Class Archetypes for a Jungle Setting


Homebrew and House Rules


I'm looking to work on a new project, and I'm a little stuck at the moment for ideas on class archetypes that would be awesome for a pure-jungle setting. Any Mesoamerican or East Indian cultures would be welcome for flavour purposes, and any ideas are, of course, appreciated.

Best wishes!


...if you can grab a copy of Pathfinder: Worldscape issue 4, there is the Jungle Lord Ranger archetype. It's basically Thun'da or Tarzan. Favored terrain, up to four animal companions, climb speed, and unarmored AC bonuses are the highlights.


Backlash3906 wrote:
...if you can grab a copy of Pathfinder: Worldscape issue 4, there is the Jungle Lord Ranger archetype. It's basically Thun'da or Tarzan. Favored terrain, up to four animal companions, climb speed, and unarmored AC bonuses are the highlights.

Thank you for the suggestion. That one is now in my grab-bag.

Does anyone have any other suggestions?

Edit: I'd like to clarify that I already have access to existing archetypes such as Jungle Rager (Barbarian), Jungle Druid (Druid), Toxicologist (Druid), Poison Darter (Ranger), Trophy Hunter (Ranger), War Painter (Skald), and Bloody Jake (Skald).

I'm looking for ideas to create new jungle-themed archetypes.

Best wishes!


Suggestions that I have so far:

  • Make Black Panther.
  • Make a canopy glider.
  • Make a big game hunter for a gunslinger.

Anyone have anything more?


Rough ideas:

Black Panther--YES!!!
Blow gun/poison swashbuckler?
Bola/net ranger
Swarm Druid
Jungle alchemist: terrain powers-heat, mist/rain, quicksand, camouflage, vines, thorns, barkskin, plant growth, etc.
Voodoo witch
Totem Ranger: gain powers from taking a totem of a vanquished enemy
Snake themes:
Constrictor-stretchy body like Mr. Fantastic
Viper-rogue/alchemist with sneaky, poison, escapability
Mamba-shadow powers
Racer-speed powers

I look forward to seeing what you come up with.


The courser swashbuckler would be fun for vine swinging and treetop running with a touch of reflavoring.


Onyewu, those are fantastic ideas! Thank you!

Okay, so here's the current list (and feel free to suggest classes to go along with them):

  • Alchemist: Jungle (terrain powers: heat, mist/rain, quicksand, camouflage, vines, thorns, barkskin, plant growth, etc...)
  • [Class]: Black Panther
  • [Class]: Canopy glider
  • [Class]: Snake Powers (Viper: Rogue/Alchemist with sneak, poison, escapability, Mamba: shadow, Racer: speed)
  • Druid: Swarm
  • Gunslinger: Big Game Hunter
  • Ranger: Bola/Net
  • Ranger: Totems (gaining powers from taking the totem of a vanquished enemy)
  • Swashbuckler: Blow Gun/Poison
  • Witch: Voodoo

I'm open to more suggestions! I'm going to be doing quite a bit of work.


1 person marked this as a favorite.

Belkzen War Drummer is kinda jungely? Sorta...

What about something akin to an Aztec Blood Sacrifice Priest? Lot's of bleed type abilities, temp hit points and bonuses for killing enemies. Maybe have some sort of obsidian weapon ability like not fragile in their hands and goes through DR several times per day?


Lemartes wrote:
What about something akin to an Aztec Blood Sacrifice Priest? Lot's of bleed type abilities, temp hit points and bonuses for killing enemies. Maybe have some sort of obsidian weapon ability like not fragile in their hands and goes through DR several times per day?

That sounds like more of what I'm looking for! :)


The Shifter class in the upcoming Ultimate Wilderness book might work out; especially since the iconic character for that class has a big Mesoamerican vibe going for her.

The Blood God Disciple Summoner archetype might be a good fit if you heavily base one of your settings cultures on the Aztecs.

And, as another variation on the "gaining powers from totem of defeated enemy" concept, check out the Psychodermist Occultist archetype.


Ventnor wrote:

The Shifter class in the upcoming Ultimate Wilderness book might work out; especially since the iconic character for that class has a big Mesoamerican vibe going for her.

The Blood God Disciple Summoner archetype might be a good fit if you heavily base one of your settings cultures on the Aztecs.

And, as another variation on the "gaining powers from totem of defeated enemy" concept, check out the Psychodermist Occultist archetype.

My goal is not to grab existing material and incorporate it into a jungle setting, good sir. My goal is to create material explicitly for a jungle setting. :)

Thank you, though.

Sovereign Court

Something related to apes/monkeys...there are so many monkey shenanigans with the jungle.

Guess the hardest part would be to make it distinct from Ape Shaman.


Hey! I'm running a maya mythology inspired game, and I have a blowgun gunslinger archetype I've written up- I can shoot it over to you if you'd like :)

If you come up with other things, I'd love to see them!


some sort of summoner which has a more limited set of summons (say apes, or "jungle reptiles' or some such but gains ability to apply some templates to these more limited summons to gain variety again? Really vague, I know.


Eltacolibre wrote:

Something related to apes/monkeys...there are so many monkey shenanigans with the jungle.

Guess the hardest part would be to make it distinct from Ape Shaman.

That's an excellent suggestion! Do you have any classes in mind?

189birds wrote:

Hey! I'm running a maya mythology inspired game, and I have a blowgun gunslinger archetype I've written up- I can shoot it over to you if you'd like :)

If you come up with other things, I'd love to see them!

That would be fantastic!

RDM42 wrote:
some sort of summoner which has a more limited set of summons (say apes, or "jungle reptiles' or some such but gains ability to apply some templates to these more limited summons to gain variety again? Really vague, I know.

What kinds of templates are you thinking about?


Bodhizen wrote:
Lemartes wrote:
What about something akin to an Aztec Blood Sacrifice Priest? Lot's of bleed type abilities, temp hit points and bonuses for killing enemies. Maybe have some sort of obsidian weapon ability like not fragile in their hands and goes through DR several times per day?
That sounds like more of what I'm looking for! :)

:)

The other poster's blow gun idea made me think of a poison arrow frog. So what about some poison arrow frog based druid or hunter type class? Poison skin and jumping abilities, can rub weapons on skin and attack with them etc.


1 person marked this as a favorite.

Sorry if the formatting is weird, its just copied from my google doc lol!

Blowgunner (Gunslinger Archetype):
Blowgun Specialty (Ex)
Blowgunners are not proficient in any firearms. In addition, any class feature that refers to firearms is instead applied to blowguns. This alters weapon proficiency.

Poison Use (Ex)
Blowgunners are skilled in the use of poisons and never risk accidentally poisoning themselves when applying poison to a weapon. The replaces gunsmith.

Deeds (The following deeds replaces Deadeye, Quick Clear, Utility Shot, Expert Loading, Lightning Reload, and Menacing Shot)
-Deadeye Darts (Ex): At 1st level, the blowgunner can resolve an attack against touch AC as opposed to regular AC when firing their blowgun in its first range increment. Performing this deed costs one grit point. This replaces Deadeye.
-Dart Precision (Ex): At 1st level, the blowgunner can increase their blowgun’s damage dice to 1d6. The blowgunner must have at least 1 grit point to perform this deed. Alternatively, if the blowgunner spends 1 grit point, they may increase the damage dice to 1d8. This replaces quick clear.
-Surprise Shot (Ex): At 3rd level, the blowgunner knows how to strike an unsuspecting target. When they hit a target that is flat-footed (or otherwise denied its dexterity bonus to AC), the blowgunner may expend 1 grit point to apply one of the following effects to the target. This replaces utility shot.
---Artery Dart: The DC of any poison applied to the attack is increased by 2, plus one additional point for every four levels the blowgunner has past level three.
---Vicious Dart: The blowgunner doubles the die rolled for each other attack this round they make with a blowgun.
---Disorienting Dart: The blowgunner’s target has a -5 on Perception checks to notice the blowgunner until the end of its next turn.
-Shot in the Dark (Ex): At 11th level, when the blowgunner has at least 1 grit point, the penalties for using the Stealth skill for sniping are reduced to -10. This replaces expert loading.
-Lightning Application (Ex): At 11th level, when the blowgunner has at least 1 grit point, they may apply a dose of poison to their weapon as a free action once per round. This replaces lightning reload.
-Cone of Darts (Ex): At 15th level, as a full round action, the blowgunner may spend 1 grit to make a blowgun attack at every creature within a 30 ft. cone, up to an amount equal to their Dexterity modifier (minimum 1). They may use deeds such as dart precision or deadeye darts on these attacks, but must pay the grit cost for each separately. This replaces menacing shot.

Sneak Attack (Ex)
Starting at 2nd level, a blowgunner is able to hurt opponents best when they are unable to properly defend themselves. This ability functions as a rogue’s sneak attack, except it may only be used with attacks made by a blowgun. At 2nd level this does +1d6 damage, and increases by +1d6 every four levels after second (+2d6 at 6th level, +3d6 at 10th level, etc.). This replaces nimble.

It hasn't been tested very much yet (only on an NPC) but its what I've got :p


There's already a swarm druid archetype called the Swarm Monger.

Sovereign Court

Bodhizen wrote:
Eltacolibre wrote:

Something related to apes/monkeys...there are so many monkey shenanigans with the jungle.

Guess the hardest part would be to make it distinct from Ape Shaman.

That's an excellent suggestion! Do you have any classes in mind?

Probably Barbarian or Bloodrager, just so to have enough of a twist on the class in general.


Instead of a bloodrager some sort of barbarian Druid mashup class.


1 person marked this as a favorite.

For the rogue, swap out dungeoneering and perform with nature and survival. Replace the extra weapon proficiencies with some the that feel more "jungley". Maybe the machete, bola, shortbow, and whip?


These are all excellent suggestions. Thank you! I've got a few in-progress at the moment.


One archetype that I've been working on.

Arboreal Hunter (Hunter):

A fierce warrior who springs down upon her prey from above, the arboreal hunter is the master of her domain. She commands the animals around her to obey her by asserting her dominance over them, draws upon the spirits of the jungle to empower her attacks, and can even use the animals of the jungle as a weapon against her foes. She moves through the trees with ease and confidence, taking the fight straight to her enemies. With her trusted companion by her side, she is a terror of the deepest parts of the jungle and a protector of her people.

An arboreal hunter has the following class features.

Feral Dominance (Ex): An arboreal hunter can assert her will over an animal in order to dominate them. This ability functions as an Intimidate check to either coerce an opponent, demoralize an opponent, or influence an opponent's attitude. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the feral dominance check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. If the hunter's check to demoralize an animal exceeds the DC by 10 or more, the animal will cower for 1d4 rounds, and be panicked thereafter.

To use feral dominance, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

This ability replaces wild empathy.

Arboreal Scaler (Ex): An arboreal hunter adds half her level (minimum +1) on Climb checks, and gains a climb speed of 20.

This ability replaces track.

Treerunner (Ex): At 8th level, the arboreal hunter's climb speed is increased to 30, and she can move at full speed while using Acrobatics to balance on narrow surfaces.

This ability replaces swift tracker.

Jungle Spirit's Gift (Su): The arboreal hunter is able to draw upon the power of the spirits of the jungle to imbue her weapon with their power. At 7th level, she may add the huntsman weapon property to any one weapon in her possession. This ability may be used once per day, for a number of minutes equal to her hunter level. The jungle spirits impart no bonuses if the weapon is held by anyone other than the hunter, but resumes giving bonuses if returned to the hunter. These weapon properties apply to only one end of a double weapon.

At 13th level, she may instead choose to add the stalking quality to her weapon. At 19th level, the hunter may add both weapon properties to her weapon.

This ability replaces bonus tricks.

Bestial Roar (Sp): At 17th level, the arboreal hunter is able to turn the beasts of the jungle against anyone who would threaten them. Once per day, they may make a trumpeting roar as a full-round action. This roar summons a band of gorillas, or similar jungle-dwelling animal appropriate to the region, that immediately stampedes in the direction you indicate. The band takes up a 20-foot-radius space and moves at a rate of 120 feet per round in a straight line. Any creatures caught in the band’s path take 4d6+9 points of damage that round as they are trampled beneath dozens of animals. A successful Reflex save halves this damage.

If the stampede’s path would put it in an obviously dangerous area (such as over a cliff or through a fire) or force it to move through a solid barrier, the band stops at the obstacle and moves in a new randomly determined direction until it reaches another obstacle or the spell’s duration ends.

This ability replaces one with the wild.


What's the duration of Bestial Roar? It's mentioned that there is one but not what it is.

There's Aztec warrior orders you might steal. I'm familiar with these only from a game called Dominions. The details they had there were

Eagle warriors - fight with two weapons, short duration flight from their cape of feathers.

Jaguar warriors - change into humanoid jaguars when injured.

Sun warriors - relatively heavily armored, possibly heat/fire resistant.

Moon warriors - see in the dark and magic resistant.


avr wrote:
What's the duration of Bestial Roar? It's mentioned that there is one but not what it is.

Excellent catch. It's going to last 1 round per hunter level.

avr wrote:

There's Aztec warrior orders you might steal. I'm familiar with these only from a game called Dominions. The details they had there were

Eagle warriors - fight with two weapons, short duration flight from their cape of feathers.

Jaguar warriors - change into humanoid jaguars when injured.

Sun warriors - relatively heavily armored, possibly heat/fire resistant.

Moon warriors - see in the dark and magic resistant.

I do enjoy Aztec warriors, and drawing inspiration from them is pretty awesome. Thank you.


Arboreal Hunter
Why would you grant both a Climb bonus and a climb speed? The climb speed negates the need for most climb checks and also grants a +8 on required Climb checks. The bonus on Climb checks is appropriate (though better than the abilty it replaces) but I think that the climb speed is not, especially considering everything else that a hunter gets at 1st level.


Ciaran Barnes wrote:

Arboreal Hunter

Why would you grant both a Climb bonus and a climb speed? The climb speed negates the need for most climb checks and also grants a +8 on required Climb checks. The bonus on Climb checks is appropriate (though better than the abilty it replaces) but I think that the climb speed is not, especially considering everything else that a hunter gets at 1st level.

It's a similar to spider climb, which grants both a Climb speed and a bonus on Climb checks. Given the fact that almost everything in my jungle setting takes place in the trees is a large factor in why they got a Climb speed.

Does that help to explain this?


Spider climb grants a bonus on climb checks by virtue of it granting a climb speed. All creatures with a climb speed gain that +8 bonus. Your class feature is much better than the feature it is replacing


Ciaran Barnes wrote:
Spider climb grants a bonus on climb checks by virtue of it granting a climb speed. All creatures with a climb speed gain that +8 bonus. Your class feature is much better than the feature it is replacing

Duly noted. I'll adjust, and thank you for the input!


Trying to work out some good human-only feats for this jungle setting...

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Class Archetypes for a Jungle Setting All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules