What class paths do you want to see?


Pathfinder Second Edition General Discussion

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Rfkannen wrote:

A fiend focused barbarian would be cool!

An undead eidolon would open up a lot of character ideas.

Fiend Barbarian enables a ton of cool character concepts: tieflings of all sorts, Grippli fiend-keepers, Bekyar channeling infernal strength, berserkers touched by the Worldwound’s energies…

Undead eidolons have been confirmed for Book of the Dead, I believe.

Liberty's Edge

willfromamerica wrote:
I want an additional stance for monks that allows them to channel the abilities of the giant frog. Higher/longer jumps, and eventually tongue attack with reach/grab.

Animal (Frog) Barbarian, maybe with Monk MC, could do the trick IMO.


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Pathfinder Adventure Path Subscriber
keftiu wrote:
willfromamerica wrote:
I want an additional stance for monks that allows them to channel the abilities of the giant frog. Higher/longer jumps, and eventually tongue attack with reach/grab.
Have you seen Kung Fu Hustle? The final antagonist has an awesome frog-based fighting style.

Well I know what’s going straight to the top of my watchlist now.

The Raven Black wrote:
willfromamerica wrote:
I want an additional stance for monks that allows them to channel the abilities of the giant frog. Higher/longer jumps, and eventually tongue attack with reach/grab.
Animal (Frog) Barbarian, maybe with Monk MC, could do the trick IMO.

That sounds like it’d probably achieve what I’m looking for, I’ll have to give this build a try!


Neutral champions:
LN: The judge, edicts: respect the law, judge others impartially, punish oathbreakers.
N: The mediator, edicts: remain impartial in issues that don't involve you, seek diplomatic solutions, always offer to mediate between warring parties.
CN: The Truthseeker, edicts: Seek the truth always, spread important truths regardless of the consequences, never lie.

A wisdom based chassis that can choose their spellcasting tradition.

More "gish" options like eldritch trickster, and/or improving the ones we have. (I.e giving trickster free basic spellcasting at 4, and give warrior bard a to hit bonus while performing, and add bloodrager).

Wayfinders

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More alchemical-themed stuff - we only have the alchemical sciences methodology for the investigator right now (outside of the alchemist class proper, and some alchemical archetypes), a criminal underuse of the theme, especially given how many classes get magical-themed stuff.

A chymist rogue racket, a mutagen-blooded barbarian instinct, an herbalism order for druids, a potion thesis for wizards (not alchemy technically but it's adjacent)...there's room for possibilities here.


RiverMesa wrote:

More alchemical-themed stuff - we only have the alchemical sciences methodology for the investigator right now (outside of the alchemist class proper, and some alchemical archetypes), a criminal underuse of the theme, especially given how many classes get magical-themed stuff.

A chymist rogue racket, a mutagen-blooded barbarian instinct, an herbalism order for druids, a potion thesis for wizards (not alchemy technically but it's adjacent)...there's room for possibilities here.

Those would be really cool, although they'd probably end up overshadowing alchemist pretty heavily (not that alchemical sciences or forensic medicine investigator, or pretty much any class with alchemist dedication don't already).

Dark Archive

A spiritualist nonmartial nonmaterialistic minimalist monk or priest.
A design challenge to make the most simple class ever while keeping it interesting and playable.

Make it a class that works backward for option progression at 20th level you have the least number of skills and feats. For the first few levels, you gather knowledge and wisdom (skills, feats, class features.) At some point, you stop gaining skills, feats, and class features and instead give something up each level to enhance your remaining skills, feats, and abilities, or instead of enhancing things get a pool of hero points you regain every day or after a rest.

Other choices to give things up as you progress could be to reduce the number of items you can carry with you, how much wealth you can have, the max value of an item you can own or buy, or the max number of magic items you can invest.


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I like a lot of the things already mentioned - especially the concept-based champion paths - so I'm going to mention something I haven't seen yet.

For me, that would be a dedicated gunslinger way for the "soldier" with a longarm, fixed bayonet and a lot of élan. A medium range attacker with a focus on dealing damage, with a bit of close-range potential that actually uses a bayonet like a spear, i.e. with reach as it was intended. To be fair, I can see why this isn't the case natively, but yeah.

Both sniper and vanguard sort of work for this and there is Stab and Blast, but it is pretty rough. This style has shaped combat for the majority of time that guns were a main weapon, so I think it would be a fitting inclusion. Not to mention really cool. And I would really like another option besides going sniper if my party needs damage and I want to play a longarm.


A monk route that's built around using unarmed attacks from ancestry or other feats. Claws, bites, etc.

So a feat chain I suppose, but something like making Powerful Fist apply to all unarmed attacks as a level 1 feat (maybe allowing a bump to d8?), then some further options that are special attacks (e.g. one that uses claws, one that uses bites, something for "other", etc. Maybe a Pounce option?)


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A few more ideas:
Unchained Alchemists (plural), I know its not a "path" persay but alchemist just feels messily put together, and even when its performing well it has some design issues that could be cleaned up.
By plural what I'd love to see is alchemist broken into two separate classes, Unchained Alchemist and Arcanochemist. Unchained alchemist would use a martial chassis, and arcanochemist would use a "caster" chassis and mix in some magic, get access to potions etc, it would be a class that mixes alchemy and magic.

Some class options bonded weapons. Inventor is good at this, Paladin has it as a feature but could be built upon more, but it would be cool to be explored in more depth with stuff like a "weapon" eidolon, a magus school, or an archetype.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I would actually love to see some more science based class options, where they are appropriate. While I would love to see something like a Scientist/Researcher/Sage class the comprises things like medieval and fantastical sciences, maybe including magical science, as well as psuedosciences. Really, I'll gladly take any class specific options/paths that allow for that sort of fantasy.

The Alchemist, Inventor, Investigator, and even Wizard fit this fantasy in their own ways; and I imagine Thaumaturge might as well to a degree. These would be great classes to attach scientific options to. Some other classes I feel could see options rooted in sciences are Bard, Clerics, Druids, Monks, Rogues, Sorcerers, and Witches. Obviously not every real-world science makes sense to formulate a option around. Imagine an Investigator with a degree in Economy. Not sure something like that would fit. But there is definitely room for some of the others imo.


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I've said it before. I'll say it again. I want a dedicated bomb-thrower. Start with the alchemist, cash in everything that is not a bomb, and instead make them better at throwing bombs - specifically, at-will bombs. Like, give me a way to get at-will bombs that comes *before* level 7.

I also think there's a place for a bomb-throwing anarchist rogue racket, but that's more "this seems to fit" than it is "I really want this".


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A bomb and gun-using rogue racket seems pretty doable to me. Make the rogue proficient with bombs, mayhap martial guns, and give them a choice of using Int or Dex as their key stats.

Also, harkening back to the stance discussion, how would people feel about metamagical stances? You are required to have the metamagic feat to take it, and the stance comes in say six or so levels after the fact, but when you enter the stance it allows you to use a metamagic on any applicable spell?
Though now I say it, it occurs that would be functionally like the wizard capstone feat, which could be too much of a power gap.

Liberty's Edge

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+2 for the Demolitionist Rogue Racket or even Class Archetype


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Ly'ualdre wrote:
I would actually love to see some more science based class options, where they are appropriate. While I would love to see something like a Scientist/Researcher/Sage class the comprises things like medieval and fantastical sciences, maybe including magical science, as well as psuedosciences. Really, I'll gladly take any class specific options/paths that allow for that sort of fantasy.

Some Alchemist, Inventor, and Wizard options in this vein would fit Rahadoum especially nicely.


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keftiu wrote:
Ly'ualdre wrote:
I would actually love to see some more science based class options, where they are appropriate. While I would love to see something like a Scientist/Researcher/Sage class the comprises things like medieval and fantastical sciences, maybe including magical science, as well as psuedosciences. Really, I'll gladly take any class specific options/paths that allow for that sort of fantasy.
Some Alchemist, Inventor, and Wizard options in this vein would fit Rahadoum especially nicely.

Indeed. As well as numerous other areas of Golarion, like Ustalav. Having some options that's are made with the concept of science as a basis of their design would be a lot of fun imo. There were a few Archetypes in 1e, like the chirurgeon, that fit this idea; but could be so much more in 2e I feel.

Again, I'd honestly just prefer a full Scientist class that really plays with these ideas. It was one of the ideas I had for Damiel when Fumbus was revealed. But I'll take what I can get.


Possibly a gun-and-bomb gunslinger? Sort of like how the drifter is trying to be gun-and-melee. Admittedly, it would probably need to be a class archetype in order to actually get you the bombs to use. Reload would be "interact to draw a bomb and reload" and later feats in the archetype might let you quick alchemy for a bomb or even some version of perpetual alchemy for a bomb in place of the "interact to draw" part. There'd also be at least a couple of actions that start out requiring you to be holding a loaded firearm in one hand and a bomb in the other.

I have an image of a moment where you throw a bomb at someone, and then, if it hits, shoot them while they're dazed by the explosion. Sometimes the thunder comes before the lightning.


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Would having a Rogue Racket equivalent to the investigator "Alchemical Sciences" but for poisons be too bad/good?

Something like "Assassin" or "Hitman" ( eventually, included in the quick poison ability a line saying "you can apply poisons with just 1 action" ).


HumbleGamer wrote:

Would having a Rogue Racket equivalent to the investigator "Alchemical Sciences" but for poisons be too bad/good?

Something like "Assassin" or "Hitman" ( eventually, included in the quick poison ability a line saying "you can apply poisons with just 1 action" ).

You can always adjust the power levels of the feature up/down. That said, rogue rackets are pretty lean. As a benchmark, the Eldritch Trickster basically gets a free class feat and a bit of requirements loosening. Investigator methodologies are worth a fair bit more than that. So... you coudl totally have a rogue racket that was focused towards alchemist-style poison creation... but the result probably wouldn't be all that impressive. Might need a few more class feats to beef it up a bit.


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I'd like to see an explosives or munitions-based alchemist research field. They get abilities related to crafting alchemical ammunition, and perhaps gain proficiency with martial firearms on top of the simple ones they can already use.


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Perpdepog wrote:

A bomb and gun-using rogue racket seems pretty doable to me. Make the rogue proficient with bombs, mayhap martial guns, and give them a choice of using Int or Dex as their key stats.

Also, harkening back to the stance discussion, how would people feel about metamagical stances? You are required to have the metamagic feat to take it, and the stance comes in say six or so levels after the fact, but when you enter the stance it allows you to use a metamagic on any applicable spell?
Though now I say it, it occurs that would be functionally like the wizard capstone feat, which could be too much of a power gap.

Metamagical stances could be cool, but maybe instead of matching current metamagic effects they'd have new ones (and you can't stack it with metamagic). Stuff like elemental spell to change the spells damage type, or something to add weapon properties to spell attack roll cantrips. I'm just spitballing here but I like the idea.


Perpdepog wrote:
I'd like to see an explosives or munitions-based alchemist research field. They get abilities related to crafting alchemical ammunition, and perhaps gain proficiency with martial firearms on top of the simple ones they can already use.

We already have bomber, though. If that one doesn't count as explosives-based, I'm not sure what would. I could imagine a class archetype that would start with the bomber research field and grow it to include ammunition and firearm skills, though. Possibly give up elixirs and poisons? (leave alchemical tools, because the idea of making an alchemist bomb-based but taking away smokesticks just feels weird and wrong)

Of course... you could also get those proficiencies just by archetyping into gunslinger. It wouldn't get you the advantages to making alchemical munitions, but it would otherwise get you pretty close.


Sanityfaerie wrote:
Perpdepog wrote:
I'd like to see an explosives or munitions-based alchemist research field. They get abilities related to crafting alchemical ammunition, and perhaps gain proficiency with martial firearms on top of the simple ones they can already use.

We already have bomber, though. If that one doesn't count as explosives-based, I'm not sure what would. I could imagine a class archetype that would start with the bomber research field and grow it to include ammunition and firearm skills, though. Possibly give up elixirs and poisons? (leave alchemical tools, because the idea of making an alchemist bomb-based but taking away smokesticks just feels weird and wrong)

Of course... you could also get those proficiencies just by archetyping into gunslinger. It wouldn't get you the advantages to making alchemical munitions, but it would otherwise get you pretty close.

I don't see any reason to give up any other alchemical tools. Really all it would need is more alchemical munitions becoming available, since I believe there are a grand total of three at the moment other than black powder itself. Using explosives was a poor choice of words; I wasn't talking about another bomber, I was trying to talk about an alchemist who crafts alchemical ammunition as their research field, and perhaps gets scaling proficiency with martial firearms as their research field's benefit. That or finds some way of packing some extra alchemical oomph into their shots akin to some of the feats gunslingers have.

True multiclassing gunslinger would allow you to do that, but it would eat up at least two feats and more likely three or four, which seems a tad excessive when we know that firearms and gunpowder are alchemical creations, at least around the Inner Sea.


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Check out my homebrew on this topic.

The problem with a potential alchemist firearm speciality, as I discovered fairly quickly, is that alchemists are possibly the single worst martial class at using firearms despite being canonically the inventors of the most prevalent iterations of the weapon class. You'd think they'd have created something they could use well (though leaving room for fighters to do it better), but instead their lack of hit chance and crit chance just make me wonder how it all came about.

I made a solve for it, but it's still a bit vexing.

Liberty's Edge

AnimatedPaper wrote:

Check out my homebrew on this topic.

The problem with a potential alchemist firearm speciality, as I discovered fairly quickly, is that alchemists are possibly the single worst martial class at using firearms despite being canonically the inventors of the most prevalent iterations of the weapon class. You'd think they'd have created something they could use well (though leaving room for fighters to do it better), but instead their lack of hit chance and crit chance just make me wonder how it all came about.

I made a solve for it, but it's still a bit vexing.

Alchemists are altruists deep down. They don't care about themselves. They want to help the others be the best they can.


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AnimatedPaper wrote:

Check out my homebrew on this topic.

The problem with a potential alchemist firearm speciality, as I discovered fairly quickly, is that alchemists are possibly the single worst martial class at using firearms despite being canonically the inventors of the most prevalent iterations of the weapon class. You'd think they'd have created something they could use well (though leaving room for fighters to do it better), but instead their lack of hit chance and crit chance just make me wonder how it all came about.

I made a solve for it, but it's still a bit vexing.

Definitely love your alchemist path, would recommend to anyone looking to morph alchemy and guns together (Percival from the new Critical Role show seems like he might fit here to be honest)

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Something I'd like to see for the Magus is a revival or reimagining of the Bladebound archetype in some way, allowing you to conjure and customize your iconic sentient weapon in the vein of Elric of Melnibone!


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Archpaladin Zousha wrote:
Something I'd like to see for the Magus is a revival or reimagining of the Bladebound archetype in some way, allowing you to conjure and customize your iconic sentient weapon in the vein of Elric of Melnibone!

I also wanted this and thought a familiar would have been how it was done, but wasn't there in release unfortunately.


It seems like it would be hard to make it satisfying without the automatic weapon progression, and it seems like that's something that Paizo has been loathe to introduce in PF2.


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I’d give anything for a 2e take on the Bladebound Magus or Gloomblade Fighter - or Starfinder’s Solarian, for that matter. Soulforger’s weapon only getting to do something interesting 1/day is just so crushing.

A subclass or Class Archetype for… just about anything that made “cool weapon you summon” the core of your character would make me very happy.


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If we're asking for Starfinder Classes, I think the Vanguard could make the transition just as easily (if not moreso) than the Solarian. "I'm a beeftank that makes things fall apart by touching them" transcends time and space in its appeal.


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PossibleCabbage wrote:
If we're asking for Starfinder Classes, I think the Vanguard could make the transition just as easily (if not moreso) than the Solarian. "I'm a beeftank that makes things fall apart by touching them" transcends time and space in its appeal.

I’d gladly welcome that! Mystical tanks had me spoiled for choice back in 4e (Wardens, Battleminds), so I’ll never say no to more.

Radiant Oath

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
keftiu wrote:
PossibleCabbage wrote:
If we're asking for Starfinder Classes, I think the Vanguard could make the transition just as easily (if not moreso) than the Solarian. "I'm a beeftank that makes things fall apart by touching them" transcends time and space in its appeal.
I’d gladly welcome that! Mystical tanks had me spoiled for choice back in 4e (Wardens, Battleminds), so I’ll never say no to more.

Darnit Keftiu, now you got ME wanting to go back to 4e! :P

On that note, I'd love seeing something like the Runepriest of late 4e, maybe as a Cleric Doctrine or something. Though it may be tricky from a narrative perspective as generally arcane casters get all the cool stuff involving runes, usually in connection with Thasillon's legacy.


At this point I would be happy with a wave-casting inquisitor doctrine for cleric.

Liberty's Edge

Ignis Fatuus wrote:
At this point I would be happy with a wave-casting inquisitor doctrine for cleric.

Wave-casting to balance for martial-like weapon proficiencies, some weapon damage boost and improved skill increases and feats might work. And keep the harm/heal font.


The Raven Black wrote:
Ignis Fatuus wrote:
At this point I would be happy with a wave-casting inquisitor doctrine for cleric.
Wave-casting to balance for martial-like weapon proficiencies, some weapon damage boost and improved skill increases and feats might work. And keep the harm/heal font.

A warpriest has IMO no means to be a proper wavecaster. It would end up as being a martial which hits with auto attack and has char+1 +2/2 healing spells per day ( or just using the charisma ones to heal and the others to exploit heroism).

There may be wave divine/primal spellcaster in addition to summoners, but I hardly expect them to be a doctrine for the cleric class.


Wave casting and martial weapons sounds more like a Warpriest 2.0 than anything in the inquisitor's design space.

keftiu wrote:
PossibleCabbage wrote:
If we're asking for Starfinder Classes, I think the Vanguard could make the transition just as easily (if not moreso) than the Solarian. "I'm a beeftank that makes things fall apart by touching them" transcends time and space in its appeal.
I’d gladly welcome that! Mystical tanks had me spoiled for choice back in 4e (Wardens, Battleminds), so I’ll never say no to more.

Warden in particular is a class I remember really falling in love with for the way it works. The auras, the cool nature powers.

It feels like an underexplored design area here too. Druids sometimes do martial things, but always via shapeshifting. Rangers are basically just pure martials and the magic they can access tends to be just more support stuff than anything that feels particularly primal, despite the tradition.

A genuine primal battlemage would be really fun and the Warden's gimmick of 'tanking' by manipulating conditions around them was a really fun way to go about that.


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So yeah, after trying to make multiple ranged characters now, something to add would be more ranged options. Specially for things like crossbows, 2-h ranged weapons that are not bows, and thrown weapons. You know what, some more bow options would still be good.

What I mean is that most of the options for ranged, come from 3 classes. Then those 3 classes only really focus on 1 (maybe 2) types of ranged weapons. Gunslinger for example has a lot more support for 1-h firearm than for 2-h firearms (largely because of ways being mostly about pistol).


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- A Swashbuckler Style that focuses on Ranged Weapons. There are a lot of iconic fictional Swashbuckler-style characters that you can't play because there is no ranged support, like The Green Arrow.

- A Summoner Class Archetype that doesn't have a set Eidolon, but actually actively switches between weaker Eidolons depending on current circumstances.

- A Nature-based Investigator Methodology that leverages the senses of an an animal companion or familiar along with a connection to animals and plants to solve cases.

- A Hybrid Study for Magus that focuses on conjuring weapons.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Ignis Fatuus wrote:
At this point I would be happy with a wave-casting inquisitor doctrine for cleric.

What is "wave-casting," exactly?


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Archpaladin Zousha wrote:
Ignis Fatuus wrote:
At this point I would be happy with a wave-casting inquisitor doctrine for cleric.
What is "wave-casting," exactly?

The weird wonky spellcasting Paizo created for PF2 Magus and "Summoner". Named that way due to the fact you gain spells (rise) to later lose spells (fall) thus creating a wave.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Wave casting is also known as "Bounded Spellcasting" in the system, we use wave casting because we started calling it that before the designers gave it a proper name.


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Pathfinder Lost Omens, Rulebook Subscriber
Novem wrote:

- A Swashbuckler Style that focuses on Ranged Weapons. There are a lot of iconic fictional Swashbuckler-style characters that you can't play because there is no ranged support, like The Green Arrow.

- A Summoner Class Archetype that doesn't have a set Eidolon, but actually actively switches between weaker Eidolons depending on current circumstances.

- A Nature-based Investigator Methodology that leverages the senses of an an animal companion or familiar along with a connection to animals and plants to solve cases.

- A Hybrid Study for Magus that focuses on conjuring weapons.

A magus hybrid study focusing on conjuring weapons would be so great!


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TheSageOfHours wrote:
Novem wrote:

- A Swashbuckler Style that focuses on Ranged Weapons. There are a lot of iconic fictional Swashbuckler-style characters that you can't play because there is no ranged support, like The Green Arrow.

- A Summoner Class Archetype that doesn't have a set Eidolon, but actually actively switches between weaker Eidolons depending on current circumstances.

- A Nature-based Investigator Methodology that leverages the senses of an an animal companion or familiar along with a connection to animals and plants to solve cases.

- A Hybrid Study for Magus that focuses on conjuring weapons.

A magus hybrid study focusing on conjuring weapons would be so great!

I KNOW RIGHT!?

I'm really sad how little support there is for weapon conjuration in 2E right now. It's one reason I'm really excited for the Psychic, since in the post-playtest analysis thread they said the iconic psychic actually uses a mind that's focused on weapon conjuring! That's so cool!


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Are there any obvious holes in the current Barbarian options? One Instinct is incredibly niche (Superstition) and one basically isn't a subclass at all (Fury), leaving us with only four real subclasses for one of the most iconic classes in the game.


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keftiu wrote:
Are there any obvious holes in the current Barbarian options? One Instinct is incredibly niche (Superstition) and one basically isn't a subclass at all (Fury), leaving us with only four real subclasses for one of the most iconic classes in the game.

The 2e Barbarian encroaches in on a lot of the Bloodrager's thematic stuff, in that by raging you actually can turn into a frog or a giant or a dragon.

So it would be nice to see the the Abyssal, Celestial, Aberrant, Elemental, Diabolic, etc. Bloodrager stuff in a Barbarian Instinct.


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PossibleCabbage wrote:
keftiu wrote:
Are there any obvious holes in the current Barbarian options? One Instinct is incredibly niche (Superstition) and one basically isn't a subclass at all (Fury), leaving us with only four real subclasses for one of the most iconic classes in the game.

The 2e Barbarian encroaches in on a lot of the Bloodrager's thematic stuff, in that by raging you actually can turn into a frog or a giant or a dragon.

So it would be nice to see the the Abyssal, Celestial, Aberrant, Elemental, Diabolic, etc. Bloodrager stuff in a Barbarian Instinct.

I'd play the hell out of an Aberrant or Fiendish Barbarian.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
keftiu wrote:
Are there any obvious holes in the current Barbarian options? One Instinct is incredibly niche (Superstition) and one basically isn't a subclass at all (Fury), leaving us with only four real subclasses for one of the most iconic classes in the game.

Gunzerker. Mostly joking. But can you imagine? Definitely would be Rare, likely not seen outside of regions like Numeria or Arcadia I feel. I'm thinking it could work with capacity and repeating weapons, being all about potential DPS by having actions that fire multple rounds, but maybe eith increased MAP. More daaka. Similar idea could be applied to a Gunslinger Way that specializes in capacity/repeating weapons.

That aside, there are many rage powers, totems, and Archetypes from 1e that would make valid Instinct options if thrown together with the right themeing. Most of the work is done where the totems are concerned.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Ganigumo wrote:

Neutral champions:

LN: The judge, edicts: respect the law, judge others impartially, punish oathbreakers.
N: The mediator, edicts: remain impartial in issues that don't involve you, seek diplomatic solutions, always offer to mediate between warring parties.
CN: The Truthseeker, edicts: Seek the truth always, spread important truths regardless of the consequences, never lie.

Hi,

If it is of any use to you, please see my Champion's Week post here

https://paizo.com/threads/rzs43l9u?Merlins-Workshop-Champions-Week

for my interpretations of neutral causes, orders and inquisitors.

Regards,

Antony


Novem wrote:
- A Summoner Class Archetype that doesn't have a set Eidolon, but actually actively switches between weaker Eidolons depending on current circumstances.

Still someone wants multiway summoner, or Ability score transmogrifier.

Novem wrote:
- A Nature-based Investigator Methodology that leverages the senses of an an animal companion or familiar along with a connection to animals and plants to solve cases.

Then a Technology-based Investigator Methodology that supports "Crafting can use Magic skill feats and technology-related skill" and "Stratagem to Location and Ready Action".

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