Cozzy's Archetype Collection


Homebrew and House Rules


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Pathfinder Rulebook Subscriber

Hi all! I'm currently working on a pathfinder infinite product, the Wanderer's Guide, which will contain optional rules, magic items, archetypes, and a class, all based around adventurers who follow the road wherever it takes them. I've been posting my archetypes on reddit as I complete them, but now that I have a good handful that have already had one editing pass, I thought I'd post them here and get some more feedback, since this has been a good place to get really in-depth thoughts in the past.

Without beating around the bush, here's the link, if you're interested: https://drive.google.com/file/d/1GVtrR6ihfbVpnc3dejXctIBTVEMwgsni/view?usp= sharing

If you need more enticement, a brief elevator pitch for each archetype included so far:
- The Arsenal, a weapon-swapping archetype for those who want to be a weapon porcupine without using ABP or be Dante from Devil May Cry
- The Monster Gourmand, a top-down archetype inspired by the manga Delicious in Dungeon which also offers an alternative to treat wounds for out-of-combat healing
- The Justicar, an aggressive divine archetype that offers big smites for those who miss their PF1e or 5e Paladin
- The Elemental Savant, an archetype that allows you to focus on specific energy damage types, band-aiding my complaints with the elemental sorcerer and expanding those options to martials
- The Wildspeaker, another top-down archetype inspired by things like Ghost of Tsushima's wind mechanic, which allows characters to cast flavorful divination spells a few times per day

I appreciate any thoughts!


Arsenal:
- The combination of quick swap, Lightning Swap, and Lightning Maneuver mean that for the cost of one level 2 feat and two level 8 feats, you can get 3 attacks and 3 maneuvers in a turn. Generally, effects that would allow 6 attack actions in a turn are things like Impossible Flurry, which are much higher level, much more restricted, lower accuracy, and weakened by the fact that you must dual wield.
- Lightning Swap and Lightning Maneuver do not work unless you quick swap, and quick swap seems to require that you be holding a weapon, though it does not state so outright. As such, having the wrong weapon in hand is better for the Arsenal than havign empty hands... assuming that's true. It should be clarified one way or the other, regardless.
- Assuming your hands do not need to be full, the ability to effectively draw and stow weapons "for free", combines with the ability to jsut borrow runes from your pack, means that you can stack a number of, say, unenchanted whips, which you can then drop as necessary to prevent critfails
- The ability to do things like attack with your choice of standard 2H weapon or reach 2H weapon, then switch seamlessly to a setup that allows for dueling parry is really very strong, and I believe you're undercosting it.

Monster Gourmand:
- Those who already have Cooking Lore get less out of this dedication.
- Prepare a Meal does not, apparently, require ingredients.
- Prepare a Meal has nothing that prevents it from stacking with the healing from Treat Wounds.
- No comment is made as to how logn it takes to eat the food, once prepared.
- It's very early access to the ability to treat five targets at once.
- Does not define "monster". Going by the definition available in AoN... did you mean to encourage people to serve up a nice roasted "Catfolk Pouncer" or "City Guard Squadron"?
- Similarly, it does not indicate how one goes about rendering an Adamantine Golem palatable over the course of an hour of cooking.
- Imbued Ability is weirdly abusable. Like, a lot of the time, it won't get you a whole lot, and then sometimes you'll get something game-breaking, and sometimes you'll get something that's just really weird... like you kill and eat a Worm that Walks cultist, and one of your party members uses the swarm shape power... and then you have to find and kill and eat another one on a different day, so that he can get the power again and transform back. If you eat a weretiger, and you use it to transform into "your weretiger form", what does that even do? And so forth. There's a reason that base PF2 so carefully avoids mixing monster powers and PC powers.
- The big thing that Imbued Ability does, though, is that it forces the GM to include something else int eh calculations when they're laying out encounters. Now, every enemy the party faces, it's not jsut a matter of how much of a challenge is it, there's also the "what kind of powers can they eat off this thing, and how is that going to affect the rest of the adventuring day?" It's an extra layer of complexity, especially since the Gourmand is a pretty weak archetype overall without it, so you don't want to neglect them too much either. Extra things to juggle for the GM? Not necessarily ideal.

Yeah... that's all I got. Good luck getting feedback on the others.


Pathfinder Rulebook Subscriber

I appreciate the feedback! A response to some of your thoughts, in the interest of explaining my reasoning:

Sanityfaerie wrote:
The combination of quick swap, Lightning Swap, and Lightning Maneuver mean that for the cost of one level 2 feat and two level 8 feats, you can get 3 attacks and 3 maneuvers in a turn. Generally, effects that would allow 6 attack actions in a turn are things like Impossible Flurry, which are much higher level, much more restricted, lower accuracy, and weakened by the fact that you must dual wield.

Good catch that those interact like that; I had not intended for them to stack, but rather be one or the other. I suppose they really ought to be discrete actions, instead of modifiers for quick swap.

Sanityfaerie wrote:
Lightning Swap and Lightning Maneuver do not work unless you quick swap, and quick swap seems to require that you be holding a weapon...Assuming your hands do not need to be full, the ability to effectively draw and stow weapons "for free", combines with the ability to jsut borrow runes from your pack, means that you can stack a number of, say, unenchanted whips, which you can then drop as necessary to prevent critfails

Quick swap not working with empty hands is deliberate; I wrote it that way to prevent just such shenanigans. You're right that I should state that explicitly, though. Rune channeling is phrased the way it is for the same reason (only activating when you switch weapons with the archetype), to prevent doing something like quick drawing loaded guns and then just dropping them and effectively getting lightning swap two levels early.

Sanityfaerie wrote:
The ability to do things like attack with your choice of standard 2H weapon or reach 2H weapon, then switch seamlessly to a setup that allows for dueling parry is really very strong, and I believe you're undercosting it.

This is something that I'm definitely going to have to look closely at when I playtest these, but I'm not convinced it's as strong as you might think. To benefit from that strategy you'd have to strike with the 2H weapon, lightning swap to your 1H weapon, then activate dueling parry. Your second hit being with a weaker weapon and spending your action on defense is a pretty major damage loss compared to say a second 2H hit and a demoralize, so while you are getting a benefit it's not without tradeoffs. Plus, you can do the same thing with any versatile weapon with no feat investment, and three feats by level eight seems like a solid opportunity cost to get some extra traits compared to that.

Sanityfaerie wrote:

- Those who already have Cooking Lore get less out of this dedication.

- Prepare a Meal does not, apparently, require ingredients.
- Prepare a Meal has nothing that prevents it from stacking with the healing from Treat Wounds.
- No comment is made as to how logn it takes to eat the food, once prepared.

Good thoughts, I'll address those in my next editing pass!

Sanityfaerie wrote:

- It's very early access to the ability to treat five targets at once.

This is true, but because it still makes them all immune for an hour it doesn't actually accelerate your healing if you'd need more than one meal to top everyone up. I guess it does make you a lot faster if you only need one heal, but frankly I think ward medic is pretty overcosted for what it does to begin with.

Sanityfaerie wrote:

- Does not define "monster". Going by the definition available in AoN... did you mean to encourage people to serve up a nice roasted "Catfolk Pouncer" or "City Guard Squadron"?

- Similarly, it does not indicate how one goes about rendering an Adamantine Golem palatable over the course of an hour of cooking.

I was deliberately vague on these; trying to boil down which monsters a gourmand "should" be able to eat would be a lot of hairsplitting which means a lot of page space, and I think most GMs are well-equipped to adjudicate what would or wouldn't work.

Sanityfaerie wrote:
A bunch of stuff on Imbued Ability

All valid concerns, but I thought it was such a fun idea I couldn't not include it. Ultimately, needing a good deal of GM forethought is what the rare tag is for.


Cozzymandias wrote:
I was deliberately vague on these; trying to boil down which monsters a gourmand "should" be able to eat would be a lot of hairsplitting which means a lot of page space, and I think most GMs are well-equipped to adjudicate what would or wouldn't work.

The problem is that "monster" isn't all that vague in PF2. If you intend the DM to adjudicate this (which is fine) then you really ought to have something explicitly saying so.

Quote:
All valid concerns, but I thought it was such a fun idea I couldn't not include it. Ultimately, needing a good deal of GM forethought is what the rare tag is for.

That's fine. The issue is that... the archetype feels really pretty weak in some ways if you carve that out. Like, What Doesn't Kill You is pretty neat if you find yourself facing a bunch of encoutners back-to-back where the enemies all do a single damage type and also ahve resistance to that type, and also are what your DM deems edible, but that's a bunch of caveats, and if it's not hitting every oen of those, it's often going to be useless. Home Remedy only matters in the cases of repeated encounters with theme debuffs or effects that linger for an extended period. Swift Preparation only matters as much as the others matter, and is in some cases something of a ribbon power.

In general... I think that a lot of those should be available as skill feats, rather than class feats.

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