What other Hybrid classes would you like to see?


Pathfinder First Edition General Discussion

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Scarab Sages

Dragonchess Player wrote:
Darigaaz the Igniter wrote:
Dragonchess Player wrote:

What I'd like is an elemental-focused archetype (or discipline) for the psychic.

Or just a phrenic amplification/something like the psi-tech Laser Blast discovery to spend phrenic points/sacrifice spell slots to create blasts of (other types of) elemental energy.

Well it would require a dip into an arcane casting class, but the Arcane Blast feat already exists.
Arcane Blast is untyped, "magic" energy. Which is why I specified elemental energy (acid, cold, fire, electricity, etc.).

I never thought the broader "elemental" spectrum really fit into the character of psionic/psychic powers, though.


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I'm Hiding In Your Closet wrote:
Dragonchess Player wrote:
Darigaaz the Igniter wrote:
Dragonchess Player wrote:

What I'd like is an elemental-focused archetype (or discipline) for the psychic.

Or just a phrenic amplification/something like the psi-tech Laser Blast discovery to spend phrenic points/sacrifice spell slots to create blasts of (other types of) elemental energy.

Well it would require a dip into an arcane casting class, but the Arcane Blast feat already exists.
Arcane Blast is untyped, "magic" energy. Which is why I specified elemental energy (acid, cold, fire, electricity, etc.).
I never thought the broader "elemental" spectrum really fit into the character of psionic/psychic powers, though.

The kineticist fills some of that niche: control of (a limited selection of) elemental powers. The sha'ir occultist also specializes in elemental powers (and elemental spirits).

But the psychic class, supposedly the "master/mistress of psychic magic," has no options for manipulating the elements in any way outside a handful of basic spells.


Dragonchess Player wrote:
But the psychic class, supposedly the "master/mistress of psychic magic," has no options for manipulating the elements in any way outside a handful of basic spells.

I feel like I'd honestly prefer a 9 level Psychic Caster that has no real way of doing anything overtly magical, so like "Summon Monster" is out. If they were still good enough at doing things to, with, and about minds to be worth playing, that is.

Like I'd prefer the Psychic was further differentiated from the Sorcerer by being far, far subtler.


I'm Hiding In Your Closet wrote:
Dragonchess Player wrote:
Darigaaz the Igniter wrote:
Dragonchess Player wrote:

What I'd like is an elemental-focused archetype (or discipline) for the psychic.

Or just a phrenic amplification/something like the psi-tech Laser Blast discovery to spend phrenic points/sacrifice spell slots to create blasts of (other types of) elemental energy.

Well it would require a dip into an arcane casting class, but the Arcane Blast feat already exists.
Arcane Blast is untyped, "magic" energy. Which is why I specified elemental energy (acid, cold, fire, electricity, etc.).
I never thought the broader "elemental" spectrum really fit into the character of psionic/psychic powers, though.

Carrie?


A Magus Rogue would make a James Bond type. You would have to switch out some spells to give them knock and more stealth spells.


Alchemist/fighter

Alchemist/gunslinger

urogue/fighter


The magical non-spellcaster is design space that's still pretty open and you could probably do some fun hybridizing around that idea. Like the aforementioned fighter/witch with hexes that someone mentioned upthread. Or an alchemist/gunslinger that gets bombs and discoveries but no extracts.
Personally I'd like to see some kind of magicless summoner hybrid designed to fight with their companion.

Or maybe some kind of druid/summoner that mixes wildshape with evolution points to transform into all sorts of crazy things. Granted given that combo it doesn't really make sense to make it magicless, but still.

Themed caster is another design space that seems almost entirely unexplored by Paizo. Not exactly sure why but basically every ninth level caster is very broad based. Some kind of psychic/kineticist that emphasizes blasting and elemental damage or a Wizard/Mesmerist that is built around enchantments and illusions.

I'm Hiding In Your Closet wrote:
I never thought the broader "elemental" spectrum really fit into the character of psionic/psychic powers, though.

Really? I always thought pyrokinesis was one of those staple psychic powers (along with stuff like mind control, telekinesis, remote viewing, telepathy, precognition etc.)


Squiggit wrote:

The magical non-spellcaster is design space that's still pretty open and you could probably do some fun hybridizing around that idea. Like the aforementioned fighter/witch with hexes that someone mentioned upthread. Or an alchemist/gunslinger that gets bombs and discoveries but no extracts.

Personally I'd like to see some kind of magicless summoner hybrid designed to fight with their companion.

Or maybe some kind of druid/summoner that mixes wildshape with evolution points to transform into all sorts of crazy things. Granted given that combo it doesn't really make sense to make it magicless, but still.

Themed caster is another design space that seems almost entirely unexplored by Paizo. Not exactly sure why but basically every ninth level caster is very broad based. Some kind of psychic/kineticist that emphasizes blasting and elemental damage or a Wizard/Mesmerist that is built around enchantments and illusions.

Thats a good point, all the best pet classes ALSO get 6 to 9 level casting.

I'd like to see 6 level casters a-la mesmerist for each of the schools of magic to be honest. Kind of a grim necromancer/beguiler series of classes.

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I honestly wanted a magus monk hybrid. I know there's a magus archetype for it, but it doesn't quite have the oomph I'd want in the concept.


Ryan Freire wrote:
Thats a good point, all the best pet classes ALSO get 6 to 9 level casting.

It's sort of strange, really. You'd think without casting there'd be more budget, so to speak, in the character's design for pet mechanics and strengths.

Instead most of the classes with high pet synergy and all of the classes with stranger pets are spellcasters.


Squiggit wrote:
Ryan Freire wrote:
Thats a good point, all the best pet classes ALSO get 6 to 9 level casting.

It's sort of strange, really. You'd think without casting there'd be more budget, so to speak, in the character's design for pet mechanics and strengths.

Instead most of the classes with high pet synergy and all of the classes with stranger pets are spellcasters.

THAT SAID...could you really countenance a raptor or big cat sharing feats with a fighter? Cause thats the most obvious thing for a class like that to offer.

Frankly thinking of a twf crit fishing martial using outflank with a pet is pretty scary from a damage perspective.

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I kind of want to play a dedicated debuffer/interrupter. Maybe a rogue//witch?


rogue witch sounds terrifying tbh

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I think it could be fun, but really annoying to the GM.

One of my all time favorite 3.5 spells was halt, which the beguiler got, and was an immediate action spell that made a target stop its movement. One of my favorite 5E spells is counterspell, which is cast as a reaction to automatically block a caster's spell. I also really like 5E's Lucky feat and the divination wizard's Portent ability.

I think a rogue/witch that could make magical and ranged Attacks of Opportunity would be fun. Combat Reflexes on steroids + magic. A big exploiter of action economy. Maybe 4th level casting, full hexes, half sneak attack, and maybe +3/4 BAB, 1d8 HD, 4 or 6 + Int skills, Good Reflex and Will.

Its biggest contribution would be exploiting action economy. It would get 1 swift action AND 1 immediate action each round. And special uses of AoOs. Since action economy optimization is so powerful, I can see it being weaker in other areas, like reduced spells and sneak attacks (especially if it is going to be getting lots of sneak attacks of opportunity each round!).


Half sneak attack and urogue debuffs. class ability that offers some unique options + a selection of urogue talents or witch hexes. and a selection of advanced talents/hexes at 10+

6 level caster with shadow spells and debuffs.

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Maybe call it The Jinx and give it the oracle's curse as well?

LEVEL ABILITY
1. Jinxed Curse, Hexing Talent, 1st. level spells, cantrips
2. Hexing Talent
3. Sneak Attack +1d6
4. Hexing Talent, 2nd level spells
5. Swift Haste (spend spell slot as swift action and hasted 1 round per spell level)
6. Hexing Talent
7. Sneak Attack +2d6, 3rd level spells
8. Hexing Talent
9. Swift Jaunt (quasi-dimension door)
10. Advanced Hexing Talent, 4th level spells
11. Sneak Attack +3d6
12. Advanced Hexing Talent
13. Sudden Spell Turning, 5th level spells
14. Advanced Hexing Talent
15. Sneak Attack +4d6
16. Advanced Hexing Talent, 6th level spells
17. Antimagic Shell
18. Advanced Hexing Talent
19. Sneak Attack +5d6
20. Advanced Hexing Talent, Capstone

Hexing Talents will be a list of hexes, rogue talents, and magical tricks that burn spell slots for minor abilities.


D8 hp, 3/4 BAB Ref/will, cast in light armor. signed sealed delivered.

Also, cha cast so as to make it the perfect class for halfling jinxes.


SmiloDan wrote:
I kind of want to play a dedicated debuffer/interrupter. Maybe a rogue//witch?

That was kind of what I wanted from the Mesmerist/Witch I mentioned pages ago.


SmiloDan wrote:
I kind of want to play a dedicated debuffer/interrupter. Maybe a rogue//witch?

A sneaky witch-thief... Who swoops?


SmiloDan wrote:
Maybe call it The Jinx and give it the oracle's curse as well?

Vexer sounds more appropriate IMO.

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Ooh! I really like Vexer!


Occultist/Brawler. Basically a sort of "Build your own Class" deal.

Verdant Wheel

I'm really loving this Rogue/Witch deal. Maybe proficiency with all the harmless-looking weapons? Y'know, sword canes and fighting fans and wrist launchers...

Not sure if it should get light armour though. It should never be in a position where it can be hit, if I understand the flavour right, and making it super squishy would help that.


Nitro~Nina wrote:

I'm really loving this Rogue/Witch deal. Maybe proficiency with all the harmless-looking weapons? Y'know, sword canes and fighting fans and wrist launchers...

Not sure if it should get light armour though. It should never be in a position where it can be hit, if I understand the flavour right, and making it super squishy would help that.

It should have at least some armor, if the ideal is that they are going to be in the front lines (even if indirectly) and fighting, all the while dealing with hexes (and possibly spells).

Well, it's official, it appears I've found the next "class" I'm going to design.

Verdant Wheel

Darksol the Painbringer wrote:
Nitro~Nina wrote:

I'm really loving this Rogue/Witch deal. Maybe proficiency with all the harmless-looking weapons? Y'know, sword canes and fighting fans and wrist launchers...

Not sure if it should get light armour though. It should never be in a position where it can be hit, if I understand the flavour right, and making it super squishy would help that.

It should have at least some armor, if the ideal is that they are going to be in the front lines (even if indirectly) and fighting, all the while dealing with hexes (and possibly spells).

Well, it's official, it appears I've found the next "class" I'm going to design.

Hmmm, I'd rather give them luck bonuses to AC than have them wear actual armour, similar to the Monk. The Unchained Monk is an unabashed martial, and doesn't need to actually wear any armour to do its job. That's just my opinion though!

Oooo, where can I find it when you've designed it? Do you design classes often?


Nitro~Nina wrote:
Darksol the Painbringer wrote:
Nitro~Nina wrote:

I'm really loving this Rogue/Witch deal. Maybe proficiency with all the harmless-looking weapons? Y'know, sword canes and fighting fans and wrist launchers...

Not sure if it should get light armour though. It should never be in a position where it can be hit, if I understand the flavour right, and making it super squishy would help that.

It should have at least some armor, if the ideal is that they are going to be in the front lines (even if indirectly) and fighting, all the while dealing with hexes (and possibly spells).

Well, it's official, it appears I've found the next "class" I'm going to design.

Hmmm, I'd rather give them luck bonuses to AC than have them wear actual armour, similar to the Monk. The Unchained Monk is an unabashed martial, and doesn't need to actually wear any armour to do its job. That's just my opinion though!

Oooo, where can I find it when you've designed it? Do you design classes often?

Well, that's certainly an idea for one of the features I'm designing.

I'll post a link here when it's "done" (AKA, an acceptable first draft). It's in major WIP, but I'm liking the work I've put into it so far, though trying to make it function without overshadowing the two classes is going to be difficult, given that the Witch doesn't have a whole lot of class features, and the Rogue either is too bad (if using chained) to not inadvertantly overshadow, or can easily poach its strongest class features (if unchained).

**EDIT**

As far as actually making classes, not really. I've really been into archetype designing more than anything, and even that's been a bit of a challenge; critique and creating new things when other stuff (that I don't personally like, by the way) already exists is difficult, and I imagine that's infinitely so for a class.

But this presents a very interesting and unique challenge that seems more feasible than the others.

Verdant Wheel

Darksol the Painbringer wrote:

As far as actually making classes, not really. I've really been into archetype designing more than anything, and even that's been a bit of a challenge; critique and creating new things when other stuff (that I don't personally like, by the way) already exists is difficult, and I imagine that's infinitely so for a class.

But this presents a very interesting and unique challenge that seems more feasible than the others.

I can't wait 'til it's ready! Should be fun to try out...

Ah, I see. I'm sure it'll be fantastic!


Nitro~Nina wrote:
Darksol the Painbringer wrote:

As far as actually making classes, not really. I've really been into archetype designing more than anything, and even that's been a bit of a challenge; critique and creating new things when other stuff (that I don't personally like, by the way) already exists is difficult, and I imagine that's infinitely so for a class.

But this presents a very interesting and unique challenge that seems more feasible than the others.

I can't wait 'til it's ready! Should be fun to try out...

Ah, I see. I'm sure it'll be fantastic!

Been going to town on that hybrid class for the past few hours. So far, it's looking good for a rough draft release. I just need to take a decent break and finalize the talent selections from the Rogue class before I decide to make a thread about it. I'll make a post with a link to the thread when I do so.

Verdant Wheel

Darksol the Painbringer wrote:
Nitro~Nina wrote:
Darksol the Painbringer wrote:

As far as actually making classes, not really. I've really been into archetype designing more than anything, and even that's been a bit of a challenge; critique and creating new things when other stuff (that I don't personally like, by the way) already exists is difficult, and I imagine that's infinitely so for a class.

But this presents a very interesting and unique challenge that seems more feasible than the others.

I can't wait 'til it's ready! Should be fun to try out...

Ah, I see. I'm sure it'll be fantastic!

Been going to town on that hybrid class for the past few hours. So far, it's looking good for a rough draft release. I just need to take a decent break and finalize the talent selections from the Rogue class before I decide to make a thread about it. I'll make a post with a link to the thread when I do so.

Fantastic! You work fast.


I'll third the requests for a barbarian/paladin. "Witnessing acts of injustice fill you with righteous fury." Something like an urban barbarian with an iron discipline and a desire to smite all evildoers.


Nitro~Nina wrote:
Fantastic! You work fast.

Sure do.

Here it is:

The Vexer

Thread Discussion


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Squiggit wrote:

{. . .}

Themed caster is another design space that seems almost entirely unexplored by Paizo. Not exactly sure why but basically every ninth level caster is very broad based. Some kind of psychic/kineticist that emphasizes blasting and elemental damage or a Wizard/Mesmerist that is built around enchantments and illusions.
{. . .}

You might be interested in:

Thassilonian (Sin Magic) Specialist Wizard
Psychic

. . . and I'd like to see a reload of the Thassilonian Specialist Wizard as a hybrid with Psychic. I actually took a shot at it, but it isn't satisfactory (I didn't have enough time to do it justice).

Other themed casters already in Paizo's books:

Bard
Mesmerist
Oracle
Skald
Winter Witch (archetype and prestige class)

I'd like to see a reload of Cleric that is more thematically oriented, using Oracle design elements to recapture the flavor of D&D 2nd Edition Specialty Priests -- I wouldn't mind putting this into a new d6, 1/2 BAB, divine class with Arcanist-style hybrid 9/9 spellcasting and a good rate of gaining class features other than spellcasting (like the Arcanist).


Summoner/Druid. A nature based summoner hybrid.

Liberty's Edge

UnArcaneElection wrote:
I'd like to see a reload of Cleric that is more thematically oriented, using Oracle design elements to recapture the flavor of D&D 2nd Edition Specialty Priests -- I wouldn't mind putting this into a new d6, 1/2 BAB, divine class with Arcanist-style hybrid 9/9 spellcasting and a good rate of gaining class features other than spellcasting (like the Arcanist).

Wow! Have you checked out the Priest from Kobold Press?

You pretty much described the class exactly!


RDM42 wrote:

Summoner/Druid. A nature based summoner hybrid.

I presume UCSummoner, and to be honest, a Hybrid Class of that is really unnecessary, since Druid can spontaneously summon with spell slots. That can be accomplished with an Evolutionist sort of Druid archetype, giving the Druid's Animal Companion some Evolution points (similar to an Eidolon) and options to choose from to enhance it further (transferring and/or retraining when the Druid gets a new Animal Companion, of course).


My original idea for this isn't really a hybrid class, by (construct rider) alchemist//summoner. Int-based martial using their actions to control an otherwise-inert construct. If you're into Naruto, the puppeteers there serve as inspiration.


Darksol the Painbringer wrote:
RDM42 wrote:

Summoner/Druid. A nature based summoner hybrid.

I presume UCSummoner, and to be honest, a Hybrid Class of that is really unnecessary, since Druid can spontaneously summon with spell slots. That can be accomplished with an Evolutionist sort of Druid archetype, giving the Druid's Animal Companion some Evolution points (similar to an Eidolon) and options to choose from to enhance it further (transferring and/or retraining when the Druid gets a new Animal Companion, of course).

Summoners have other differences than just those.


RDM42 wrote:
Darksol the Painbringer wrote:
RDM42 wrote:

Summoner/Druid. A nature based summoner hybrid.

I presume UCSummoner, and to be honest, a Hybrid Class of that is really unnecessary, since Druid can spontaneously summon with spell slots. That can be accomplished with an Evolutionist sort of Druid archetype, giving the Druid's Animal Companion some Evolution points (similar to an Eidolon) and options to choose from to enhance it further (transferring and/or retraining when the Druid gets a new Animal Companion, of course).
Summoners have other differences than just those.

Probably. And so do Druids.

Doesn't change my point, though.

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Barbarian/Druid rage shaper that gets evolution points and natural attacks that scale like a monk's unarmed strikes. Spell-less.


Marc Radle wrote:
UnArcaneElection wrote:
I'd like to see a reload of Cleric that is more thematically oriented, using Oracle design elements to recapture the flavor of D&D 2nd Edition Specialty Priests -- I wouldn't mind putting this into a new d6, 1/2 BAB, divine class with Arcanist-style hybrid 9/9 spellcasting and a good rate of gaining class features other than spellcasting (like the Arcanist).

Wow! Have you checked out the Priest from Kobold Press?

You pretty much described the class exactly!

This must not be up on www.d20pfsrd.com -- searches there keep directing me to Adamant Enterainment's Priest, which isn't bad (although needing tweaking to be less specialized), but not what I'm looking for).


Artificer Druid! A LifeCrafter!

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Gorethel wrote:
Artificer Druid! A LifeCrafter!

Like a genetic engineer or a maker of trophies and amulets?


I am making a chart to track what has been done. It will be completed later this week and I will post it here.


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Some kind of Paladin/Babarian combo that gets a form of "holy rage". It would be a dream come true.


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I wrote:
Marc Radle wrote:
UnArcaneElection wrote:
I'd like to see a reload of Cleric that is more thematically oriented, using Oracle design elements to recapture the flavor of D&D 2nd Edition Specialty Priests -- I wouldn't mind putting this into a new d6, 1/2 BAB, divine class with Arcanist-style hybrid 9/9 spellcasting and a good rate of gaining class features other than spellcasting (like the Arcanist).

Wow! Have you checked out the Priest from Kobold Press?

You pretty much described the class exactly!

This must not be up on www.d20pfsrd.com -- searches there keep directing me to Adamant Enterainment's Priest, which isn't bad (although needing tweaking to be less specialized), but not what I'm looking for).

Okay, now that I'm on a real computer instead of a phone, I read the 9 reviews up so far. Going by Ssalarn's review (simply because it goes into the greatest detail), it looks like the Kobold Press Priest is moderately close to what I was thinking of, but not the same. Using their name of Divine Gift, I would like to associate some of the Divine Gifts with Domains (while leaving some Divine Gifts in the core set), thus converting them into mini-Mysteries, thus making the Domains more thematic as well. Domain Powers (as inherited from the original Cleric Domains) would also become Domain-associated Divine Gifts. Not only that, but Channel Energy would not be a core class feature, but instead be Divine Gifts associated with certain Domains, including the type of Channeling (this includes Alignment Channel(*), Elemental Channel(*), and Variant Channeling).

(*)While we're at it, the way Alignment Channel and Elemental Channel work currently makes NO SENSE -- for instance, if you pick Alignment Channel (Good), you heal or harm Good Outsiders. Instead, when you pick an Alignment or Element, you should heal what you pick and harm the opposite. Some Paizo archetype or prestige class (I can't remember which one) actually fixes this specifically, but only for itself.


Charrend wrote:
Some kind of Paladin/Babarian combo that gets a form of "holy rage". It would be a dream come true.

"Righteous Fury" might be a better term for it.


Darigaaz the Igniter wrote:
Charrend wrote:
Some kind of Paladin/Babarian combo that gets a form of "holy rage". It would be a dream come true.
"Righteous Fury" might be a better term for it.

Paladin/Babarian? Now I've got this vision of an elephant Awakened by religious zealots, who goes on a Holy Rampage to either convert or stomp everyone . . . .

Verdant Wheel

Isn't that what AM BARBARIAN uses to Ragelancepounce if the trees get too thick for his bat?


Hey guys I have been working on the Zealot (Barb+Paladin)

However, I do not speak designer so I wanted to crowd source it. I've got a skeleton so far...

Zealot:
Zealot
d10, Full BAB, Average 175gp, 4+Int, (Notable Skills include Acrobatics, diplomacy, intimidate, Sense Motive, Perception, Climb, Swim, Ride, Knowledge Religion), saves are Good/Poor/Good

Level 1: Aura of Good, Stink of Evil, Righteous Fury (Rage+Smite)
Level 2: Relentless Wrath (Lay on Hands)
Level 3: Divine Manifestation (Rage Power but better)
Level 4:
Level 5:
Level 6: Divine Manifestation
Level 7:
Level 8:
Level 9: Divine Manifestation
Level 10:
Level 11: Greater Righteous Fury
Level 12: Divine Manifestation
Level 13:
Level 14:
Level 15: Divine Manifestation
Level 16:
Level 17:
Level 18: Divine Manifestation
Level 19:
Level 20: Wrath of the Divine

Aura of Good: is the same thing.
Stink of Evil: was a replacement for Fast Movement and Detect evil. Instead, the Zealot gains scent vs evil creatures and gains 10ft of movement speed whenever he is within range of an evil creature. The stronger the aura of the evil creature, the stronger the scent (thus hiding the aura prevents this ability from working).
Righteous Fury: is going to be a combination of Rage and Smite, I've no idea how to combine these properly. No one will play him if the guy has single target range, but everyone will play him if he has AoE Smite. So balancing that is going to be hard.
Relentless Wrath: Lay on Hands, I need a twist though. I was thinking of making the HP temporary but have larger dice, and the damaging side effect anything but also deal damage to the Zealot. Again, not sure on the numbers here.
Divine Manifestation: Rage power/Mercy but better, pick things from stuff like the Celestial Bloodline, the Celestial Totem Rage Powers, the Good Domain, and the Good Warpriest thing.
Wrath of the Divine: Capstone.

Thus far I haven't decided if the Zealot should get spells or not, but have worked hard to mix the two class skeletons together. They have rage and rage powers like a barbarian but with the progression of mercies. I need filler abilities for the even levels, a list of divine manifestations, and to actually figure out the mechanical effects of Righteous Fury, Relentless Wrath, and Wrath of the Divine.

Any help people want to contribute to making this complete is welcome. I've got no claim on this project, so take what I have and do what you will.

Verdant Wheel

ShroudedInLight wrote:

Hey guys I have been working on the Zealot (Barb+Paladin)

However, I do not speak designer so I wanted to crowd source it. I've got a skeleton so far...

** spoiler omitted **...

That is, in fact, a really cool idea. Maybe you can only activate your version of Smite inside your version of Rage, but it's more powerful? The limit on Rage would be that there needs to be a triggering event, so it's a righteous fury type thing...

So you can enter Rage any time as a Standard Action by spending your Lay On Handsy thing, but you can also do it as the usual Free Action if you witness someone performing an evil act, or casting an evil spell, or hitting your best friend. That could work.

As to the spells... maybe some limited SLAs? You are mixing a powerful almost-martial with a powerful martial.

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