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Figured I'd start a new thread for this since I've got several of these and possibly more on the way.
I've been tinkering with archetypes to go with the Revised Drake Companion. All of the archetypes below are considered rough drafts, and I'd appreciate any feedback you have.
First the easy one, the inquisitor archetype.
Dracolyte
An elite order of inquisitors, the dracolytes are inducted into their secretive order as young men and women and trained for years in preparation for their role. While they learn the arts of seeking out and dealing with targets, they forego working with others to instead learn to work with a dragon partner. Few images can instill fear into heretics like a an inquisitor hunting his prey from the back of a soaring dragon.
Drake Companion: At 4th level, a dracolyte gains a drake companion with an effective charge level equal to his inquisitor level -3. If the drake companion dies, it can be replaced with an uninterrupted 24 hour ritual. This replaces, domain, solo tactics, and teamwork feats.
I considered replacing bane with an elemental ability doing the same damage, but figured it was better left as is.
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Up next, the alchemist archetype
Draconologist
The mysteries of dragons have eluded the greatest minds. Few would dare to seek out these ancient creatures of legend and nightmare, let alone have the audacity to steal their secrets. But some learned individuals scoff at a fear of the unknown, and would risk life and limb to solve the riddles of the universe. While most dragons will not tolerate study, those raised from the egg by a researcher tend to be far more cooperative. For a draconolgist, the benefits of having a dragon under one’s control are secondary to wealth of knowledge to be gained from peeling away their mystique and unlocking the secrets of dragons.
Because of the specialized nature of her research, a draconologist may prepare one fewer extract of each level than normal. If this reduces the number to 0, she may prepare extracts of that level only if her Intelligence allows bonus extracts of that level. This replaces Brew Potion, swift alchemy, instant alchemy, and the discoveries at 2nd and 12th level, and alters alchemy.
Breath weapon: A draconologist does not make ordinary bombs. Instead she gains the breath weapon discovery at level 1 and must use this discovery with all of her bombs. Each time a draconologist uses her breath weapon, she can shape the effect into a 15 foot cone or a 30 foot line. A draconologist can never benefit from effects that activate on a direct hit with a bomb, and can apply only the following bomb discoveries to her breath weapon: Acid bomb, concussive bomb, ectoplasmic bomb, defoliant bomb, force bomb, frost bomb, grease bomb, hellfire bomb, holy bomb, neutralizing bomb, profane bomb, shock bomb, and sunlight bomb. A draconologist gets half as many bombs per day as an ordinary alchemist. This replaces throw anything and modifies Bomb.
Draconic Mutagen: A draconologist’s mutagen seeks to duplicate the awesome power of dragons. In addition to the normal effects of a mutagen, a draconologist’s mutagen grants immunity to sleep effects and paralysis effects. In addition, when using her mutagen, a draconologist takes on a scaly, draconic appearance and gains some of the traits of a dragon, chosen when the mutagen is prepared.
At 1st level she may choose one of the following: low-light vision, Prehensile tail, swim speed 30 feet, Wild Stride (choosing one terrain type the ranger’s terrain list)
At 5th level she adds the following to the list of available traits: Darkvision 60 feet, Energy resistance 5 (acid, cold, electricity or fire), Gliding wings (race builder version),
At 9th level, she can choose two traits, one of which may be from the following list of advanced traits: Amphibious, Bite attack (Primary, 1d6 at medium size, 10 foot reach) Fly 40 feet (average), Scent,
At 13th level she adds the following to the list of advanced traits: Blindsense 30 feet, burrow 10 feet, Damage reduction magic ( equal to 1/4 alchemist level),
This replaces poison use, poison resistance, swift poisoning and poison immunity.
This is the one I'm least sure about, since it is the most complicated and therefore hardest to balance.
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And finally, the barbarian archetype.
Dragon Rager
In the wild places far from civilization, tales are told of warriors who fight with the fury of dragons. Those warriors who can earn the trust of the dragon can be allowed to form a symbiotic bond, tying their strength to their dragon ally. As part of this bond, the dragon will grant their ally an object of power, a weapon which is invested with a piece of the dragon’s soul. Though few are ever found worthy, those who become dragon ragers have earned an ally for life, and a connection stronger than death.
Drake Companion: At first level, a dragon rager bonds with a particularly intelligent drake. She gains a drake companion with the intellect power as a bonus power. If the drake companion dies, the dragon rager loses all benefit from rage save for the strength bonus (attack and damage rolls for unchained barbarians) and any rage powers she may possess until the drake has been revived or replaced. Replacing a drake companion is a difficult process, requiring an hour-long uninterrupted ritual to be performed once per day for 3d12 days, or leveling up, whichever comes first. This replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.
Dragon Rage: A dragon rager draws upon the power and fury of a dragon. While raging she gains a +2 bonus to her existing natural armor (if any) and energy resistance 5 to the energy type associated with her drake's breath weapon (regardless of whether it actually has the breath weapon powers). At level 11, the natural armor bonus increases to +3 and the energy resistance increases to 10. At level 20, the natural armor increases to +4, and the energy resistance becomes energy immunity. The dragon rager does not gain any bonus to will saves while raging, or a constitution increase (or temporary hit points for unchained barbarians). This modifies Rage.
Eyes of the Dragon: At 2nd level, the dragon rager gains low-light vision while raging. At 7th level, she gains darkvision out to 30 feet while raging. At 12th level, she gains darkvision out to 60 feet while raging. If the dragon rager already possesses darkvision, the range of her darkvision increases by the amount granted by this ability while raging. This replaces uncanny dodge, improved uncanny dodge and indomitable will.
Soulbound Weapon: At 3rd level, the dragon rager gains a magical weapon tied to her drake. This weapon comes with a +1 enhancement bonus, and can be any melee weapon with which the dragon rager is proficient. At 6th level and every four levels thereafter, the enhancement bonus increases by +1. Double weapons must divide the enhancement between the two sides of the weapon, and must have at least a +1 on both ends if possible. With the help of the drake, the enhancement bonus on a double weapon can be redistributed once per day through a one hour ritual. A soulbound weapon cannot be granted additional enhancement bonuses or special abilities by any outside force. Regardless of the type of weapon or enhancement bonus currently on it, the soulbound weapon has a hardness of 20 and 10 hit points + 4 hit points per level. In the hands of anyone who does not have the approval of the drake (including the dragon rager if the drake adamantly opposes her actions) the soulbound weapon loses all magical abilities save for its hardness and hit points. If the drake dies, the soulbound weapon retains its abilities for those who were allowed to use it at the time of the drake's death. If the soulbound weapon is destroyed, it can be replaced after one week with an uninterrupted 24 hour ritual that costs 200gp per level. This ritual can also be used to render the soulbound weapon inert and transfer its power to a new masterwork weapon capable of becoming a soulbound weapon. This replaces Damage Reduction.
Invested Life Force: The life force of the drake is tied to the soulbound weapon. So long as the drake lives and is available to assist, the 24 hour ritual to replace a soulbound weapon can take place at any time, and has no material cost. So long as an intact soulbound weapon is in the dragon rager's possession, the drake can be resurrected through an uninterrupted 24 hour ritual at no cost. While raging and wielding the soulbound weapon, the dragon rager can use this connection to communicate telepathically with her drake in a language they share at a range of up to a mile.
Draconic channeling: The dragon rager learns to add special abilities to her soulbound weapon as a swift action while raging. At 5th level she can apply a single +1 equivalent ability, and every four levels thereafter, the total enhancement bonus equivalence that may be active at a time on the soulbound weapon increases by +1. The dragon rager may choose from the following list of abilities: Anchoring, brilliant energy, corrosive, corrosive burst, dancing, flaming, flaming burst, frost, ghost touch, icy burst, keen, merciful, returning, shock, shocking burst, and vicious. Abilities which add energy damage can only be chosen if they match the dragon rager’s energy resistance from raging, and abilities which require specific weapon types must be compatible with the soulbound weapon. These abilities last for a number of rounds equal to 1/3 the dragon rager’s level, and activating them consumes a number rounds of rage equal to the enhancement bonus value being applied to the soulbound weapon. Each time the dragon rager uses this ability, she may apply any number of abilities, up to the maximum amount amount of enhancement allowed at her level. If the dragon rager ends her rage, these abilities are ended as well. This replaces Trap Sense (danger sense for unchained barbarians).
And that's it. I've also been considering archetypes for the kineticist, witch, cleric/warpriest and wizard/arcanist. But those will probably be on the back burner for now.
Let me know what you guys think.