Archetype of the Week


Homebrew and House Rules

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RPG Superstar 2015 Top 8

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Last week I started a personal challenge to write one archetype each week to improve my design skills.

After my first attempt with the origami master (summoner archetype) turned out to be rather complicated, I went for something simpler this time with the censor (bard archetype). Censors use their performance to forbid other creatures from taking certain actions and castigate them for any transgressions.
I'm not entirely sure whether I've covered all pitfalls with my phrasing of the interdiction and castigate abilities. As always, any feedback, suggestion, or critique would be greatly appreciated.

RPG Superstar 2015 Top 8

This is a really cool project.

Caveat to all advice below: it is early and I have not had coffee yet and I may not be reading something properly.

At a quick glance, the Lawful Spells ability I find questionable... even with the bonus lawful spells... in general, aligned spells have very circumstantial use (I have a cleric player who has oft lamented that the cleric list is dominated by such spells, which tend to come in handy versus only very particular kinds of creatures). Also, more powerful creatures to be most affected by this will be chaotic outsiders with SR--so the bonus to save DCs is lost if the outsider shakes it off anyway due to SR. You're basically forcing a trade off of a not-too-powerful but generally useful skill for one that is far more limiting.

I also am a big fan of, where possible, replacing like ability with a like ability. Trading a broad-based skill ability for a very limited, circumstantial spell boost does not feel organic to me, and makes it hard to judge the balance of the tradeoff.

Instead of spell boosting, I'd rather see something skill related -- bonuses to/tricks with Diplomacy, Linguistics, Knowledge Local, Profession (barrister), Sense Motive related to the censor's duties.

For Chastening Spells, I'd suggest rewording to

"At 2nd level and every four levels thereafter, a censor can add one of the following spells to his spells known. The spell must be of a level he can cast. This ability replaces versatile performance." THEN list the spells. Otherwise someone not reading carefully may just assume he gets all of those spells (and yes, I just further ripped that from the magician's expanded repertoire).

You might consider changing the name of the castigate ability to avoid confusion with the spell (which you indeed give this bard). I realize fascinate is similar, but nonetheless. Even if it's something like "castigating oratory" or something.

Like the idea of this a lot and the general feel of it is excellent.


I really like the origami master! The template seems good, but... maybe a little strong considering you're not giving much up to get it?
I hate to make stuff more complicated, but I'd suggest either giving a penalty to Strength and Constitution in that template, or (shudder) removing its constitution score altogether and giving it bonus HP based on size.
That Scribe scroll... is so tempting. I'm just going to say good job for not putting it at first level, or I feel it would become dippable.

Censor I think is interesting as well. Sometimes it's fun to play as the token lawful person.
The player in me really wants an ability that will let me use castigate as an immediate action when something disobeys me. Perhaps a feat? It'd have to be limited uses per day though...

I think I might keep watching this thread.

RPG Superstar 2015 Top 8

Thank you for taking the time to read and comment.

DeathQuaker wrote:

At a quick glance, the Lawful Spells ability I find questionable... even with the bonus lawful spells... in general, aligned spells have very circumstantial use (I have a cleric player who has oft lamented that the cleric list is dominated by such spells, which tend to come in handy versus only very particular kinds of creatures). Also, more powerful creatures to be most affected by this will be chaotic outsiders with SR--so the bonus to save DCs is lost if the outsider shakes it off anyway due to SR. You're basically forcing a trade off of a not-too-powerful but generally useful skill for one that is far more limiting.

I also am a big fan of, where possible, replacing like ability with a like ability. Trading a broad-based skill ability for a very limited, circumstantial spell boost does not feel organic to me, and makes it hard to judge the balance of the tradeoff.

Instead of spell boosting, I'd rather see something skill related -- bonuses to/tricks with Diplomacy, Linguistics, Knowledge Local, Profession (barrister), Sense Motive related to the censor's duties.

I feel always bad for bards (and other casters with medium casting progression) having noticeable worse chances to succeed with spells that require a saving throw. But in general, I agree. I'll try to come up with something more interesting.

DeathQuaker wrote:

For Chastening Spells, I'd suggest rewording to

"At 2nd level and every four levels thereafter, a censor can add one of the following spells to his spells known. The spell must be of a level he can cast. This ability replaces versatile performance." THEN list the spells. Otherwise someone not reading carefully may just assume he gets all of those spells (and yes, I just further ripped that from the magician's expanded repertoire).

Huh, weird. I used the exact wording of the detective's arcane investigation ability (right above the archetype you mentioned). But I think you are correct.

DeathQuaker wrote:
You might consider changing the name of the castigate ability to avoid confusion with the spell (which you indeed give this bard). I realize fascinate is similar, but nonetheless. Even if it's something like "castigating oratory" or something.

Alright! I felt the same way about this.

Wolin wrote:

I really like the origami master! The template seems good, but... maybe a little strong considering you're not giving much up to get it?

I hate to make stuff more complicated, but I'd suggest either giving a penalty to Strength and Constitution in that template, or (shudder) removing its constitution score altogether and giving it bonus HP based on size.
That Scribe scroll... is so tempting. I'm just going to say good job for not putting it at first level, or I feel it would become dippable.

That's interesting. The template is supposed to make up (at least partially) for the lack of versatility that comes with the necessity of 'preparing' summoned monsters in advance. Most people in the other thread fealt that the origami master gave away too much for what it does. Recalculating the summoned creature's stats is something I'd like to avoid, as it has the potential to slow down the game.

Wolin wrote:

Censor I think is interesting as well. Sometimes it's fun to play as the token lawful person.

The player in me really wants an ability that will let me use castigate as an immediate action when something disobeys me. Perhaps a feat? It'd have to be limited uses per day though...

That was my original idea as well. On one hand, the player doesn't have to keep track of which enemies are forbidden to take which actions. On the other hand, it somewhat limits the general usability of this feature (in its current form, you can use castigate again and again until the 'perpetrator' begs for mercy). I'll see if I can come up with a better way to implement this concept.

Thank you for your interest!

RPG Superstar 2015 Top 8

For this week, I created the omnist, an archetype for clerics that worship all deities rather than a single one.

This may not have been one of my greatest ideas, but I found the concept intriguing enough to give it a try. I haven't figured out yet the best way to bring flavor and mechanics together and could use some suggestions.

Please let me know what you think.


I like the omnist. I have a suggestion on Domains, because I think it could be fun, and also a warning of a possible pitfall, based on my own experience with homebrew that changes domains.

Possible Variation
At 1st level, the omnist chooses any one domain of her choice. This is her permanent domain. Each day when she prays for spells, she chooses a deity to pray to. That deity must have her permanent domain in it's portfolio. When she is done praying for spells, she chooses one other domain and gains it until she prays for spells again. As levels are gained, perhaps an ability to expand the number of deities whose power she can call upon.

Possible Pitfall
This is specific to the Animal domain, but there could be others too. One day the omnist has an animal companion, but the next day it does not. What happens? She she is gaining a class ability one day, losing it the next, and regaining it later, does that allow her to choose a different companion without going throught he normal process?

RPG Superstar 2015 Top 8

Thank you for your feedback.

Ciaran Barnes wrote:

Possible Variation

At 1st level, the omnist chooses any one domain of her choice. This is her permanent domain. Each day when she prays for spells, she chooses a deity to pray to. That deity must have her permanent domain in it's portfolio. When she is done praying for spells, she chooses one other domain and gains it until she prays for spells again. As levels are gained, perhaps an ability to expand the number of deities whose power she can call upon.

That would certainly make for easier gameplay ('Which domains do I choose today and how do my powers work?'), but it creates some problems. The background concept which I'm rather fond of (a character who can call in favors from different gods as long as he keeps the competition between them going) would have to change. (Going only by the deities mentioned in the CRB, many domains only have one or two associated deities. An omnist who chose one of these domains would most certainly violate her code of conduct and become an ex-omnist.) If I follow your suggestion, the omnist would start as a quasi-oracle with a more or less focused religious concept and expand her 'repertoire' as she 'discovers' new creeds. That makes her fickle and unreliable in my book. If you were a deity, would you continue to grant a follower spells if she were 'cheating' on you with a growing circle of other deities? I would probably not. It's a different story if it starts as an open competition between the gods.

Ciaran Barnes wrote:

Possible Pitfall

This is specific to the Animal domain, but there could be others too. One day the omnist has an animal companion, but the next day it does not. What happens? She she is gaining a class ability one day, losing it the next, and regaining it later, does that allow her to choose a different companion without going throught he normal process?

I guess that needs to be addressed (as well as cohorts/followers from the Leadership feat gained via the nobility domain). I haven't figured out yet if the omnist would gain them RAW. Technically, a druid "may begin play" with an animal companion, and a cleric with the animal domain will "gain the service of an animal companion". Most GMs would propably require a cleric, ranger or multiclass druid to perform a 24 hour ritual to gain their companion, even if the rules don't state this explicitly. In that case, the omnist wouldn't gain a companion at all (unless I make a rule that says otherwise). The same argument could be made for Leadership (attracting a cohort and followers should take longer than 24 hours). On the other hand, it would be really interesting if the cohort were a planar servant of the deity that grants the domain, trying to convince the omnist to worship its deity exclusively.


I left out some important bits in the changing domain bit (such as that the second domain must also be in the deity's portfolio). Also, when I said she can expand the number of deities, I did not go into detail (perhaps retraining the permanent domain or acquiring "phantom" domains). But I think you figured all of that out.

As another alterate, she has two domains. Each time she prepares spells, she chooses one to keep and any single deity with that domain. She then chooses a second domain in the deity's portfolion. In doing so, the change from one deity to the next is somewhat gradual (each new deity has something in common with yesterday's.).

RPG Superstar 2015 Top 8

So basically, you have a different patron deity every day. That could work. For consistency, this should also determine other mechanics (the chosen deity becomes the omnist's patron deity in every regard for one day) and it wouldn't require the somewhat clunky omnism ability. It would take the concept in a slightly different direction, but it's certainly more elegant. I'll try to write up an alternate version to find out if I like it better.

Thanks!

RPG Superstar 2015 Top 8

Following Ciaran Barnes' suggestions, I made an alternate version of the omnist.

For this week, I tried something simple with the leaping charger (barbarian archetype).

RPG Superstar 2015 Top 8

For this week, I created the devolutionist (druid archetype). Devolutionists turn other creatures into primitive and bestial versions of themselves.

Please let me know what you think.


My one concern with this is that there's no apparent time limit on the bestial transformation. I'm kind of confused if it's supposed to be a way to cripple enemy skill and caster types or a buff for fighters, but it doesn't seem to do either quite right. You can't turn it off if it's a buff and it targets the good save on the casters that would be most disabled by it.

RPG Superstar 2015 Top 8

Thank you for your feedback.

kamenhero25 wrote:
My one concern with this is that there's no apparent time limit on the bestial transformation.

It is limited to one round per level (says so in the first paragraph).

kamenhero25 wrote:
I'm kind of confused if it's supposed to be a way to cripple enemy skill and caster types or a buff for fighters, but it doesn't seem to do either quite right. You can't turn it off if it's a buff and it targets the good save on the casters that would be most disabled by it.

I wanted to achieve both - it is supposed to be a mixed bag (though I admit that the ability could use some fine tuning). I think the abilities would be very beneficial to martials (though I probably should add an improvement at 19th level). What else would you like to see here?

As for the debuff aspect, I agree that the penalties may not set off the bonuses to hinder enemy spellcasters (I couldn't figure out if penalties to casting attributes prevent a caster from using high-level spells, as touch of idiocy seems to implicate). I could introduce an additional penalty (maybe a Concentration check to cast spells with verbal components).


My mistake. I didn't see it buried in the middle of the paragraph.

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For this week, I created the steel fan fighter (fighter archetype).

I also posted an updated version of the spell harrier (magus archetype). which I had already made last year.

RPG Superstar 2015 Top 8

This week, a made the protector (ranger archetype).

For some reason, this took me longer than it should have.


Insurmountable seems potentially -much- better than Wild Empathy, especially if the protector focuses on reach weapons, and especially at higher levels. If I counted all the times I have seen Wild Empathy used over the years, it would fit on one hand and I would have fingers left. I think that perhaps a flat +2 would suffice.

I'm not familiar with alll of the Combat Style feats, but do you think that the Step Up chain would fit the theme? Or as an alternate, a Step Up variant that alllows the protector to move closer to his ward?

It might be easier if Scrutiny was renamed Alertness.

Obviously you are making class features come into play at the same level as the class feature it replaces, but I would consider having Ward come into play at level 1 or 2. Also, when he gains 1/2 his Favored Enemy bonus, which bonus are we talking about? A ranger ends up with more than one.

I would like to see Inteercept expanded on, perhaps where it is triggered by more than just a charge.

Are you married to Steadfast? I feel like you could up with something that compliments the theme of the archetype better.

RPG Superstar 2015 Top 8

Thank you, that is helpful feedback.

This one is indeed a bit rough (it started out as a monk archetype). My original intent was to use teamwork feats by introducing a class feature that works similar to the inquisitor's solo tactics, only the other way around. I quickly found out that this wouldn't work very well, because some teamwork feats only benefit you, others only your partner. I wish they were more streamlined - some feats like Swap Places would work really well for this concept.

I'll try to come up with some better abilities. Come to think of it, I also need a replacement for spells.


Maybe the ward ability could replace favored enemy? An iconic class feature for sure, but I feel that the concept of ward is central to this class.

Spells? Whats that other ranger archetype that gives up spells for a series of knacks or talents or something? A list of 1/day abilities to choose from, which I think should have instantaneous effects. For example, as an immediate action when the ward is attacked, the protector can move his speed towards the attacker and make an attack. As a standard action, the ward can use the withdraw action. As a move action, the ward can move his speed without provoking, as long as he moves as directly as possible towards the ward. Etc.

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Added the clockwork disciple (monk archetype).

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I updated the protector. I think that most of what this archetype is supposed to do can be covered with existing rules, so I implemented both teamwork feats and hunter's tricks.

For this week, I created the mindslicer (magus archetype). I guess some people would be wary to give a class detect thoughts at 1st level, but I thought it was essential to this concept.

I also added the scavenger (rogue archetype).

Please let me know what you think.


I really like the concept of the scavenger, and the features look pretty good.
I think I may steal it and a few other archtypes.


The mindslicer's ability to detect thoughts doesn't seem like too much, but if you are at all worried about it, I would address the following:

Does it count a spell or just "an effect similar to detect thoughts"? If it is a spell, then it could be used for early entry into a prestige class. If it needs a spell level, then have it equal to a spell of 1/2 his level (min 0-level).

I'm not so sure about immediately gaining all 3 rounds of info. I feel that this is probably borrowed from the paladin's detect evil ability, but detect thoughts is just better. Perhaps he can automatically gain the info as if he had spent 1 round concentrating, at level X he automatically gains 2 rounds worth, and and level X gains all three rounds.

As he gains levels and can target multiple foes, do they all need to be with in the spell's cone area?

RPG Superstar 2015 Top 8

Ciaran Barnes wrote:

The mindslicer's ability to detect thoughts doesn't seem like too much, but if you are at all worried about it, I would address the following:

Does it count a spell or just "an effect similar to detect thoughts"? If it is a spell, then it could be used for early entry into a prestige class. If it needs a spell level, then have it equal to a spell of 1/2 his level (min 0-level).

Since it is a supernatural ability, it can't be used to qualify for a prestige class.

Personally, I'm not too worried about detect thoughts.
Spoiler:
I would like to see more divination spells that rely on ESP in place of all those augury/divination/contact other plane spells that are rightfully known as pester-the-GM-spells ('How am I supposed to know THAT? Just because I'm the GM doesn't mean I'm omniscient or can see into the future.')

Ciaran Barnes wrote:
I'm not so sure about immediately gaining all 3 rounds of info. I feel that this is probably borrowed from the paladin's detect evil ability, but detect thoughts is just better. Perhaps he can automatically gain the info as if he had spent 1 round concentrating, at level X he automatically gains 2 rounds worth, and and level X gains all three rounds.

The 3 rounds of information are necessary because I want it to be a targeted effect, not an area effect.

Ciaran Barnes wrote:
As he gains levels and can target multiple foes, do they all need to be with in the spell's cone area?

Good point. Thanks!

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For this week, I added the metallurgist (alchemist archetype).
Some features probably need still some tweaking and I'm taking suggestions for some interesting new weapon blanches.

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The peacock knight (paladin archetype) is my attempt to take the paladin class in a different direction. I might have taken this a bit too far?


Well now I've seen it all. :)

It's seems pretty long forvan archetype. Almost an alternate class. Parts of it remind me of the anonymous knigh trope.

RPG Superstar 2015 Top 8

Originally I wanted to create a sorcerer bloodline inspired by the peacock spirit. After doing some research into real-world mythology, I decided to go with paladin instead, despite the fact that the Golarion version of the peacock spirit is supposedly evil. But I'm sure that there is some Agathion lord or mythical phoenix somewhere out there that could serve as a paladin's patron.

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The peacock knight was probably a bit too silly, so I removed the whole peacock-themed stuff and renamed the archetype into shrouded champion - evil won't see her coming. Which is a good thing, because I also added the soulbinder - an archetype for evil wizards who use daemonic soul magic.

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Next up is the pact-bound cavalier.
I could use some input on this one. I found the concept of a character selling his soul to a patron in exchange for power intriguing. The pact-bound cavalier gains a mount with supernatural abilities and a patron in place of an order. The patron is a non-good non-chaotic power--I was thinking Devils, Asuras, Rakshasas, Kytons, though Inevitables, Eldest, Psychopomps, and other powers could work as well. However, I'm still somewhat unsure which class features to replace, since patrons should have a bigger impact on the cavalier's abilities than orders.


The Pact-bound cavalier is cool. Lots of flavor there. I like that the mount becomes a nightmare.

I don't think that that the pact/edict should have mechanical requirements. Let the player/GM decide how to role-play that part. Consider: You can't play the pact-bound in a kingmaker campaign as the first book could easily have the cavalier spend more than a month in the wilderness. On the other hand, some campaigns take place within the space of a week, so the pact would have no effect on that character at all.

Finally, why are all the infernal-pact cavaliers lawyers? What if my vision for the character is to make someone who does dirty work for my infernal master, like working to kill a good king, or corrupt the heir.

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Thank you for reading and commenting.

Knight Magenta wrote:
I don't think that that the pact/edict should have mechanical requirements. Let the player/GM decide how to role-play that part. Consider: You can't play the pact-bound in a kingmaker campaign as the first book could easily have the cavalier spend more than a month in the wilderness. On the other hand, some campaigns take place within the space of a week, so the pact would have no effect on that character at all.

It shouldn't be too difficult to find a poor sod willing to sell their own soul. I guess it's up to the GM to provide opportunities (not much different from certain deific obediences) and it's up to each group to decide how difficult it should be.

Knight Magenta wrote:
Finally, why are all the infernal-pact cavaliers lawyers? What if my vision for the character is to make someone who does dirty work for my infernal master, like working to kill a good king, or corrupt the heir.

I don't see them as lawyers. I don't even see them necessarily as agents of evil. The interesting thing about pacts is that you don't have to be a token evil character. As long as you fulfill your part of the bargain, you can do whatever you want. You don't have to be a diabolist or sacrifice babies. Your character made a questionable decision at some point in the past and now they have to live with the consequences. In my opinion, a tragic hero who hopes that their good deeds outweigh their evil actions is a lot more interesting.

I'll see if I can come up with some interesting pacts for other patrons.


Amanuensis wrote:
Added the clockwork disciple (monk archetype).

Incredible.

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I added additional patrons (death, fey, inevitable, shadow) for the pact-bound cavalier.

For this week, I made something simple with the mage warden, an archetype for inquisitors with arcane training.


I assume Mage Warden's Potency only applies to spell damage and not DCs?

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Thanks for pointing that one out.
Come to think of it, a judgement that increases spell DC would make sense.


Dotting for interest. I love the Clockwork monk and Fan fighter, excellent stuff.

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I could use some help with the next one.

The maniac is an archetype for witches that draw power from emotions.

Basically a CHA-based caster replacing hexes and patron spells with a CHA-based rage-ability (called rave) and so-called manias that work somewhat different from rage powers.

How should I balance the power of a rage-equivalent ability for spell-casters?
Which abilities should manias grant?


Amanuensis wrote:

I could use some help with the next one.

The maniac is an archetype for witches that draw power from emotions.

Basically a CHA-based caster replacing hexes and patron spells with a CHA-based rage-ability (called rave) and so-called manias that work somewhat different from rage powers.

How should I balance the power of a rage-equivalent ability for spell-casters?
Which abilities should manias grant?

This is one of the cooler fan-archetypes I've ever seen while lurking. Neat idea. I think you are on the right track for balance, giving up Hexes and Patrons are a bit intense.

I think it's a bit odd how you have new manias granted every 2 levels though. It feels like to me since you can only have one mania active at a time that's a lot of stuff on your sheet you won't really use. Maybe make manias more spread out and the pain from loosing Hex is enough to make up for the rave?

As for manias, I like the idea of using patrons as a jumping off point. Personally, I am quite attracted to the idea of a Maleficent take on Transformation. A Dragon Mania where maybe you add your Cha modifier to Str and can (at appropriately high levels) Maniacal Magic into Form of the Dragon X? Drawback, can't cast?

RPG Superstar 2015 Top 8

Thanks for chiming in.

I should have mentioned that each mania represents a specific emotion (love, hate, anger, fear, desire, shame, boredom, sadness, serenity, euphoria, confusion, etc.). I'd like to stay true to the theme of an emotion-based caster and I would like to explore how far I get with that approach. Though dragonmania sounds like a cool word.

I chose every second level because that is when you get the patron spell/hex. But I guess every third level could work as well. Another option would be to make manias more like rage powers (small, modular abilities in place of a single package) or expand them into bloodlines (chosen each day when the witch prepares her spells). Another option would be to allow a witch to benefit from more than one mania during a single rave as she grows in power.

Finally, I'm still unsure if a scaling bonus to spell save DC (the main benefit of rave) is a good idea. I guess it is most in line with the witch's debuff focus (more than, say, a caster level increase would be).


Amanuensis wrote:

Thanks for chiming in.

I should have mentioned that each mania represents a specific emotion (love, hate, anger, fear, desire, shame, boredom, sadness, serenity, euphoria, confusion, etc.). I'd like to stay true to the theme of an emotion-based caster and I would like to explore how far I get with that approach. Though dragonmania sounds like a cool word.

I chose every second level because that is when you get the patron spell/hex. But I guess every third level could work as well. Another option would be to make manias more like rage powers (small, modular abilities in place of a single package) or expand them into bloodlines (chosen each day when the witch prepares her spells). Another option would be to allow a witch to benefit from more than one mania during a single rave as she grows in power.

Both of those options seem like they could work. Perhaps you should split Manias into two features? But, then it might be giving too much back? Either way, both sound like valid choices as does benefiting from more than one.

Amanuensis wrote:
Finally, I'm still unsure if a scaling bonus to spell save DC (the main benefit of rave) is a good idea. I guess it is most in line with the witch's debuff focus (more than, say, a caster level increase would be).

I think for the witch it's a good idea. For people fighting the witch maybe not, but that's a finesse of game balance I'm unsure about.


Amanuensis wrote:

I could use some help with the next one.

The maniac is an archetype for witches that draw power from emotions.

Basically a CHA-based caster replacing hexes and patron spells with a CHA-based rage-ability (called rave) and so-called manias that work somewhat different from rage powers.

How should I balance the power of a rage-equivalent ability for spell-casters?
Which abilities should manias grant?

How about changing "maniac" to "manic" and changing "rave" to hysteria? You're kind of describing someone in my household. :)

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I'm not too happy with those names, because they have negative connotations, and I want to get away from the notion that feelings are chaotic/unstable/irrational/destructive. Then again, this class is supposed to take it a bit further than what might be considered to be healthy.

As a nonnative speaker: What is the difference between 'maniac' and 'manic'?

'Hysteria' has strong misogyneous connotations and should be avoided, not only in this context (where it is imporant to avoid the association between women and a certain concept of emotionality), but entirely.


Manic is an adjective, maniac is a noun, but they are closely related. Basically a maniac is a manic person. Maniac is probably the more offensive of the two because it is actually a label you could apply to a person, whereas manic would be used to describe a person's behavior. All of that aside though, I just think manic sounds cooler as a class name.

You are confusing hysteria with "female hysteria" - a medical diagnosis no longer recognized by the medical community. Hysteria is simply a state of strong, unconrolled emotions and has absolutely no gender connotation.

"Rave" has to do excitement and enthusiasm - emotions that are less intense than the love and hate emotions you cite in the heading to your class.


Ciaran Barnes wrote:
"Rave" has to do excitement and enthusiasm - emotions that are less intense than the love and hate emotions you cite in the heading to your class.

Rave also has a certain feel to it, which is arguably more accurate. Enthused rather than a total loss of control.

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I'm very happy with 'rave', it expresses exactly what I imagine this ability to be and it works both as a noun and as a verb. I haven't found a better word to replace 'mania', so I'll stick with it for now.

I came up with something that I thought was pretty clever:
I decided to design manias similar to bloodline powers. Therefore, the maniac becomes a sorcerer archetype (spontaneous casting fits the concept better anyway), though it will still use the witch spell list.
However, manias work different from bloodlines in several ways:
- You gain a mania every 4th level.
- You can use manias only while raving.
- You select which mania to use when you enter a rave.
- You add the mania bonus spells to your list of spells known, but only while raving.
- A mania spell ends as soon as the rave ends, unless you have the spell on your normal list of spells known.

That way, the sorcerer has a limited ability to customize her spell list without breaking game balance.

That leaves manias. I have a list of 20-25 emotions that could serve as an inspiration and I already have ideas for many of them. But before I start writing these down, I'd like some input on how to proceed (I posted two mostly finshed examples in the document).


For the Rave feature, based on personal experience, I think a bonus to Strength and Charisma would be more fitting, coupled with a penalty to AC and Wisdom-based skill checks, and a bonus on mind-affecting saves. An inability to use certain skills (wisdom for example) would not be entirely accurate, but it would be more in line with the Rage ability that is is based on. I'm not sure that risking failure to cast spells is fitting, because (if I understand the concept) the maniac is supposed to use this ability to becomes a stronger spellcaster - not an unreliable one.

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Since Wisdom only influences Will saves and Perception, which both could be reasonably argued to be enhanced by emotions, I think a bonus to Wisdom fits. I'm still considering a penalty to Intelligence, which goes a bit against my idea of emotion=/=irrationality.

The maniac does not risk failure for spellcasting, she only risks psychic backlash (nonlethal damage), which might cause her to pass out.

Each mania contains its own custom drawback--anger, for example, works similar to the barbarian's rage in that it prevents the use of certain skills.


I would argue that emotions hinder wisdom.

Dark Archive

I think a Shrouded Champion could make for an interesting Batman homage in a campaign.

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