Classes You Wish Did Exist In Pathfinder?


Pathfinder First Edition General Discussion

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Okay, I made a post on the Homebrew forums for the witcher. I'm gonna stop spamming this thread :P Anywho, go check it out if you're interested :)


The cleric discussion had me thinking. I've been sinking my teeth into Final Fantasy d20 lately and I did notice the Cleric was basically broken up and has basically a different suite of abilities based on what deity you worship. It's a rather large and substantial homebrew built on the Pathfinder chassis so it might itch the crunch craving I know myself and others have had since PF1's "end".

Balance is funky in some places where it's really odd how weak some classes are, but the spirit is in the right place.


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Scavion wrote:

The cleric discussion had me thinking. I've been sinking my teeth into Final Fantasy d20 lately and I did notice the Cleric was basically broken up and has basically a different suite of abilities based on what deity you worship. It's a rather large and substantial homebrew built on the Pathfinder chassis so it might itch the crunch craving I know myself and others have had since PF1's "end".

Balance is funky in some places where it's really odd how weak some classes are, but the spirit is in the right place.

Its interesting, near the end of the PF1 run, some material came out that I perceived as an attempt to sort out a few of the cleric probs.

A key example, was the Divine Paragon archetype (designed by James Jacobs nonetheless!) - this combined the notion of deity specific boons and domain abilities into one package straight off the bat. And although obviously it wasn't the polished, final item in terms of what the class should be, it does follow the general concept of how a Cleric's powers should be structured.

The class powers/abilities should be partly domain based and partly deity based.

A huge problem straight from the start was allowing "clerics of a philosophy".... this made implementing deity specific powers a bit dodgy.

"Faiths of Golarion" had quite a few of the deities give out some good deity specific spells for clerics - a concept that should have been much stronger right from the start.

Each domain should have had 4-5 non-cleric spells associated rather than the current set up where some of the domain spells are ones that the cleric can cast already!...A fairly nonsense approach when you think about it. Then as a top up, each deity would provide say 3 spells - as part of the deity specific powers gained at certain levels.


^Alternatively, if a Domain (or other class feature giving out bonus spells) DOES give you a spell you already have, you get specialist benefits when you cast the spell (if you get it at 2 different levels, you have to cast it at the higher level). The specialist benefits would have to be defined for each spell, so this is not a trivial task. An example of specialist benefits would be that if you get Bull's Strength as a bonus spell at 3rd level when you already have it on your list at 2nd level, then if you cast it at 3rd level, you can make the bonus Strength consist of Temporary Strength Points instead of an Enhancement Bonus, and these Temporary Strength Points work like Temporary Hit Points: They are lost first if the target takes any Strength Damage or Drain.


Duplomancer -

A Duplomancer spreads legos all over the combat area that cause 1d4 points of damage to the bottom of your foot, and enemies treat squares that have legos as difficult terrain.


Ryze Kuja wrote:

Duplomancer -

A Duplomancer spreads legos all over the combat area that cause 1d4 points of damage to the bottom of your foot, and enemies treat squares that have legos as difficult terrain.

So a Commoner with the Young template?

Except they have a wierd and rather epic ability where you must succeed at a Will saving throw each time you take damage from their Legos, or cannot move due to the difficult terrain their Legos cause. Failure on this save results in an overwhelming desire to attack the Duplomancer, regardless of their position in relation to yours... all other activities cease and you move towards the Duplomancer in the most direct means possible to you.

Additionally, you must succeed at a separate Will saving throw in order to actually target the Duplomancer with any attack... they are a child, you monster!


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VoodistMonk wrote:
Ryze Kuja wrote:

Duplomancer -

A Duplomancer spreads legos all over the combat area that cause 1d4 points of damage to the bottom of your foot, and enemies treat squares that have legos as difficult terrain.

So a Commoner with the Young template?

Except they have a wierd and rather epic ability where you must succeed at a Will saving throw each time you take damage from their Legos, or cannot move due to the difficult terrain their Legos cause. Failure on this save results in an overwhelming desire to attack the Duplomancer, regardless of their position in relation to yours... all other activities cease and you move towards the Duplomancer in the most direct means possible to you.

Additionally, you must succeed at a separate Will saving throw in order to actually target the Duplomancer with any attack... they are a child, you monster!

Also, each time you receive 1d4 foot damage, you have to make a reflex save or fall prone, taking an additional 1d4 hand damage.


UnArcaneElection wrote:

^Alternatively, if a Domain (or other class feature giving out bonus spells) DOES give you a spell you already have, you get specialist benefits when you cast the spell (if you get it at 2 different levels, you have to cast it at the higher level). The specialist benefits would have to be defined for each spell, so this is not a trivial task. An example of specialist benefits would be that if you get Bull's Strength as a bonus spell at 3rd level when you already have it on your list at 2nd level, then if you cast it at 3rd level, you can make the bonus Strength consist of Temporary Strength Points instead of an Enhancement Bonus, and these Temporary Strength Points work like Temporary Hit Points: They are lost first if the target takes any Strength Damage or Drain.

Way too fiddly IMO...

If you wanted to go down that path...

"If a domain grants a spell that the cleric can already cast, then one of the following can be freely applied to that spell - +2 DC, +2 CL or increase the spell range to the category one level higher."


A "Gadgeteer" class that focuses on inventions/gadgets, guns, crossbows, bombs(alchemist), traps, tools, etc.


Dragon78 wrote:
A "Gadgeteer" class that focuses on inventions/gadgets, guns, crossbows, bombs(alchemist), traps, tools, etc.

So, the Alchemist? I'm kidding.

Anyways, something with like the Construct Sabotuer's built in Arcane Strike, Catch Off-Guard/Throw Anything for free, probably Shikigami Style/Mimic/Manipulate for free without spending an action to enter the style, the Gnome's Master Tinkerer feature where they are automatically proficient with anything they craft, maybe some of the Impossible Bloodline Powers that have to do with crafting?

Give it access to Investigator Talents... which opens up Alchemist Discoveries and Rogue Talents... and Ninja Tricks via Rogue Talents. Maybe offers Bombs built in, or an archetype just for it, or a Talent for Bombs that deal 1D6 for your levels/2 (max 5D6), and an Advanced Talent that increases the maximum to 10D6, and gives you the Fast Bombs Alchemist Discovery.

Just do not ruin the class by giving it Sneak Attack.


Basically, the Inventor from P2E, but in P1E...


I will like a full metal alchemist version in this game


Zepheri wrote:
I will like a full metal alchemist version in this game

That would be pretty cool.

A matter manipulator who can create a glyph as a standard action, and then casts from it. They should have a mechanic that allows them to specialize in an element similar to a sorcerer's bloodline, cleric domain, or wizard's school mechanic. So you would be able to become the Flame Alchemist (evocation - fire only), or the Sewing Life Alchemist (transmutation), or the Full Metal Alchemist (constructs/conjuring).

Any time they cast from the glyph, it creates difficult terrain in that area from soaking up matter into whatever spell they're casting.


Ryze Kuja wrote:
Zepheri wrote:
I will like a full metal alchemist version in this game

That would be pretty cool.

A matter manipulator who can create a glyph as a standard action, and then casts from it. They should have a mechanic that allows them to specialize in an element similar to a sorcerer's bloodline, cleric domain, or wizard's school mechanic. So you would be able to become the Flame Alchemist (evocation - fire only), or the Sewing Life Alchemist (transmutation), or the Full Metal Alchemist (constructs/conjuring).

Any time they cast from the glyph, it creates difficult terrain in that area from soaking up matter into whatever spell they're casting.

Never watched Full Metal Alchemist, but from your description of how the magic works... I might.

What you described just sounds neat...


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Dragon78 wrote:
A "Gadgeteer" class that focuses on inventions/gadgets, guns, crossbows, bombs(alchemist), traps, tools, etc.

Edgar from FFVI? Would be quite fun.


VoodistMonk wrote:
Ryze Kuja wrote:
Zepheri wrote:
I will like a full metal alchemist version in this game

That would be pretty cool.

A matter manipulator who can create a glyph as a standard action, and then casts from it. They should have a mechanic that allows them to specialize in an element similar to a sorcerer's bloodline, cleric domain, or wizard's school mechanic. So you would be able to become the Flame Alchemist (evocation - fire only), or the Sewing Life Alchemist (transmutation), or the Full Metal Alchemist (constructs/conjuring).

Any time they cast from the glyph, it creates difficult terrain in that area from soaking up matter into whatever spell they're casting.

Never watched Full Metal Alchemist, but from your description of how the magic works... I might.

What you described just sounds neat...

Full Metal Alchemist is one of the better animes out there. It has a great story with some pretty great characters, and I dunno if you like "character redemption" stories, but it has a couple of great redemption arcs with the characters Hohenheim and Scar. It also has one of the arguably most-saddest scenes in all of anime (Shou Tucker), so if you have kids, you might want to have a kleenex handy.

The "magic" that they use isn't magic at all, but rather it's a technology of advanced glyph-making and science (hence, alchemy).

It's one of my top 5 animes, so if you get time to watch it, it's worth it.


I could never get into Full Metal Alchemist.


There is kinda sorta a Gadgeteer archetype already in PF1. It's the Scavenger archetype for Investigator from Blood of the Beast.


Not even close to what I am looking for, the fact their gadgetry is (SU), not (EX), I find that to be a failure.

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