Paradozen |
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A shapeshifter who is not a fighter whose weapon is being a bear (pf1 shifter/druid) or a wizard whose mage armor is being a bat (pf1 druid) but who uses shapeshifting in fights, constantly changing to get the upper hand through manipulating his agility, strength, and mobility alongside a few special attacks. Mechanically, an ability to shapeshift at will as an action granting a small change, to get more powerful adjustments x times/day as an action, to change forms as a reaction to crit hits/fails or grapples, and the ability to pick up special attacks from animals frequently at higher levels.
A tank whose weapon is a shield. Who can absorb attacks for allies, distract enemy fire, deflect enemy attacks and debuff/damage enemies who are lucky enough to hit. Mechanically, fighters with an archetype might do this already, but I'd like to see abilities like Stumbling Bash or Shield Slam or Upsetting Shield Style from PF1 as well as free reactions to raise shields, block attacks (for you or allies), and shield bash when enemies critically hit to represent an enemy overextending itself to bypass armor and hit vital areas. Also abilities to spend actions to debuffs enemies v. everyone but you (or just everyone).
A wizard fighter who is like the magus, but with a broader array of styles. A sword in one hand and spell in the other is a neat idea, but it isn't all the magic warriors I want to play. A pugilist who uses close combat to deliver magical punches, or an archer who shoots lightning alongside arrows, or a wizard who uses plate mail and a greataxe when magic doesn't cut it, or a fighter who drops a fireball when there are too many foes. These could be done in PF1 but I'd like to see them (and more) compiled into one class without needing archetypes. A 6-level caster with middle BAB and options to improve based on the weapon, armor, and magic proficiencies selected as levels increase.
Set |
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Yep Totemist was one of my Favorite 3.X classes, and in my opinion the most flavorful Incarnum class... Though I am now realizing they can't because MoI isn't OGL or on the SRD...
The Totemist was one of those things I loved in concept, but not in execution. Had it been based around the Dragon type, the Elemental type, the Undead type or the Fey type (or, ideally, had options for all of those), it would have, IMO, had a much tighter theme than the Magical Beast type (which is a hodgepodge of unrelated monsters that, in some cases, like the griffon, didn't even have magical powers).
A wizard fighter who is like the magus, but with a broader array of styles. A sword in one hand and spell in the other is a neat idea, but it isn't all the magic warriors I want to play. A pugilist who uses close combat to deliver magical punches, or an archer who shoots lightning alongside arrows, or a wizard who uses plate mail and a greataxe when magic doesn't cut it, or a fighter who drops a fireball when there are too many foes. These could be done in PF1 but I'd like to see them (and more) compiled into one class without needing archetypes. A 6-level caster with middle BAB and options to improve based on the weapon, armor, and magic proficiencies selected as levels increase.
I'd love to see a fighting-mage archetype that didn't focus on bigger weapons or better armor, but stuck to using more traditional wizard weapons like a quarterstaff or pair of daggers, through which they channel spells.
Charabdos, The Tidal King |
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A g*! d+%n engineer/mechanic/artificer. A class specialized in crafting non-magical/semi-magical mechanisms. They could be introduced in a sort of "Technology Guide" alongside the items their class interacts with, stuff like firearms, gnome pistol mauls & ripsaw glaives, chainsaws, and various forms of clockwork.
They could even make high-tech items like those from the 1st edition Technology Guide at higher levels.
Their fluff would probably connect them to Alkenstar, and I can easily imagine that if they do gain the ability to create high-tech stuff at higher levels it could be fluffed as the result of a growing Android presence in Alkenstar due to the church of Brigh there, and thus an increased interest in acquiring and studying numerian technology
Charabdos, The Tidal King |
Currently, I hold out hope that the 12 core classes will be painted with broad enough strokes that they subsume the majority of 1e's 40 classes with a minimum of fuss.
They said they will not "downgrade" any of the 1e classes to builds or archetypes of other classes in order to not upset anyone.
Ambrosia Slaad |
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Hythlodeus wrote:Jaguar knights are cool as all hell, but I suspect we won't see anything on that lines until they get around to fleshing out Arcadia, in 1d10 + 2018ocēlōtl: A jaguar themed martial shifter class that gain their power with divine help, be it from Tezcatlipoca (or whatever the Golarion/Arcadia equivalent of Tezcatlipoca is) or from other gods (in which case the jaguar theme might change to a theme more appropriate to those other gods)
(dammit, I actually want to see that class in PF1 now)
I'd love to see Arcadia explored in PF2e, especially if the Arcadians have gone full Wakanda with their magic and society. When the PCs show up, the Arcadians are like "Damn, you Inner Sea folk are still using that primitive gear?! How did you make it all the way across the ocean in those old style ships?"
Friendly Rogue |
A proper chronomancer with time dickery would be nice as well. Something in the intersection between the 2E chronomancer, a Final Fantasy / Bravely Default time mage with all the space-magic too, and a 3.5 clairsentience / psychoportation psion.
There's a Chronomancer archetype for the Wizard, unless you're referring to making the time alteration aspects more prominen
Friendly Rogue |
I also would like to see an interpretation of the Artificer in the context of crafting magic items (especially if there's extra emphasis on them not being a spellcaster, as the concept of blurring the line between a spellcaster and a non-spellcaster always intrigued me), as well as a 4th-level spellcaster Eldritch Knight with prepared Int spellcasting. However, there is one thing that I would personally love to see:
I would want to see more overall support for firearms in P2e. The Gunslinger and the firearm rules in Ultimate Combat were a huge gamechanger for my homebrewed campaign setting because it allowed me to run games that had a more Georgian-era feel, and has adapted to a point where I have a nation that is pretty much cattle punk incarnate (albeit with more flintlocks than wheelguns). Seeing more classes that were built around firearms, perhaps with a musketeer class that's flavored more around warfare in the 17th through early 19th centuries would be a dream come true.
Meophist |
Since I've been into it somewhat recently, could be neat to have Precure-style magical girl warriors.
They have transformation(tends to include super strength, somewhat super-agility, super jumping), strong at hand-to-hand combat, a strong magical special ability that's usually teamwork focused and/or a finishing move.
They also tend to have strengths in non-transformed mode, but those are not combat-focused.
I don't know if it'll fit into Pathfinder, but I think it could be neat, particularly with some limitations on the transformation.
Dragonborn3 |
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Dragonborn3 wrote:A non-Vancian spellcaster would be nice, though I don't expect we'll get that from Paizo.Apart from the Sorcerer, Arcanist, Oracle, Inquisitor, Summoner, and most of the psychic classes?
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glass.
Vancian is Spells per Day. No spellcaster made by Paizo is non-Vancian at this point.
FaerieGodfather |
Vancian is Spells per Day. No spellcaster made by Paizo is non-Vancian at this point.
There are lots of systems that only allow characters to cast a specific number of spells per day.
Vancian, referring to the Dying Earth series by Jack Vance, describes the system in which a Wizard prepares a number of spells before entering a dangerous situation and then discharges them when convenient.
Characters who know a specific number of spells, and can cast them at-will, are not Vancian.
Set |
glass wrote:Vancian is Spells per Day. No spellcaster made by Paizo is non-Vancian at this point.Dragonborn3 wrote:A non-Vancian spellcaster would be nice, though I don't expect we'll get that from Paizo.Apart from the Sorcerer, Arcanist, Oracle, Inquisitor, Summoner, and most of the psychic classes?
It would be interesting to see which direction they would go with a non-spells/day mechanic.
There's the old 'mana point' systems, and the newer 'at will, but balanced for at will' option used by the 3.5 Warlock, PF Kineticist or M&M characters. (And perhaps Words of Power, although I'm not as familiar with that one.) Mana points (or fatigue) are just another form of resource management, and has been around almost as long as D&D, in 'third-party' clones like Arduin Grimoire, or other game systems like GURPS or Vampire. At-will seems to be the new hotness (for like, the last decade or so...), and it's interesting.
(Among other options, such as requiring a die roll to cast any spell, with a chance for failure, also used by GURPS, with each spell having it's own 'skill check' in addition to any fatigue cost and previous editions of Vampire, where each Thaumaturgy path activation required Willpower roll, in addition to blood point spent. I'm not sure PF / d20 needs or wants that sort of extra book-keeping, even it makes sense that an experienced spellcaster would be as likely to occasionally misfire a spell as an experienced swordsman is to occasionally whiff spectacularly.)
glass |
Vancian is Spells per Day. No spellcaster made by Paizo is non-Vancian at this point.
I have never understood the desire of certain people to broaden the definition of vancian to the point of uselessness (I once encountered someone on RPGnet who insisted 3.5 psionics were vancian).
Anyway, while the system does not call them spells (because they do not use the spells-per-day mechanics that you object to), the Kineticist has discrete magical ability that are cast but not with daily limitations.
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glass.
Paradozen |
A retribution based class that turns enemy offense around on them. Ideally this would be a class with some martial and magical capabilities (along the lines of 1e Occultist where either one could be a valid focus) who is competent alone but can also turn damage taken into a bonus to attack/damage against enemies, take special reactions in response to critical attacks, and turn conditions back onto enemy spellcasters by providing magical feedback or launching a portion of a spell back at them.
This might work as a monk or rogue archetype, but a martial disabler would also be nice. Someone who doesn't do fantastic damage alone, but does apply increasingly serious debuffs to enemies, ideally getting ways to knockout attacks and increased offense based on how weak the enemy gets.
Raisse |
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I'd love a character focused on blood magic that trades hit points for magical effects, and then has methods to restore the lost hit points both in and out of combat. Sure you can release a wave of sickening blood, or animate a blood construct, but it will leave you vulnerable until you can heal yourself next turn.
And before it's suggested, I personally can't stand the kineticist's burn mechanic. I'm looking for more of a rise and fall kind of feel, not "I used my emergency ability so now I'm useless, we should rest" situation. Burn felt like a band-aid for having CON be the primary ability modifier so kineticist hit points weren't too high.
UnArcaneElection |
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Ever since having my players fight a zombie lord ogre with a flame thrower on top of a moving train filled with zombies during a car chase in a diesel fueled post necropocalypse nightmare of a game, I've kind of wanted a class that goes all, "Clang, clang... FWOOOSH!"
You know what I mean?
Now you've given me the idea of an Alchemist archetype that replaces Bombs with a Flamethrower -- minimal range, but everything in the area of effect gets the damage that would only be applied to the primary target of a normal Alchemist's Bombs.
LuniasM |
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Remember Spheres of Might? I want the Scholar. It's like a 1/2 BAB alchemist based on non-magic (but occasionally Supernatural) applications of science. They get to employ a wide range of scientific marvels such as phosphorus, lightning rods, magnetism, medicine, and chemistry to outwit their enemies and prove that brains over brawn still rings true even without fancy spells! It's easily my favorite 3pp class and in my Top 3 classes of Pathfinder (if not 1st place!).
cfalcon |
Almost none of these are new classes, but instead ports from 3.X.
I want to see a ninja reasonably promptly, ideally immediately, same with the samurai. Those they are normally good about getting into the game reasonably soon.
But as far as new classes- I don't really want any right away. I already have spaces in my game for the existing classes, so I can't run a new version in my world without heavy house rules covering the classes from this version.
BENSLAYER |
I would like an Accursed themed Class, one that deals with lingering, negative Effects of malicious Spellcasting :
* Themed on taking the curses of the world into their bodies, purging them over time and gaining benefits from this process.
* For example, a Cursed Form Class Ability that forces the Character into a new Animal Form (from the Familiar list) each sunrise, returning to their true form at each sunset, (so if the form is hampering there is still the option of night-time adventuring). At Level 7 they gain access to Improved Familiar forms and can Change Shape into their true form for 1 hour, then an additional hour per Class Level. At Level 14 you retain your true form and can instead Change Shape into one of the (Improved) Familiar forms for 1 hour/Class Level from Level 14, (chosen at sunrise each day).
* For example, a Curdled Thoughts Class Ability that makes them appear to be the most undesirable Alignment for Detect Chaos/Evil/Good/Law Spells and such, eventually becoming a blanket "blank slate", undetectable Alignment or even gaining the option of choosing the Alignment to register as each day by late game.
* 4th Level Spellcaster, gaining Spellcasting from repeated exposure to malignant magical Effects. They would gain restricted access to the Witch Spell List, limited to [4] Spells and not being able to learn Curse Spells. They would automatically learn Remove Curse/Break Enchantment a Spell Level early as Bonus Spells.
* For example, a Cursed Body Class Ability that grants a 1/day (Sp) to transfer a single Curse unto themselves, increasing by 1/day at Level 5 and every five Levels thereafter, (to 5/day at Level 20). By taking in a Curse the Accursed Character could at any time thereafter expend 1 hour of Change Shape (as a Swift or Immediate Action) to increase their C.L. by +1 for 10 min., (max 50 min.s for five Curses at Level 20, that do not have to be taken consecutively); this could only be used while still afflicted by the Curse and only be Curses "taken in" by this Class Ability.
* As the Character advances in the Class their appearance would become increasingly covered in disturbing markings that slowly move across their entire body, inflicting a Penalty to Diplomacy and an equal Circumstance/Enhancement Bonus to Intimidate.
* Through Archetypes they could become either the embodiment of purification or corruption, including gaining the Level 15 1/day (Sp) to remove a Curse Spell of up to 4th Level from a Target or afflict said Target with a Bestow Curse Spell, increasing to 3/day by Level 20.
In all honesty, I just want to make something of the potentially flavourful Curse options, instead of swinging between bland usage or all-out Corruption rules hitting me in the face.
ChibiNyan |
1of1 wrote:Ever since having my players fight a zombie lord ogre with a flame thrower on top of a moving train filled with zombies during a car chase in a diesel fueled post necropocalypse nightmare of a game, I've kind of wanted a class that goes all, "Clang, clang... FWOOOSH!"
You know what I mean?Now you've given me the idea of an Alchemist archetype that replaces Bombs with a Flamethrower -- minimal range, but everything in the area of effect gets the damage that would only be applied to the primary target of a normal Alchemist's Bombs.
I believe there is already a flamethrower template for Gunslinger in People of the Wastes.
MMCJawa |
The Stallion of Sin?
I am hoping they take a good look at mounted combat rules, sooner than later. Not only do I want to see a cavalier, but I would like to see some sort of horselord like class, something drawing inspiration from nomadic horse-using cultures, from the real world (Mongols, Sioux) and fantasy (Dorthraki). Basically a super mobile mounted class specialized for hit and run and on the move archery.
UnArcaneElection |
UnArcaneElection wrote:I believe there is already a flamethrower template for Gunslinger in People of the Wastes.1of1 wrote:Ever since having my players fight a zombie lord ogre with a flame thrower on top of a moving train filled with zombies during a car chase in a diesel fueled post necropocalypse nightmare of a game, I've kind of wanted a class that goes all, "Clang, clang... FWOOOSH!"
You know what I mean?Now you've given me the idea of an Alchemist archetype that replaces Bombs with a Flamethrower -- minimal range, but everything in the area of effect gets the damage that would only be applied to the primary target of a normal Alchemist's Bombs.
Do you mean Firebrand, from Elemental Master's Handbook, or Scatter Gunner from People of the Wastes?
Also found Gun Chemist from People of the Wastes.
I did have a bit different picture in mind, though. This would be to normal Alchemist sort of what Scatter Gunner is to normal Gunslinger, but I also got the idea to add Heavy Armor and scaling Fire Resistance. Now, not only is this concept upgraded from StarCraft I Firebat to StarCraft II Firebat, but this would be really awesome for a Diabolist or Hellknight Alchemist (the latter potentially foreshadowing a type of Hellknight in Starfinder). Of course, this isn't to deny the possibility that a few Chaotic characters might also get their hands on this archetype . . . .
I was going to call this Infernal Alchemist, but then I realized that is just 1 letter off from the existing Internal Alchemist (which takes a sort of opposite approach with Alchemist, but doesn't seem like a very good archetype), which might cause confusion. So how about Hellchemist?
UnArcaneElection |
^Something different from Sanctified Slayer Inquisitor? Although admittedly that archetype could use a tune-up (have to wait until 8th level to get your 1st Rogue Talent).
Just occurred to me that even within Pathfinder 1st Edition, I think that a lot of people would accept for your purpose a Cleric archetype that simply traded out Channel Energy for Sneak Attack, and traded out both Domains for some extra skill ranks per level and some Rogue skills in class, and a few Rogue Talents starting early.
Set |
Muscle wizards, because I wanna stat Byakuren.
A 'Strength wizard' class that stored up kinetic energy do use to augment himself, boosting his speed and jumping ability, but, more importantly, his melee (and thrown weapon) damage, could be fun. He'd store up some by doing kata or exercises, between fights, and during combat recharge by absorbing (at least some of) the kinetic energy of blows that would otherwise be damaging him, and rechanneling it into his own counterstrikes (or saving it up to leap clear in a tremendous bound, if he's overwhelmed).
Seems more like a superhero, than a traditional mage, but there's precedent in various books, like the Dresden Files (he's got rings that store up kinetic energy) or the Mistborn trilogy (where one of the metal-using magic types can 'store up strength' to use later in short-lived but superhuman feats of strength).
Elegos |
^Something different from Sanctified Slayer Inquisitor? Although admittedly that archetype could use a tune-up (have to wait until 8th level to get your 1st Rogue Talent).
Just occurred to me that even within Pathfinder 1st Edition, I think that a lot of people would accept for your purpose a Cleric archetype that simply traded out Channel Energy for Sneak Attack, and traded out both Domains for some extra skill ranks per level and some Rogue skills in class, and a few Rogue Talents starting early.
I dont mind how they do it, I just want them to stop making every gang of evil cultists a terribly built rogue/cleric multiclass that I have to rebuild innorder to be something even close to worth the time for the combat
Wicked Woodpecker of the West |
Seems more like a superhero, than a traditional mage, but there's precedent in various books, like the Dresden Files (he's got rings that store up kinetic energy)
That would fit mostly as occultist variant with arcane magic.
Medium BAB, fight augmentation through various pre-made artifacts and fociThe Sideromancer |
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The Stallion of Sin?
I am hoping they take a good look at mounted combat rules, sooner than later. Not only do I want to see a cavalier, but I would like to see some sort of horselord like class, something drawing inspiration from nomadic horse-using cultures, from the real world (Mongols, Sioux) and fantasy (Dorthraki). Basically a super mobile mounted class specialized for hit and run and on the move archery.
I'm just going to point out that the Sioux, like most Native Americans, were not horse users for most of their cultural timespan. Between ~5600 BCE and the European arrival, there were no horses in North America. Some of the Central American tribes even misinterpreted horse riders as one creature with two heads. The horse is exactly as traditional as the musket.
Wicked Woodpecker of the West |
Warlord/Commander/Captain class
Divine Assassin Avenger type
Shaman standing on its own, not as a hybrid
Warden/Shifter - as a nature warrior but made good.
Mage based on World of Darkness, with Spheres instead schools, and vastly self-made spells and rituals, made from some basic elements and combinations (on basic level - metamagic as Prime, conjuration as Spirit, evocation as Power, transmutation as Matter, Life mostly based on necromancy and drudic transmutation, Entropy as abjuration and so on) - I can see various old classess as traditions: Psychic as Akashic, Alchemist as solificati, Eberron artificer as SoE, OoH as classic wizard, Verbena as druids, CC as cloistered clerics or arcanists, Euthanatoi as witches, Ecstasty folk as oracles, Dreamwalkers as shamans, probably some cyphermage full class for VA, and for Bakuni, ).
Lighter cavalier variant for various steppe horsemen people.
Warlock mixing 3e with its blasts and 4ed with its pacts.
Basically pact based guy with binder as archetype that rather than one strong permanent pact - prefers to make few weaker and change them
Wultram |
1)A caster that uses spell points instead of slots. It is easy to understand allows greater control and is a tested mechanic.
2)Non magical force multiplier(the suggested 4e warlord is sort of example of this if I have understood correctly)
3)Martial shapeshifter (Oh and one that has more quality control than the previous attempt, because shifter's only succesful desing choice was having a full bab.)
MMCJawa |
MMCJawa wrote:I'm just going to point out that the Sioux, like most Native Americans, were not horse users for most of their cultural timespan. Between ~5600 BCE and the European arrival, there were no horses in North America. Some of the Central American tribes even misinterpreted horse riders as one creature with two heads. The horse is exactly as traditional as the musket.The Stallion of Sin?
I am hoping they take a good look at mounted combat rules, sooner than later. Not only do I want to see a cavalier, but I would like to see some sort of horselord like class, something drawing inspiration from nomadic horse-using cultures, from the real world (Mongols, Sioux) and fantasy (Dorthraki). Basically a super mobile mounted class specialized for hit and run and on the move archery.
Oh I know...as a paleontologist I am quite aware that horses went extinct in the Americas before being reintroduced by the Spaniards. Doesn't impact the importance the horse DID have on some Native American cultures after their introduction.