Classes You Wish Did Exist In Pathfinder?


Pathfinder First Edition General Discussion

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I would have liked a divine caster class with arcanist-style casting, but that could probably just be an archetype.


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Melkiador wrote:
I would have liked a divine caster class with arcanist-style casting, but that could probably just be an archetype.

Archivist was rad back in 3.5. Fun class.


Melkiador wrote:
I would have liked a divine caster class with arcanist-style casting, but that could probably just be an archetype.

The arcanist has archetypes to turn it into a quasi-version of other arcane casters:

- Black blade magus (blade adept)
- Sorcerer (blood arcanist)
- Summoner (occultist)
- Wizard (school savant)
- Witch (unlettered arcanist)
- Spontaneous healing like a cleric (white mage)

As such, I think a "preparing a spells-known list" divine caster can work as its own hybrid class with archetypes borrowing from existing divine casters. (: We'd just need to find some sort of theme for it.


I guess the arcanist divine caster could be combined with the d6 hit die and low BAB divine caster that a lot of people want.

Dark Archive

Scavion wrote:
Melkiador wrote:
I would have liked a divine caster class with arcanist-style casting, but that could probably just be an archetype.
Archivist was rad back in 3.5. Fun class.

It was indeed. I also liked the mechanic for Knowledge skill use to gain bonuses against a creature type (IIRC).

I like the idea of classes based around various mundane skills, expanding them out, so that an 'Alchemist' class would use Craft (alchemy) and create higher damage / longer-lasting / etc. versions of the various alchemical consumables from a free daily 'creation pool', or a 'Diplomancer' would raise up Diplomacy to nigh-supernatural levels (to the point where you are having effects like Bardic Inspiration on a target), or someone who specialized in Handle Animal to the degree where they have one or more animal companion-like critters, or someone focused on 'Craft (armorer/blacksmith)' who can provide temporary armor and weapon enhancements with their unusual proficiency.

Jon Brazer Enterprises

ShroudedInLight wrote:
I want a Witcher, alchemy, spell like abilities, martial prowess, specialized monster hate, and parry ranged attacks.

I love this idea.


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TiwazBlackhand wrote:


Pretty sure the point of this thread wasn't "Tell me how to make this character using every hack in 4000+ books" but "Gee I think this would be a neat idea for a Base Class"

Well, getting a new class is very cool, but highly unlikely. So, I, for example, would be very happy, if someone showed me the book, that I missed, which allows me to build my dream build.


Nikkok wrote:
TiwazBlackhand wrote:


Pretty sure the point of this thread wasn't "Tell me how to make this character using every hack in 4000+ books" but "Gee I think this would be a neat idea for a Base Class"
Well, getting a new class is very cool, but highly unlikely. So, I, for example, would be very happy, if someone showed me the book, that I missed, which allows me to build my dream build.

If there's a thing that you actually want build advice on how to most closely approximate I will genuinely help you find it, but there are legitimately many things which simply cannot be done.


Usually if people want help building a concept they have, then they just start their own thread for discussion on that concept.


I created an arcanist whit a full set of wondrous items created by me so I simulated a monk even if I'm a mage, so I like to create a arcanist archetype that give monk ability whiteout leaving the spellcaster


Zepheri wrote:
I created an arcanist whit a full set of wondrous items created by me so I simulated a monk even if I'm a mage, so I like to create a arcanist archetype that give monk ability whiteout leaving the spellcaster

I think there could have been more/better "monk" archetypes for a lot of classes. It's one of those more broad concepts, like being a pirate, that could apply to a lot of classes. You might try asking your GM about variant multiclassing though, because it can give a lot of that same monk flavor.


Melkiador wrote:
Zepheri wrote:
I created an arcanist whit a full set of wondrous items created by me so I simulated a monk even if I'm a mage, so I like to create a arcanist archetype that give monk ability whiteout leaving the spellcaster
I think there could have been more/better "monk" archetypes for a lot of classes. It's one of those more broad concepts, like being a pirate, that could apply to a lot of classes. You might try asking your GM about variant multiclassing though, because it can give a lot of that same monk flavor.

The reason I created that class like that is because i what to people see me as a monk but in reality I'm an arcanist


I just use sleeves of many garments when I don’t want to look like a mage. I wonder if you could use those to make a cestus look like regular gloves... but alas, I’m going off-topic...


Another thing I would have liked is some sort of system where make your own class. You get some points and then spend it on things you like. You might even choose some drawbacks to get more points. I know that DND 2E had some stuff for that.

Shadow Lodge

GURPS is pretty much that exactly.


The synthesist was pretty good for building “classes”. But it has balance concerns.


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OmniMage wrote:
Another thing I would have liked is some sort of system where make your own class. You get some points and then spend it on things you like. You might even choose some drawbacks to get more points. I know that DND 2E had some stuff for that.

A good friend of mine took some time to build a homebrew version of this. Check it out if you like it.


Scavion wrote:
A good friend of mine took some time to build a homebrew version of this. Check it out if you like it.

It might be what I'm looking for. Thanks.


A Witchdocter class that is focused on defenses and curing curses, hexes, and sickness of the spirit/soul/life force. Also warding against harmful spirits, spells and effects. Controlling spirits, creatures animated by spirits such as some constructs, undead, and possessed creatures and also summoned creatures.

A class that is focused on "rune magic" and magic symbols would be interesting.

A caster class completely focused on "ki/chi magic".


What do you consider "rune magic"? Magic where you have to make marks on stuff to make it work? How is it different than an occultist?


Melkiador wrote:
What do you consider "rune magic"? Magic where you have to make marks on stuff to make it work? How is it different than an occultist?

A focus or spin on symbol spells? A small subsystem where invoking a symbol before casting enhances your magic? Maybe converts all their spells into pseudo symbols that can be triggered in different ways?


I'm actually working on a "Red Mage" ala Final Fantasy right now since my group can't meet in person.

Currently shaping up to be 5th level spellcasting/thamaturgy with access to a mix of Wizard/Cleric spells. Lots of spell casts per day to make up for the lack of higher level spells. All thats left to do is refine the spell list and get some people from around here to look at it and tell me how it accidentally breaks the game.

Shadow Lodge

Words of Power would be a neat Rune Magic system. Maybe if it kept the old point value from the playtest, clunky as that was.


I was thinking rune magic to focus on creating runes, symbols, glyphs, etc. Having a limited number of runes on their body for always active buffs, protection effects, at will abilities, x/day abilities, etc. The ability to create magical wards, barriers, traps, etc. on the floor, ceiling, walls, maybe on creatures and/or in the air. Rune magic would rely on creating runes for casting, no verbal or somatic components, no pens or tools needed to draw.

Have you ever seen the movie Mortal Instruments: City of Bones?


Dragon78 wrote:

I was thinking rune magic to focus on creating runes, symbols, glyphs, etc. Having a limited number of runes on their body for always active buffs, protection effects, at will abilities, x/day abilities, etc. The ability to create magical wards, barriers, traps, etc. on the floor, ceiling, walls, maybe on creatures and/or in the air. Rune magic would rely on creating runes for casting, no verbal or somatic components, no pens or tools needed to draw.

Have you ever seen the movie Mortal Instruments: City of Bones?

For me rune magic don't means to create rune like tattoo or object, let remember that magic circle when you cast a spell can improve your power like when you see a manga/anime/rpg videogames

Jon Brazer Enterprises

ShroudedInLight wrote:

I'm actually working on a "Red Mage" ala Final Fantasy right now since my group can't meet in person.

Currently shaping up to be 5th level spellcasting/thamaturgy with access to a mix of Wizard/Cleric spells. Lots of spell casts per day to make up for the lack of higher level spells. All thats left to do is refine the spell list and get some people from around here to look at it and tell me how it accidentally breaks the game.

I'll be honest, I always thought of the bard as a red mage.


The bard is a little short on attack magic to be a red mage. The occultist may be a better fit.


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The master specialist prestige class from d&d complete mage give some good stuff to create a runelords but need to do some modifications to adapt the prestige class to Pathfinder
What do you guys think?


Magic based on emotion would be interesting. Anger/hate for blasting spells, joy/hope for boosting/protection spells, love/kindness for healing and protection spells, etc. More class abilities based on emotions would have been interesting in general.


The dread necromancer class

The pale master and true necromancer prestige class


In Starfinder, I would love for them to have a Jedi class or Tanker class. In Pathfinder, how about a Hamon-user.


Hmm. What would a Hamon user class look like? They were all pretty different. It might be more of a prestige class


Well I will love to play again the knights class from phb2 d&d

Dark Archive

https://dnd4.fandom.com/wiki/Warlord I loved this class.. I never had to roll to hit, i directed my friends around the battlefield.


Mr.Nightray wrote:
https://dnd4.fandom.com/wiki/Warlord I loved this class.. I never had to roll to hit, i directed my friends around the battlefield.

"The barbarian hits enemies with his axe; I hit enemies with my barbarian".

I was actually playing a (4e) Bard when I said that, but Warlords are even better at it than Bards are.

_
glass.


I was feeling bored the other day and started looking back through the original PF1 playtest (circa 2008)..... even then lots of people were calling out for a more 'Priestly' cleric option (ie) 1/2 BAB ... etc).

Very bizarre that Paizo didn't even at a minimum do it as an alternate class in a similar way to Ninja or AP were...


TheMilestone wrote:

I was feeling bored the other day and started looking back through the original PF1 playtest (circa 2008)..... even then lots of people were calling out for a more 'Priestly' cleric option (ie) 1/2 BAB ... etc).

Very bizarre that Paizo didn't even at a minimum do it as an alternate class in a similar way to Ninja or AP were...

I think the reason why they didn't do it at the time was the way that D&D 3.5's divine power spell and knowledge devotion feat had worked to make cloistered clerics the best of the best at being CoDzilla. Deep scars on some developer's psyche.


A Silmemancer! It is a very random and silly idea I had some time back about a pet class, Who instead of a normal animal companion has a ooze companion that levels up with them. They would be a caster, Probably not a 9th level caster though.. I havent thought it through much, I just found it to be a funny idea.. xD


Merellin wrote:
A Silmemancer! It is a very random and silly idea I had some time back about a pet class, Who instead of a normal animal companion has a ooze companion...

Have you ever read Rickety Stitch and the Gelatinous Goo?


A class that's built on dealing guaranteed chip damage at will e.g. as a standard action the hp of an enemy within 30 feet is reduced by 5.


Dale McCoy Jr wrote:
ShroudedInLight wrote:
I want a Witcher, alchemy, spell like abilities, martial prowess, specialized monster hate, and parry ranged attacks.
I love this idea.

Maybe a Ranger or Magus with variant multiclass Alchemist. Ranger / Magus can provide martial capabilities and spells and the ranger even has the favored enemy feats. And the Alchemist MC should cover everything you want about alchemy. :-)

If you go with Magus as a base, you can pick the Eldritch Scion Archetype to get a Bloodline, similar to the "mutant" aspect of Witchers.

I guess an even simpler build would be just Ranger / Magus and take the "Brew Potion" feat. But then you'd have to invest quite some time (in game) to brew potions.

Bloodrager is a similar combination of magic, martial and bloodlines, but imho the "raging" part doesn't fit the Witcher theme... maybe a DM would allow to reflavour it as "state of intense focus" like it's described in the Eldritch Scion.


Aaron Bitman wrote:
Merellin wrote:
A Silmemancer! It is a very random and silly idea I had some time back about a pet class, Who instead of a normal animal companion has a ooze companion...
Have you ever read Rickety Stitch and the Gelatinous Goo?

Never heard of it.. Sorry... But I'l have a look! =) The idea was just a very very random silly idea that popped into my head some time back cus I like pet classes.. xD


Charmeleon human prestige class you can be all the classes


The Factotum! I never got a chance to play one before my group banned 3.5 from the table.


Class(martial?) that gets runes on their body(maybe counts as magic item slots.) that buff the character, offensive, defensive, utility, etc. Can switch the runes(once per day?), what runes are placed where determine their effects. Examples: fire rune to the hand adds fire damage to weapon/natural attack/unarmed strike, same rune to the head allows you to see through ash, fire, smoke, etc., to the neck allows you to breath in ash, smoke, etc., while to the body grants fire resistance, etc.


I would have liked to see a d10, full BAB, 4/9 prepared casting backcross hybrid between Magus and Fighter that wasn't terrible. (Yes, I'm aware of Child of Acavna and Amaznen Fighter. It's terrible, and doesn't even have much Magus in it. You're better off being a Myrmidarch Magus, despite not meeting the initial specs above.)

Going the other way, I would have liked to see a backcross hybrid between Magus and Wizard that would get Arcane School (including Opposition or Prohibited Schools) and Arcane Bond like a Wizard, and be able to take Wizard Arcane Discoveries and Wizard archetypes that alter or replace only Arcane School and/or Arcane Bond.

And I want a Harrowed Medium, like the Occult Adventures Playtest tantalized us with . . . .


Oops looks like I posted the same basic idea twice...on the same page. Well it is several months apart.


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Would have loved to have seen the Archivist and Spellthief classes from 3.5 brought over... they were some of my favorite classes...

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