of a psychic discipline.

Spells: A disciplined rager casts spells from the bloodrager spell list as psychic spells. To learn or cast a spell, a disciplined rager must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC to resist a disciplined rager’s spell is equal to 10 + the spell’s level + the disciplined rager’s Intelligence modifier. In addition, he receives bonus spells per day if he has a high Intelligence score. A disciplined rager uses thought and emotion components instead of verbal and somatic components when casting his spells. This modifies and otherwise functions as the bloodrager’s spells class feature.

Diminished Spellcasting: A disciplined rager can use one fewer spell per day of each level. His number of bloodrager spells known is unchanged.

Fury of the Mind: Any bloodrager’s class feature or spell from the bloodrager spell list that normally uses a calculation based on Charisma is instead based on Intelligence for a disciplined rager. For example, when a disciplined rager with the Kyton bloodline uses his unnerving gaze power, the save DC is 10 + ½ his bloodrager level + his Intelligence bonus.

Rager’s Discipline: At 1st level, a disciplined rager chooses a psychic discipline. Whenever the disciplined rager would gain a bloodline power, he can instead select a discipline power from his chosen discipline which is available to a psychic of the same level. He can instead select a lower–level bloodline or discipline power he did not choose in place of one of these high–level powers. He uses his bloodrager level as his psychic level for the purpose of determining his discipline powers’ effects.

Intuitive Spell: At 4th level, a disciplined rager gains Intuitive Spell as a bonus feat. This replaces eschew materials.


Mystic (Oracle Archetype)

Mystics dabble in the occult more than other oracles, receiving psychic–like abilities from their meditations and rapport with deities.

Oracle’s Curse: A mystic must choose the haunted, legalistic, powerless prophecy, or tongues curse at 1st level.

Occult Student (Su): At 3rd level, a mystic gains a pool of phrenic points equal to ½ her oracle level + her Wisdom bonus, as well as one phrenic amplification, as the psychic class feature. The mystic qualifies for the Extra Amplification feat. This ability replaces the 3rd–level revelation.

Mystic Discipline (Su): At 7th level, a mystic chooses a psychic discipline and gains one discipline power of her choice available to a psychic of the same level. She adds her discipline’s bonus spells to her oracle spells known (if she already knows one of these spells as an oracle spell known or a mystery spell, she uses the lowest–level spell slot for that spell). At 15th level, the mystic selects another discipline power to gain. She uses her oracle level as her psychic level, and she switches Wisdom for Charisma for the purpose of determining her powers’ effects. This ability replaces the 7th and 15th–level revelations.

Recommended Mysteries: Ancestor, Dark Tapestry, Lore, Occult, Time.


Psychic Subdomain

Associated Domains: Knowledge, Magic.

Replacement Power: The following granted power replaces the remote viewing power of the Knowledge domain or the dispelling touch power of the Magic domain.

Phrenic Disciple (Su): At 8th level, you gains a small pool of phrenic points equal to your Charisma bonus, as well as one phrenic amplification, as the psychic class feature. At 12th and 16th level, you can select another phrenic amplification (not a major amplification. You qualify for the Expanded Phrenic Pool feat, but not for the Extra Amplification feat.

Replacement Domain Spells: 1st– mindlink, 4th– telepathic bond, 5th– intellect fortress II[i], 6th– [i]mind thrust VI


PhoenixSlayer wrote:
I still really want a full-blown Barbarian/Druid hybrid focused on rage and wild shape. Hell, don't even give it spells, just wild shape progression like a Druid.

We have this, which is exactly what you are looking for.

Spirit Warrior (Bbn/Drd)


Bardess wrote:

The Advanced Class Guide presented a great many "hybrid archetypes" and class features, giving a class the powers and flavor of another, but you will agree with me that there can be many, many others. Also, some old archetypes are now obsolete with the new rules and need to be rebuilt. For example, now that panache and the Swashbuckler class exist, how should the Swashbuckler archetype for rogues change? And how should the Spirit Ranger be adjusted now that we have rules for shamanic spirits?

So I decided to open this thread to host all our hybrid creations, rebuildings or requests. This is my first one, a rewriting of the Swashbuckler Rogue from the APG- now with panache! Feel free to critique, request an archetype/feature, or post your own.

Daring Scoundrel (Rogue)

Joining the audacious deeds of a swashbuckler with the subtle mobility of legendary thefts, a daring scoundrel is a romantic figure, a smiling shadow that leaves the rich without their most cherished treasures, and the maidens without their hearts.

Fencer (Ex): At 1st level, the daring scoundrel may select one martial weapon to add to her list of weapon proficiencies. This ability replaces trapfinding.
Daring (Ex): At 2nd level, a daring scoundrel gains the swashbuckler’s panache class feature and one 1st–level deed of her choice. She may regain panache through critical hits and killing blows scored with her sneak attack ability, other than with normal means. This ability replaces the 2nd–level rogue talent.
Deeds: A daring scoundrel can choose any swashbuckler deed in place of a rogue talent. She must meet the chosen deeds’ prerequisites.

Rogue Talents: The following rogue talents complement the daring scoundrel archetype: acrobatic stunt, climbing stunt, convincing lie, finesse rogue, offensive defense, positioning attack, powerful sneak, steal the story, and weapon training.

Advanced Talents: The following advanced rogue talents complement the daring scoundrel archetype:...

How are Precise Strike and Sneak Attack going to stack, here? That's an average of +4.5 dmg every 2 levels, or +2.25 every 1, plus Dex, as I imagine they'll be adding that in also, either through a feat or Unchained Rogue.


SquirrelyOgre wrote:
How are Precise Strike and Sneak Attack going to stack, here? That's an average of +4.5 dmg every 2 levels, or +2.25 every 1, plus Dex, as I imagine they'll be adding that in also, either through a feat or Unchained Rogue.

They stack.

The precise strike deed allows for a precision strike bonus on a single normal attack by spending 1 panache point.

If the rogue with this archetype so chooses, he could make a sneak attack, spend the panache point, and add in the precision strike damage also.

Sneak attack is an all the time ability, as long as the attacker is flanking or the target is flat-footed or similar condition.

Precise Strike require the expenditure of a panache point, giving it a very limited use. While this does make the usual rogue a bit more potent potentially in the sneak attack area, it's balanced with thepanache point requirement and it only works with a single attack.

Say a 15th level daring scoundrel rogue has 3 attacks that can simultaneously be sneak attacks. He could add his precise strike bonus to each of those, by spending 1 panache point on each attack.

I'd only do something like that against a BBEG. While it turns out to be crazy damage, its use is very limited to the requirements of sneak attack plus the spending of panache points.

Dex damage could then be worked in too via a feat, etc., as you suggested.

This would just be a good archetype choice for a person wanting to play a very optimized sneak attack rouge character.


Thank you for the review, Elghinn!
As for the raging shaper:
There are some RAW/RAI ways to do that. Some druid archetypes allow to select the Destruction domain (and the Rage subdomain which grants rage and some rage powers). An Arcane Bloodrager can use Beast Shape when raging too.
I actually created a PrC for barbarians/druids focused on raging wildshape, the Berzerkir (a variant of the Rage Prophet). You should see it in Yggdrasill #1, when it comes out! ^_^


I have been trying to put together a Summoner/Caviler Dragon Rider class. It has started to drift away from my original concept thou.


My dream class would be something that adds together:

-Bardic Performance
-Focus on a companion (like the summoner/hunter/spiritualist any would do really)
-Spellcasting to buff with main stat being CHA.

I hope maybe paizo adds together the bard + one of those classes and make this happen.


So a Hunter with bardic abilities/spells? Or maybe a bard with Hunter abilities? Hmmm. I could make something for bards and skalds alike, so both you and Lastoutkast would be happy.
I'll let the idea bubble and then be back when it's well cooked.


Bardess wrote:

So a Hunter with bardic abilities/spells? Or maybe a bard with Hunter abilities? Hmmm. I could make something for bards and skalds alike, so both you and Lastoutkast would be happy.

I'll let the idea bubble and then be back when it's well cooked.

In a way yes , if you consider that the hunter would trade the focus on WIS to CHA like a bard instead.

If the class is like a hunter (something more focused on combat with the companion) , like a summoner ( that stays back and only buffs all day away ) or like a spiritualist ( that meets in the middle ) , i dont really mind.

The spiritualist fractured mind comes close to what i seek , but it lacks the bardic performance for example.


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I'm still thinking about this... in the meanwhile, I refined the

Bloodrager Psychic Bloodline

Psychic power runs thorough your blood, whether it be from a familial predisposition to psychic power or exposure to a powerful psychic phenomenon. When you bloodrage, your mental wrath is unleashed too, making you appear as a frightful presence both on the corporeal and psychic plane.

Bonus Feats: Alertness, Focused Discipline, Improved Initiative, Iron Will, Psychic Combatant, Skilled Rager

Bonus Spells: detect thoughts (7th), thought shield I (10th), ego whip I (13th), telepathic bond (16th)

Bloodline Powers:

Mental Commander (Su): At 1st level, you may communicate telepathically with other creatures you touch or hit in combat for a number of rounds per day equal to your bloodrager level. You may designate a number of creatures to communicate with equal to your Charisma modifier. At 12th level, you can use this power even when you are not bloodraging.

Mindwarrior (Sp): At 4th level, your bloodrager spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells. When entering a bloodrage you can choose one of the following spells and apply its effects to yourself: enshroud thoughts, levitate, or tactical acumen. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

Mental Resistance (Ex): At 8th level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 16th level, this bonus increases to +4.

Raging Mindstorm (Sp): Starting at 12th level, when bloodraging you automatically cast any psychic bloodline spells that can be undercast as the highest-level version a psychic of your bloodrager level could cast. For example, at 12th level, thought shield I would have the effect of thought shield V during a bloodrage.

Greater Mindwarrior (Sp): At 16th level, when entering a bloodrage, you can choose to apply the effects of either battlemind link, greater heroism, or fluid form to yourself. This is in addition to psychic warrior, and otherwise works as that ability.

Psychic Paragon (Sp): At 20th level, you are a perfect fusion of mental and physical strength. You become immune to possession and mind–affecting effects, and gain constant telepathy and thoughtsense in a 60-ft. radius. You have these benefits constantly, even while not bloodraging.

I'm rather more satisfied with this version. What do you think? It's better than the previous one? Too powerful?


Has anyone made a paladin archetype that replaces the mount with an eidolon? Of course, you'd have to drop a couple of extra abilities. Maybe delayed smite and grace like the Chosen One? The eidolon would probably be unchained and based off of one of the good subtypes.


Variant Multiclass Psychic

A character who chooses psychic as her secondary class gains the following secondary class features.

Discipline: At 1st level, she must select a psychic discipline. She treats her character level as her effective psychic level for all discipline powers.

Discipline Power: At 3rd level, she gains her discipline's 1st-level power(s).

Improved Discipline Power: At 7th level, she gains her discipline's 5th-level power(s).

Telepathic Bond: At 11th level, she gains the telepathic bond power as a psychic of her character level -3.

Phrenic Amplification: At 15th level, she gains a little psychic pool with a number of points equal to her Wisdom or Charisma modifier (depending from her chosen discipline) and can select one phrenic amplification.

Greater Discipline Power: At 19th level, she gains her discipline's 13th-level bloodline power.


Melkiador wrote:
Has anyone made a paladin archetype that replaces the mount with an eidolon? Of course, you'd have to drop a couple of extra abilities. Maybe delayed smite and grace like the Chosen One? The eidolon would probably be unchained and based off of one of the good subtypes.

Made a while back, you might like the Angelic Knight we at MCP did. The "eidolon" isn't the standard summoner eidolon, but a Cassisian adapted to the eidolon progression chart with its own abilities, etc. Take a look. Might like it. Here is the original Cassisian for PF.


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With all the enthusiasm for the Legendary Heroes series and the suggestions to replace rogues and swashbucklers with their Legendary counterparts, I felt the need to update my most "daring" archetype to both those classes. So here to you the...

Legendary Daring Scoundrel

Joining the audacious deeds of a swashbuckler with the subtle mobility of legendary thefts, a daring scoundrel is a romantic figure, a smiling shadow that leaves the rich without their most cherished treasures, and the maidens without their hearts.

Nimble Fighter: A daring scoundrel must take weapon finesse as his inherent talent. This ability modifies inherent talent.
Personage: A daring scoundrel chooses a swashbuckler personage at 1st level and gains the related personage bonus. This replaces his first skill specialty.
Daring (Ex): At 2nd level, a daring scoundrel gains the swashbuckler’s panache class feature and one 1st–level deed of her choice. She may regain panache through critical hits and killing blows scored with her sneak attack ability, other than with normal means. This ability replaces the 2nd–level rogue talent.
Deeds: A daring scoundrel can choose any swashbuckler general deed or personage abilities or deeds tied to his personage in place of a rogue talent. She must meet the chosen deeds’ prerequisites.
Finesse Weapon Training: At 5th level, a daring scoundrel gains the benefits of the swashbuckler weapon training ability with one fighter weapon group of his choice. This replaces shadowstriker.


Supposing that the LDS uses most often a rapier or a sabre (slashing rapier), the finesse weapon training ability could be discarded.


The following talent is available to an inquisitor with the Divine Detective archetype.

Zealot Talent: The divine detective can select a vigilante talent. For the purposes of selecting and using this talent, she counts as a 10th-level vigilante with the zealot archetype, regardless of her actual inquisitor level. The divine detective must be at least 10th level to select this talent.


All the new rogue talents from Ultimate Intrigue should be available to investigators who select the Rogue Talent investigator talent.


New Magus Arcana

Warlock Talent: The magus can select a vigilante talent. For the purposes of selecting and using this talent, he counts as a 10th-level vigilante with the warlock archetype, regardless of her actual magus level. The magus must be at least 12th level to select this talent.


This is my latest attempt as an Intelligence-based bloodrager. The previous one wasn't satisfying, and I wanted something more "magus-ish". So, the opposite of an Eldritch Scion is the all-new...

Disciplined Bloodrager

Arcane Pool (Su): A disciplined bloodrager gains an arcane pool as a magus of his bloodrager level, gaining all the benefits listed with the magus’s arcane pool class feature.
Additionally, any bloodrager’s class feature or spell from the bloodrager spell list that normally uses a calculation based on Charisma is instead based on Intelligence for a disciplined bloodrager. This ability replaces uncanny dodge and improved uncanny dodge.

Controlled Bloodrage: This is the same ability of the urban bloodrager. It alters bloodrage.

Spells: To learn or cast a spell, a disciplined bloodrager must have an Intelligence score equal to at least 10 + the spell’s level. The DC for a saving throw against a disciplined bloodrager’s spell is 10 + the spell’s level + the disciplined bloodrager’s Intelligence modifier. This modifies and otherwise functions as the bloodrager's spells class feature.

Arcana: Every time the disciplined bloodrager would gain a bloodline feat, he can select a magus arcana instead. He treats his bloodrager level as his magus level for the purpose of selecting and using arcanas.


If the Swashbuckler rogue deserved panache, why shouldn't the Investigator rogue have inspiration?

Private Eye (Rogue)

Intuition(Ex): A private eye gains the investigator’s inspiration class feature. She can expend one use of inspiration as a free action to add 1d6 to the result of an Appraise, Knowledge, or Linguistics check, as long as she is trained in that skill. This ability replaces trapfinding.

Rogue Talents: A private eye can choose any investigator talent in place of a rogue talent. She must meet the chosen talents’ prerequisites. in addition, the private eye gains access to the following rogue talent:

Follow Up (Ex): A private eye can roll twice on any Diplomacy check made to gather information, and receives the information for both results. This takes the same amount of time as one check. If the lesser of the two checks reveals false information, the rogue is aware of it. False information is not revealed in this way if the people she questioned do not know it to be false.


This time I fixed a 3PP archetype: the Master Herbalist from RGG's Knacks of Nature. It intrigued me, but it also bugged me... so I took something from the Nirmathi Irregular, the Warden, the Battle Scout and the Horizon Walker and "adjusted" it to be a more meeker and a bit more "alchemical".

Master Herbalist (Ranger Archetype):

The master herbalist has a much stronger connection to the land and the materials it produces than a typical ranger. She learns to draw on the power of herbs and other natural ingredients in her favored terrains, making salves and poultices to help heal and focus her connections to magic. Eventually she even gains the ability to make extracts similar to the alchemist class feature.

Focused Enemy (Ex): At 1st level, a master herbalist selects one favored enemy, and can choose one organization or category of creatures (like “poachers”) as her enemy. She does not gain additional favored enemies at higher levels. She does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level. This otherwise acts as and replaces the standard favored enemy ability.
Mystic Herbalism (Ex): At 4th level, a master herbalist can gather herbs and other natural materials from terrains she knows well as she travels, and use their mystic properties to aid her in healing and crafting herbal remedies. This ability allows the master herbalist to add her favored terrain bonus to Heal checks, Profession (herbalist) checks, and Survival ckecks made to survive in the wilderness while within the appropriate terrains. She uses Profession (herbalist) rather than Craft (alchemy) as a relevant skill to create alchemic items and remedies. Once the master herbalist reaches 5th level, she also acts as if she had the infusion discovery when making and using extracts. This replaces hunter’s bond.
Extracts: At 5th level, a master herbalist learns how to create alchemic extracts, which are drawn from the ranger’s spell list. The master herbalist has an effective alchemist level equal to her ranger level –4. In addition, she receives bonus extracts per day if she has a high Wisdom score, in the same way a wizard receives bonus spells per day. To learn or use an extract, a master herbalist must have a Wisdom score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against a master herbalist’s extract is 10 + the extract level + the master herbalist’s Wisdom modifier.
At 5th level a master herbalist gains two 1st level formulae of her choice, plus a number of additional formulae equal to her Wisdom modifier. She gains formulae as an alchemist does, but an alchemist and a master herbalist may not learn from one another’s formulae books. This otherwise works exactly like the alchemist’s extract class feature. This modifies the ranger’s spellcasting ability.
Discoveries (Su): At 5th, 11th, 15th, 19th, and 20th level, a master herbalist gains an alchemist’s discovery. Her alchemist level for the purpose of gaining and using these discoveries is equal to her ranger level, and she can’t choose discoveries that modify bombs or mutagens. This replaces the ranger’s 2nd, 4th, and 5th favored enemy, quarry, and improved quarry.
Infiltration (Ex): At 10th level, once per day, a master herbalist can choose a single terrain type that is not her favored terrain. For the next hour per ranger level, she treats that terrain as if it were one of her favored terrains. This replaces the ranger’s 3rd favored enemy.
Master of Terrain (Su): At 20th level, the master herbalist becomes familiar with and comfortable in all possible terrains. Her terrain bonus in all favored terrains increases by +2, and she treats all other terrains as if they were favored terrains (+2 bonus). If a naturally occurring condition of temperature or weather requires a check or saving throw, she automatically succeeds. All allies within 60 feet of her gain a +2 bonus on these checks and saves. If the master herbalist already has the master of all lands ability or gains it later, all these bonuses increase to +4. This replaces master hunter.

And yes, a ranger with this archetype is eligible for the Thuvian Alchemist prestige class.
Next: forgive me, NoxAeterna... I made you wait nearly a full year but I finally have had the right idea. Prepare to behold the Piper (hunter with bardic performance, animal charmer).


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Actually, I had TWO good ideas. So here's today's archetype...

Meistersinger (Hunter Archetype):

A meistersinger is an animal charmer, living often isolated in the wilderness with her animal companion. She sings her melodies for animals alone and raises animal army to battle when her home is threatened.

Class Skills: A meistersinger adds Perform (sing, string, or wind) to her list of class skills in place of Knowledge (dungeoneering). This modifies the hunter’s class skills.
Weapon and Armor Proficiency: The meistersinger is not proficient with medium armor.
Spells: A meistersinger uses Charisma rather than Wisdom for the purpose of determining her concentration bonus, spell effects, spells per day and saving throw DC.
Wild Performance: At 3rd level, a meistersinger gains the ability to deliver a select number of supernatural and spell-like performances. This ability is similar in all respects to bardic performance as used by a bard of the meistersinger’s level -2 (including interactions with feats, spells, and prestige classes), using Perform (sing, string or wind) as the meistersinger’s performance skill. However, a meistersinger’s performance has only effect on animals. The meistersinger gains the following types of bardic performance: fascinate and inspire courage at 3rd level; inspire competence at 5th level; suggestion at 8th level; inspire greatness at 11th level; soothing performance at 14th level; inspire heroics at 17th level; and mass suggestion at 20th level. In addition, a meistersinger gains these bardic performances:

Attract Swarm: At 8th level, the meistersinger can use bardic performance to summon 1d3 swarms of Tiny animals; they remain as long as he continues performing. At 13th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 19th level, the number of swarms he summons increases to 3d3.

Attract Pack: At 16th level, the meistersinger can use bardic performance to summon a horde of animals for a total of hit dice equal to her level –6. The summon lasts as long as the performance continues; otherwise, this ability functions as summon nature’s ally VII.

This replaces hunter tactics, teamwork feats, and bonus tricks.

Next: The REAL Piper... a Skald with an animal companion which enrages with him!


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I'm pretty satisfied of this. Hope you like it too.

Songrider (Skald Archetype):

A poet, a warrior and a cavalier, the songrider spurs her mount in battle, guiding the charge with her compelling hymns.

Exotic Mount (Ex): At 1st level, a songrider forms a bond with a strong, loyal companion that permits her to ride it as a mount. This mount functions as a druid’s animal companion, using the songrider’s level as her effective druid level. The animal chosen as a mount must be large enough to carry the songrider (Medium or Large for a Small character; Large or Huge for a Medium character). The share spells ability of a songrider’s mount applies to her known masterworks and sagas, too.
The songrider does not take an armor check penalty on Ride checks while riding her mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat.
Each time the songrider increases in level, she can choose to select a new, more impressive mount better suited to her increased power.
Small-sized songriders can choose a pony or wolf mount at 1st level. At 4th level, a Small songrider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, she can also choose a dinosaur (deinonychus or velociraptor).
Medium songriders can choose a camel or horse mount at 1st level. At 4th level, a Medium songrider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as her mount. Additional mounts might be available with GM approval.
In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications: Size Large; Ability Scores Str +2, Dex –2, Con +2. Increase the damage of each of the mount’s natural attacks by one die size. A songrider cannot choose a mount that is not capable of bearing her weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).
Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.
This ability replaces uncanny dodge, improved uncanny dodge, improved uncanny dodge, and the 7th and 12th-level instances of versatile performance.

Raging Song: The songrider gains access to the following raging songs:

Inspiring Song (Ex): At 5th level, all the songrider’s allies that can hear her raging song gain bonuses as per a cavalier’s banner ability.

Greater Inspiring Song (Ex): At 14th level, all the songrider’s allies that can hear her raging song gain bonuses as per a cavalier’s greater banner ability.

This replaces dirge of doom and song of the fallen.

Rage Powers: The following rage powers complement the songrider archetype: ferocious beast, ferocious beast, greater, ferocious trample, ferocious trample, greater, inspire ferocity, spirit steed.


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This is very simple but, I think, also much needed.

Eldritch Scholar (Magus Archetype):

Some magi deepen their studies in magic, learning how to modify spells and use exploits the way an arcanist does.

Spellcasting: An eldritch scholar prepares and casts spells as an arcanist. Use the bard tables to calculate his allot of prepared and cast spells per day.

Exploits: Starting at 3rd level, an eldritch scholar may gain an arcanist exploit every time he could gain a magus arcana. He can use his arcane pool points as arcane reservoir points to fuel these exploits. At 12th level, the eldritch scholar gains access to greater exploits too.

Consume Spells: At 4th level, the eldritch scholar gains the arcanist's consume spells ability. This replaces spell recall.

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