Classes, Archetypes and Prestige Classes I (and hopefully others) would love to see be made real


Pathfinder First Edition General Discussion

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I would love a "flying daggers" rogue/slayer archetype from the 2004 movie, Shi Mian Mai Fu (House of Flying Daggers)

Liberty's Edge

I3igAl wrote:
d6 unarmored Priest - I second this is the most important concept lacking in Pathfinder

Have you checked out the recently released Priest class?

It's *exactly* what you are describing ... and hey, it has 7 out of 7 5-star reviews so far :)


Archetype
Scroll Monk - focuses on using Ki and magic scrolls together, has abilities similar to the Wizard "Scroll Master" to attack with, can cast scrolls using their level as CL at the cost of Ki or other specials with scrolls costing Ki. Big on UMD for scrolls.

Fallen Crusader (not sure if archetype or prestige class)- a fallen paladin, not exactly fallen to evil but lost faith, probably would be best as prestige class, have to go through a few levels under powered but gain non-paladin abilities with eventually regaining paladin abilities and keeping non-paladin stuff or learn deeper levels of faith, very "character development" class


I'd like to see the 3.5 Warlock again.

and to ssee the excellent work on psionics by DSP given an official nod rather than mere unofficial approval.


I've been wanting a chronomancer class for years now. The closest class I've found that's compatible with Pathfinder is Rogue Genius Game's Time Warden but I thought it was a pretty weak class without much timey whimey coolness.


For PrCs, there could definitely be more dual advancement classes, especially for weirder class combos. Monk/Anything other than Paladin (which is done by Champion of Irori), Fighter (which is covered by Brawler) and maybe Druid (because it doesn't need a PrC to be awesome multiclass) could be pretty neat. Prcs have largely been replaced by archetypes, but dual advancement is the one thing archetypes can't do.


deuxhero wrote:
For PrCs, there could definitely be more dual advancement classes, especially for weirder class combos. Monk/Anything other than Paladin (which is done by Champion of Irori), Fighter (which is covered by Brawler) and maybe Druid (because it doesn't need a PrC to be awesome multiclass) could be pretty neat. Prcs have largely been replaced by archetypes, but dual advancement is the one thing archetypes can't do.

+1 to this


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Klorox wrote:
I'd like to see the 3.5 Warlock again.

Doesn't the kineticist fill that role now? I mean... take a look at both classes:

- Eldritch Blast vs Kineticist Blast: Both are at-will ranged touch attacks.
- Invocations vs Talents: Again, there are several similarities, such as blast shape invocations being the same as infusion wild talents. Granted, you can use eldritch essences to change the damage type for your eldritch blast (untyped to fire or cold or acid), but the kineticist is focused for one element.
- The rest: The warlock does get fast healing, damage reduction and energy resistance. The kineticist can obtain these depending on its chosen element. As for the item-related warlock features, the kineticist is considered to have psychic abilities when it comes to item requirements.

Technically speaking, what you need is a new element: magic, like a "manakinecist".


Duly noted, I'll check that if and when I can get my mitts on Occult Adventures. (I have trouble referencing stuff onscreen and prefer to have a book.)


Klorox wrote:
Duly noted, I'll check that if and when I can get my mitts on Occult Adventures. (I have trouble referencing stuff onscreen and prefer to have a book.)

The online Reference Document has Occult Adventures added ;)


There is couple of classes i would really like to see. Some of them are available as 3rd party material, yes, but official versions would be kick ass. You know, so we can get them to pfs and make them integrated to games easier.

An Engineer class
I'm a big fan of steampunk, and while it doesn't exactly have to be on that level, a tinker or Engineer class would be cool. It could be a mechanic version of alchemist.

Death knight
I'm a big fan of WoW and some sort of class in the style of death knights would be cool. Probably never gonna happen but still.

Dragon knight style class
A character themed around dragons would be cool too! though we have plenty of different dragon themes already, so only one i could come up with was riding them.

For archetypes, they could give us more Archetypes designed around specific weapons more, for people who want to specialize.


Quote:


JiCi wrote:
Classes:
- A tinkerer/artificer class; someone who builds gadgets that mimics spells and can be animated.

Wonder if this would work as an Alchemist archetype.

Quote:


An Engineer class
I'm a big fan of steampunk, and while it doesn't exactly have to be on that level, a tinker or Engineer class would be cool. It could be a mechanic version of alchemist.

Me three! Always close, but no cigar!

* The Metamorph (Ultimate Intrigue, p. 19) gets rid of the bombs, mutagens and extracts, but replaces it with another Supernatural ability.

* The Interrogator (Ultimate Intrigue, p. 18-19) gave us a more medicinal flavor by changing the ideas of extracts, but still kept them as Supernatural.

* Ultimate Intrigue (pp.46-47) gave us the Tinkerer alchemist. Great,we got clockworks! Oh wait, the Bestiary says that the clockwork sub-type still technically uses magic...so we actually need Robots that look steampunk. Close, yet again.

* Veranthea Codex: Braxthar Grimdrahk, Scientific Innovator [3rd Party Product] gives us a feat to replicate magical effects as technology. Awesome! Let's look at the Alchemist archetype! Bombs and Extracts only become Extraordinary at Level 10???? Dang, so close!

* Thunderscape: World of Aden Campaign Setting (p.90) [3rd party] gives us an Alchemist archetype called the Scientist, which gives us Steamwright inventions as well as Minor Manite implants. Gives us the steampunk feel with a couple Extraordinary Implants, but the Steam Reserve and Steam Mastery are Supernatural abilities. So close...yet again.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

Class:

Artificer

Archtype:

A Skald that can select either bloodlines or feats (they get to choose) and can pass those around to the party.


Raef13 wrote:

Archetype

Polearm Swashbuckler - use Dex to attack (and maybe damage) but only while wielding polearms. Lose ability to use bucklers and instead gain a shield bonus from their polearms. Can use back end of weapon to deal bludgeoning damage. Attack flat footed after shorten grip then lengthen. Can attack around enemies to hit second row or third row squishies. Can brace quickly versus charges.

New feat for you.

Liberty's Edge

Hey everyone! Just wanted to let you know the Expanded and Updated New Paths Compendium Hardcover is now available right here on Paizo.com!!

Expanded and Updated New Paths Compendium Hardcover

Features a dozen new classes (plus archetypes, spells, feats, and more)

Spell-less Ranger: instead of spells, the spell-less ranger relies on a host of specialized abilities, including ranger talents, nature’s healing, and a deadly stealth attack that can be used in any of his various favored terrains or against his many favored enemies.

Spirit Shaman: spirit shamans form deep connections with the spirits of nature, have a host of nature oriented abilities, and gain the guidance and aid of a powerful animal spirit guide.

Battle Scion: king of sword and spell, a heavily armed and armored warrior who can sling combat-centric spells when necessary.

White Necromancer: potent healers as well as powerful spellcasters, white necromancers embrace the the full necromantic triad, which involves tapping the essence of life as well as that of death and undeath.

Mystic Archer: dedicated to mastery of the bow, a mystic archer seamlessly blends the damage-dealing potential of the arcane with the deadly skills of an archer, using spells to enhance her natural abilities.

Theurge: supreme spellcaster whose strength lies in the ability to draw upon, combine, and manipulate the powers of magic in all its forms, whether arcane or divine.

Priest: armed only with the divine might of her god, a priest’s connection to her deity forms the very core of her being—and through this unwavering reverence, she gains her power and her strength.

Trickster: merging arcane magic, roguish skills, and a special forte ability to perform incredible acrobatics, summon a magical familiar to act as an accomplice, beguile enemies, or steal spells as they're being cast.

Skin-Changer: skin‑changers truly embrace the untamed, animalistic aspects of nature. Rather than bonding with an animal companion, the skin‑changer actually assumes the form of animals and fights with the fury of nature itself.

Tinkerer: master inventors, builders and engineers, tinkerers are experts with all manner of mechanical contraptions, clockworks, mechanical traps, and explosives, who always keep their clockwork companions close by.

Warlock: a warlock gains power, spells, and the ability to fire dread bolts of arcane force through contact with mysterious and forbidden forces, using his intelligent bond weapon as a conduit.

Savant: able to weave stories into reality, and actually assume the guise of the figures in those stories!

Hope you check it out :)

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