Help Me Create Some Homebrew Hybrid Classes-For Fun! (PF1)


Homebrew and House Rules


This is an idea I’ve wanted to do for a while; I want to create a couple of homebrew hybrid classes and potentially allow them in some campaigns in the future.

“Why hybrid classes?”

I figured making these classes as hybrid classes would be a little easier than starting from scratch. Plus I haven’t seen anyone else make homebrew classes as hybrid classes, so, why not?

“Only one of these is original!”

That’s correct; three of these are official classes, two from PF2. I wanted to incorporate those two into PF1 homebrew, and the one from PF1 I feel like would fit more as a homebrew.

“What do you want us to do?”

I’m gonna lay out the four hybrid classes I want to make and what my ideas for them mechanically would be; all I ask for everyone to spitball ideas on how it can work. I’m trying to make each one as unique as possible.

Now for the hybrid classes:

Commander
Generals by heart, the commander class is similar to skalds in that they’re battle bards, but unlike skalds, who focus entirely on whipping their allies into a frenzy and boistering themselves and their allies with magic, commanders fight not with magic, but a magic like booming voice of leadership, granting their allies special abilities while also bolstering their senses, allowing them to strike easier at a weakness and to avoid incoming attacks. Was thinking of incorporating teammwork feats heavily with this class, as well as a variation of banners that would give their teammates additional abilities in battle. At later levels, they can improve their support skills further by learning the ability to cast wands from
Parent Classes: bard x cavalier
Top Abilities: Strength/Dexterity, Wisdom

Inventor
A rare case of a martial class who’s intelligence is just as important as his physical stats, inventors are a hybrid class that can be played in two different ways: either fight from the side with your alchemical discoveries while your mechanical companion charges into battle, or join your allies with augmented armor and weapons. Invention points are the core of this hybrid class-allowing you each day to customize your armor, weapons, and companion for different encounters.
Parent Classes: alchemist x summoner
Top Abilities: Strength/Dexterity (augmentor), Intelligence (augmentor and creator)

Ninja
Now no more than a recolor of rogue, ninjas are instead a sort of antithesis or counterpart of monks-they share the monks ability to not need armor to avoid danger, as well as their near mystical usage of ki, but they hone these abilities to dash in and out of a foe’s sight, striking them with improved poisons and dirty tricks to leave the foe disoriented for the allies to strike hard and strike fast.
Parent classes: monk x rogue
Top Abilities: Dexterity, Wisdom
Note: Alignment must be nonlawful

”Scholar/Theologist”
The one original hybrid class, this is the divine spellcaster that is not tied to the gods or the world around them for their power; rather, they do extensive research into the phenomenon of divine magic, with their teachings allowing them to delve into the workings of certain aspects of divine magic (working similarly to the wizard’s school ability). Unlike a wizard or a cleric, which is stuck with a school or domains, I can see this class have more flexibility with their teaching ability.
Parent classes: cleric x wizard
Top Abilities: Intelligence
Note: Has an entirely new spell list that pulls spells between cleric & sorcerer/wizard

The only one I have no confidence is in the last one, but I would love to hear how you would all go about making these hybrid classes!


Adding in party roles for each of these homebrew hybrid classes:

Commander: Defender (Taunt/Threat), Face, Healer, Support (Area Control, Buff + Debuff)

Inventor: Blaster, Defender, Librarian, Striker

Ninja: Scout, Striker, Support (Debuff)

Theologist: Blaster, Healer, Librarian, Striker, Support, Utility Caster

I know this is probably kinda stupid but it's something I've wanted to do for a while. I only ask for help cause I'm not entirely sure how to do any of this.


have you reviewed the existing PF1 classes & archetypes to see if they fulfill your requirements/desires to a practical degree?

Variant Multiclassing gives you a method to merge two classes often cherry picking abilities.

people have listed some reworks;
Azothath's Homebrew: Fighter archetype Tribunus {Tactician}
Azothath's Homebrew: Wizard archetype Vedelys {Azlanti caster}
Azothath's Homebrew: Wizard archetype Tutelary {Pact(HHH) archetype fix}


General suggestions for starting, in no particular order
1) Decide HD
2) Decide BAB
3) Spellcasting type: none, 4-level, 6-level, 9-level, alchemy extracts, prepared/spontaneous, divine/arcane
4) These are hybrids, so which abilities/features of the parent class should they have? Or how will those features be altered?
5) What unique class features will fit the class?
6) Will there be class feature options similar to talents, discoveries, bloodlines, etc? Will these use existing examples or novel ones?
7) Assign appropriate class skills
8) What daily resources do they use? Spells/extracts, ki, panache, grit, arcane pool, limited use features (smite, channel energy, etc), some new ability?

Are there any current archetypes that are similar to what you want, but just needs a tweak to fit your goal, or have abilities that you find more fitting than the standard class features?

For example, with the commander, use Strategist or Daring General instead of regular cavalier or Ringleader instead of basic bard.

My thoughts on the theologian would be to adopt something similar to the shaman's wandering spirit, but each day they can explore a different domain. Perhaps add a favored deity (or pantheon) feature similar to the ranger's favored enemy that gives bonuses about followers or creatures associated with the deity. "Wandering domain" may be limited to those of the favored deities. Higher level may unlock some quick study ability that allows researching a new deity to have a limited form of favored deity and domain access.
A divine caster similar to an arcanist might be an interesting approach. Exploits are replaced with divine mysteries - and can unlock various cleric domain powers or spell improvements, etc.


yeah the commander is also one I'm not too confident in. I guess those archetypes work better.

As for the theologist/theologian, I'm absolutely in love with the idea of the main class feature being a divine version of the arcanist's exploits. I would personally call them doctrines. I can see a couple doctrines including the ability to select a single domain power or revelation, maybe even an ability that can grant some of the immunities that paladins get.

The daily resources that the classes get are as follows:

-Commander: Command (a fusion of bardic performance and banners)
-Inventor: Invention points (similar to evolution points from the summoner, only it can be done to either augmented armor + weapon or construction companion)
-Ninja: Ki points and ki powers (it will share a couple ki powers with the monk but many would be unique)
-Theologist: This is a bit unique, but I call it a mantra, in which each day a theologist can select a single domain and use the domain powers as if their cleric level is the same as their theologist level


Let's start with the theologist for all the basic stuff:

1) HD: d6
2) BAB: Bad
3) Spellcasting: 9 level, divine; prepare spells in the same way a wizard does, but choose spells from the cleric spell list
4) The theologist can do spontaneous casting for a cure or inflict spell like clerics; they also have a variant of arcane bond (called divine bond) but they must select a familiar
5) Unique class features include mantras (where every day while they prepare their spells per day), they select a domain/subdomain, and gain the ability/effect of said domain/subdomain for the entire day, treating their theologist level as their cleric level. They are unable to choose a subdomain if the ability the subdomain grants is given at a later level; another unique class ability is the doctrine, basically similar to an arcanist's exploits or an alchemist's discoveries, where a theologist selects a doctrine and grants power through divine studies (effects can include selecting an oracle revelation, obtaining the ability to get bonus spells from a cleric domain, channeling energy, gaining resistances and immunities to disease, poisons, negative effects, etc).
7) Skill ranks per level: 6 + Int; Class Skills: Appraise, Bluff, Craft, Diplomacy, Heal, all Knowledge skills, Linguistics, Profession, Sense Motive, Spellcraft, Use Magic Device


I have thought of a couple unique ki powers for the ninja:

-Shadow Clones: By spending 1 ki point, a ninja creates illusions around herself to thwart enemy attacks. This acts like the spell mirror image, treating the ninja’s class level as the caster level for determining how many duplicates the effect creates. A ninja must be at least level 6 before she can select this ability.

-Titan’s Bane: As long as the ninja has at least 1 ki point, she can occupy the same space as an enemy if it is at least one size category larger than her. The enemy is considered flat-footed this way. The ninja must be at least level 8 before she can select this ability.

-Ways of the Assassin: As long as the ninja has at least 1 ki point, she utilizes the study target ability of the slayer class, treating her ninja class level - 3 as her slayer level to determine the bonuses. This stacks with any level of slayer she gains from multiclassing. A ninja must be at least level 4 before she can select this ability.


More info for ninjas:

-Base Attack Bonus: +1 all across
-Fort: Bad, Ref: Good, Will: Good
-Skill Ranks per Level: 6
-Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (dungeoneering, geography, history, local, nobility), Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Survival

Abilities that ninjas get from rogues: sneak attack, uncanny dodge (?), improved uncanny dodge (?), poison use

Abilities ninjas get from monks: AC bonus, Fast Movement (but starting at level 4 or 6 instead of level 3), evasion (?), improved evasion (?), ki power

Armor proficiencies: None

Weapon proficiencies: Simple weapons, plus the weapon proficiencies the normal ninja gets


KoolKobold wrote:

-Titan’s Bane: As long as the ninja has at least 1 ki point, she can occupy the same space as an enemy if it is at least one size category larger than her. The enemy is considered flat-footed this way. The ninja must be at least level 8 before she can select this ability.

Not to discourage or anything, I am just noting my opinion that I think this Titan's Bane is very powerful.

Space Saver:
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As long as they have 1 ki point, they can enter a larger creature's space and that creature is flat-footed (I am going to guess that you intend it to only be flat-footed against the ninja, not everyone). It costs nothing but the move (even a 5-foot step). They step in, spend 1 ki point for extra attacks, and all of them get sneak attack (at least +4d6 since they're level 8).

Comparing this to other abilities that do this, it blows them away.
Vexing Dodger requires a Climb check, then it just gives the target a penalty to attack equal to sneak attack dice (about –4 at 8th level).
Underfoot Combat still gives an AoO, and just grants a +2 shield bonus and a +2 to hit that creature and it requires Dodge and the swarming trait.
Mouser is likely the best. It give the larger creature a –4 to attacks against creatures not in its space, and it allows the mouser to consider the creature to be flanked, but it still requires them to have an ally adjacent to both them and the larger creature. Also, it requires the larger creature to attack and miss in melee combat to trigger it, then requires an immediate action and 1 panache point.

Titan's Bane just seems too easy. Keep 1 ki point, step in, and it's flat-footed. No Dex, so easier to hit, and all sneak attack. Plus, while I know names aren't 'official' or 'crunch', but I hardly consider a Large creature a titan for descriptive purposes. That's like, a horse. Even that gripe aside, it's incredibly common to face Large creatures, but that's assuming a Medium creature. A Small creature can do this to 'normal' people and humanoids. I would like to see there be a cost, even 1 ki point, or require a CMB check against the creature's CMD, or have it restricted to Huge or larger (and at least one size bigger than the user), or at least two sizes bigger (with no minimum size).
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Again, only my opinion. I am still enjoying reading your ideas.


This is why I post my ideas to make sure I balance it out.

I’ll absolutely rework Titan’s Bane to be like the Mouser ability.


I got a brief description for the theologist's 1st level abilities:

Orisons: As normal for divine spellcasters

Spontaneous casting: As normal for divine spellcasters

Divine mantra: While the theologist begins their day preparing their spells, they select one domain; they gain the domain abilities of said domain (or subdomain, if they are at an appropriate level for the subdomain ability). They do not need to worship a deity with said domain to gain the benefits of a domain in this way, but they cannot select an alignment domain/subdomain if they are on the opposite side of the alignment chart (for example, a theologist who worships Abadar can select the Luck or Magic domain and their subdomains, but the theologist cannot select the Chaos domain and its subdomains). At a later level, a theologist can select two domains instead of one.

Doctrine: Similar to an arcanist exploit, doctrines are selected at every odd level, which grants the theologist various abilities, including abilities that mirror class abilities from other divine classes (for example, they can do channel energy, select an oracle mystery, gain bonuses on saving throws against disease/poison/energy drain, etc)

What do you think?


Capstone ability for theologist:

Archdeacon's Ascension: At 20th level, a theologist becomes a living monument of divine knowledge.

1) While he selects his daily domains, he can cast a number of bonus spells from the domain equal to his Intelligence modifier as a spell-like ability.

2) The theologist becomes immune to aging effects (though still keeps the ability penalties for middle aged/old/venerable), ability drain and negative level drain.

3) A third option that I can't think of.


Okay, I think I wanna turn it into 3pp material, but I need some serious help with that as I’ve never made 3pp material before.


Doctrine ideas:

Paladin’s Spirit: Select one of the following: charm spells & spell like abilities, compulsion spells and spell like abilities, diseases (including magical), or fear effects. You gain a +2 bonus on saves to overcome such effects. Special: You can select this doctrine more than once; if you do you must select a different bonus.

Greater Paladin’s Spirit: Whatever you selected for paladin’s spirit doctrine, the bonus increases to +4.

Channel Energy: As the name suggests, the theologist can utilize the channel energy class feature, treating his theologist level as his cleric level.

Revelation: Select one oracle revelation; you can use that revelation, treating your theologist level as your oracle level. You must meet the level prerequisites to select the appropriate revelation.

Friend of Nature: You gain the wild empathy class feature, treating your theologist level as your druid level.

Nethys’s Teaching: Select one spell from the sorcerer/wizard spell list; you can learn that spell as if it was in your spell list. You must select a spell whose level is 1 lower than your max spell level (for instance, if you select this at level 7, you can only choose a 3rd level spell or lower from the sorcerer/wizard spell list). You must be at least level 4 to select this doctrine. Special: You can select this doctrine more than once.

These are just rough examples that can be tweaked, but other doctrines could include giving an ally a variant of smite evil/smite good, casting a summon monster/nature’s ally spell as a spell-like ability, etc.


some more god related doctrines:

Gorum's Battlecry: Once per day, you can emit a war cry that rallies your allies. For a number of rounds equal to half your class level + your Intelligence modifier, your allies gain a +2 bonus on attack and damage rolls. This bonus increases to +4 at level 8.

Shelyn's Creativity: You gain the bardic performance ability. You treat your theologist level as your bard level in order to determine the effects of your bardic performance.

Shelyn's Teaching: Same as Nethys's Teaching, only instead of the sorcerer/wizard spell list, you can select a spell from the bard spell list.


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Wings of Desna (Monarch's Wings): As swift action, you grow beautiful butterfly wings for one round that allow you to leap or fly as a move action. The maximum distance per round is equal to your base speed, even using a second move action. As a free action at the beginning of your flight or at the end, you may sweep the wings forward and create a swarm of magical butterflies and stardust in a 15-foot cone that functions as glitterdust (DC 10 + 1/2 class level + Cha modifier). You must fly or leap at least 10 feet to use this ability (or at least intended to, in case your movement gets interrupted) and it can be used a number of times per day equal to half your class level + Charisma modifier. Uses can be combined to fly longer distances or maintain altitude.

Sovereign Court

I think Inventor might be better off as an Occultist | Alchemist rather than Summoner.

You kinda have the Mental Focus aspect in the Pool concept, but with the Occultist bent you are infusing Bombs, Weapons, Armor and Constructs for your 'implements'. It also gives a template for how to do things mechanically.

No Implement Schools, but lets say only those 4 categories to put points in. Start with 2, get the 3rd at 6th, and the 4th at 14. Some other class feature related to the categories at 10 and 18. Something like Shift Focus from 15 minutes of tinkering, etc. Maybe 18 is select a 2nd spell known for each level for all four categories.

Gain "Inventor Powers" from lists associated with what categories you have, say on odd levels. "Resonant bonuses" only apply to the Inventor (ie can't hand it off like Occulists can). There are some dead levels (4, 8, 12, 16, 20), but I am sure we can think of little extras to pop in. Say, 4th you gain Skill Focus in all craft/knowledge skills reasonably related to your categories (ie weapons and Nobility for Weapons, armor and History for Armor, construct and Arcana for Constructs, alchemy and Engineering for Bombs). Or leave some as dead levels for balance.

Baseline, say 4+Int skills(mixed between Occultist and Alchemist), D8 HD, 3/4 BAB, Good R/W, Occultist Casting (but limited to those 4 categories, instead of 7 and Construct Spells only apply to your Companion*). Simple Weapons, Light/Medium Armor. Inventor Pool is Level +Int. Stuff that applies to Mental Focus/Implement Powers/Bombs (ie, extra mental focus feat, extra power feat, extra bombs, mental focus armor enchant, elf Occultist FCB, gnome Alchemist FCB, etc) also apply to Inventors abilities when reasonable.

All obviously subject to change.

Constructs would be your Companion feature, but very stripped down if you don't put Invention Points into it.

Construct Specifics:
Say, normal animal companion but considered - Int and Con, so no feats or skills and no special abilities (link, share spells, etc). Ie, just HD/BAB/F/R/W. Construct, so gains bonus HP based on size instead of Con, no good saves, full BAB, darkvision, low-light, construct traits, etc. Then the "Resonant" effect adds extra features like Divination School does for Occultist. Ie, if 3 points (and 3rd level) gains Share Spells(beyond just the construct spell list, and can cast construct spells on yourself), 6 points(and 5th level) gains Evasion, 9 points(and 7th level) gain Devotion*, 12 points (and 13th level) gain Multiattack, 15 points (and 19th level) gain Improved Evasion.

*Devotion is a bonus to enchantment spells/etc, and it's immune to mind-affecting, so lets just say +1/5 levels to all saves (so just slightly worse than all good saves).

Have 3 baseline "inventor companion" entries, Small (gets to use BAB in place of some rogue-like skills, single natural attack but also has improved feint, 7th-level advancement add +1/4 d6 sneak attack and greater feint), Medium (all simple/martial/shields proficiency, 2 slams, advancement has actual hands so can assist crafting/etc using BAB as skill ranks), and Hexapod (medium, but can be a mount for medium, 3 secondary natural attacks(ie Docile), advancement to Large size). Limited amount of Hardness or DR/- (to not break things), say +1 per 2 levels (max 10). Probably needs adjustment and scaling slower early and more at higher levels. Maybe +1 at 4, and doubled at 8/12/16/20 to 16 at 20?

Baseline Invention Power: spend 1 focus to heal it 1d10+level, increasing by +1d10 at 5th and every 5 levels. Invention Powers for Construct being things that originate from the Construct or special abilities the "construct" has. Inventor Powers are a Mix of Passives like extra natural attacks or a combat feat, and Spenders like "Overcharge" to give it bonus movement or melee damage, or a Grappling Hook/Pull monster ability.

Construct Spell List would be spells that only buff the construct (see shared spells).


Bombs Category is where we stuff the Alchemist bomb stuff. Unlike the other categories, the Baseline Power is the only one that directly uses Focus.
Bomb Specifics:
Baseline power is basically Alchemist Bomb, but costing an Inventor Point instead of Level+Int/day and must be tied to a weapon attack like Alchemical Ordinance from Gunchemist. Electric Damage baseline, and can be triggered with any weapon you are proficient in. Splashes, but Resonant can select out 1 target per 2 points. Scatter when you miss with ranged, fizzles when you miss in melee.

IE, you hit things with a hammer, and it also explodes like a bomb. Or you shoot a bomb at someone with a crossbow. No conductive enchant because it's not its own melee/ranged attack.

Inventor Powers can be a select amount of Bomb related things like Throw Anything(ie, Int to damage) and some bomb discoveries. A few to change damage type and add a status effect, and Explosive Bomb for radius. Say a power that increases the cost of Bomb by a point, but that single attack is VS touch instead of Regular AC.

Bomb Spell List is bomb/bomber related Alchemist extracts, and probably a few other things like Full Pouch.


Weapons Category is stuff that buffs your weapons, but not weapon enhancements like Legacy Weapon/Bane.
Weapons Specifics:
Baseline power is a similar to a Archaeologist's Luck, but instead of 4+Cha, it's limited by Inventor Focus and only applies to Weapon Attack and Damage rolls and scales at 1 +1/4 levels round down (ie functional BAB catchup with slight damage bonus).

Resonant bonus increases duration of Weapon Powers by 1 round per 4 points (including the baseline power).

Change-Out like power from Gun Scavenger, but applies to any Simple/Martial weapon and grants Proficiency in that weapon. Basically gives the weapon an applicable different feature: ranged: scatter 30'(but reduced damage modifiers), +10' increment, decrease reload step, capacity; melee weapons: blocking, brace, disarm, grapple, nonlethal, performance, trip, etc. However, it now has an increasing Misfire like firearms (+1/attack starting at 1). Spend a point as a swift to ignore Misfire/broken for a round (increased by resonance).

An Inventor Power to apply your Archaeologist's Luck to Allies at increased focus cost. Sticky Poison at focus cost to use (and Poison Use passively) but must be used within a minute (+resonant bonus). Gain a Combat Feat at 1/2/3 focus cost depending on if you take a standard/move/free action for 1 round (increased by resonant).

Weapons spell list is things that enhance weapons: bless weapon, magic weapon, long arm, etc.


Armor Category is armor related stuff.
Armor Specifics:
Resonant say, +1 AC/-1 ACP every 4 points for your armor, and can go positive on the ACP side (ie, it actually helps the skills instead of hindering).

Baseline Power: Thunderclap, minor damage in burst but enemies take a scaling penalty to hit anyone besides you. Say, -1/4 levels(min 1) just like the resonant.

Inventor Powers: Bonus AC to replicating wearing heavy armor without having to change armor types day by day, Armor counts as Light/Medium/Heavy at the same time for being enchanted (there are some that are category locked). Wings (1 minute/focus), Mutagen (but flavored as overcharging armor, minute/focus), Preserve Organs/Mummification (lasts all day but spend 2 points for each tier of =preserve organs and 4 for mummification, only applies when in the armor), Breathe Underwater at 1 focus/minute/level.

Armor Spell List: things that buff armor/ac/survivability or are debuff/bursts to focus enemies on yourself. So like: Shield, Magic Vestments, Defending Bone, Compel Hostility and Blistering Invective, etc.


I kinda like that a lot for the Inventor; my reason for why I chose summoner was to have the Inventor have a pool of invention points to put into his armor/bombs/constructs/weapons. But your suggestion definitely makes it more streamlined.


I'd ask for work on a bard/rogue hybrid class but that's just the Archeologist Bard archetype lol. Or how I explain it to my players "A bard who can't bard so they can be a rogue that can't rogue" (No bardic performance or sneak attack)


My real response though for a hybrid class would be I'd love to see stuff with the occult classes, because they just have so much raw funk and fun with them.

Tempest
Fighter/Kineticist hybrid
- full BAB/D10
- change tie from Con to Str/Dex
- reduced wild talents (equivalent to 4th level casters)
- slightly reduced blast damage (every 3 levels increase vs every other)
- bonus feats from a list tied to blasts or combat feats, possibly a way to take some of the combat focused wild talents and infusions in place of feats (kinetic blade, ect)
- same maximum burn but no ability to reduce it with charging

Gonna brainstorm some more. Gotta be something fun to do with the mesmerist


Aeolus Wind King wrote:
I'd ask for work on a bard/rogue hybrid class but that's just the Archeologist Bard archetype lol. Or how I explain it to my players "A bard who can't bard so they can be a rogue that can't rogue" (No bardic performance or sneak attack)

…I could actually cook with a trickster class that combines magic and support of bard with debilitating attacks of a rogue (could be like a magus counterpart)


KoolKobold wrote:
Aeolus Wind King wrote:
I'd ask for work on a bard/rogue hybrid class but that's just the Archeologist Bard archetype lol. Or how I explain it to my players "A bard who can't bard so they can be a rogue that can't rogue" (No bardic performance or sneak attack)
…I could actually cook with a trickster class that combines magic and support of bard with debilitating attacks of a rogue (could be like a magus counterpart)

I could see that. But I was 1000% serious on the Archeologist Bard archetype. It is as good of a hybrid as I think we can get. Paizo seems like they were always hesitant about giving sneak attack damage to a casting class in general.

Archeologist Bard gets
- full spell progression
- rogue talents
- all the skills ever
- archeologists luck to replace bardic performance
- keeps bardic knowledge

That's just everything outside of performance and sneak attack. It's all the class features of both. I actually think it cuts less than a normal hybrid class does.


I tried an archaeologist bard and I struggled hard playing one

As for the tempest, I like that, but I hesitate to make it because I am still to this day lost on occult classes.


KoolKobold wrote:

I tried an archaeologist bard and I struggled hard playing one

As for the tempest, I like that, but I hesitate to make it because I am still to this day lost on occult classes.

Occult classes are dumb easy.

Ignore that Psychic (Its the one that requires you include a bunch of other mechanics) and treat the rest like you would a pile of normal casters. Only real big difference is that instead of verbal and somatic components (E.g silence spell/tying hands will wreck those casters), they have emotion and though components (E.g instead shaken/similar conditions wreck these new casters)

Thats honestly the biggest difference. You don't need to include the occult skill unlocks, or the psychic duels (Terrible mechanic), or any of that other fluff. You just get a pile of new classes to add in.

- Kineticist: Its just a bender from avatar. Like thats it. Unless you go aether kineticist, in which case you just have the force, thats it.

- Occultist: Another class that basically gives the DM a free way to include weird items in the campaign. They cast through historical or personally important or mythical items. Skull of a dead king, dagger that killed their mother, you know the real easy juicy lore and backstory stuff for a DM. At higher levels you can do the bit from Supernatural and summon an outsider in a magic circle to ask it questions.

- Mesmerist: Have you seen naruto? Would you like a Sharingan? Well do I have good news for you! Thats it, thats the whole class. Lock eyes with things, cast definitely not ninjustu on them, do other eye based shenanigans.

- Medium: Channel dead folks through you to do cool stuff. Use spirits you can channel like a weird toolbox of "Guy who possesses me so I can climb walls and shit". But watch out! They can try and fully take control! Its like a skills based version of an intelligent weapon built straight into a class. Loads of fun.

- Psychic: Don't play these. They are full casters for psychic spells. The list is horribly unbalanced in multiple ways. They have bonuses to psychic battles, an entirely separate system other players who aren't occult casters can't take part in. Its terrible. Don't play them.

- Spiritualist: Don't play this one. They just tried, like they have 17 times, to revamp the summoner, but badly. If you specifically want to be a summoner with a ghost? Sure I guess.


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Abadar's Golden Fist: As a swift action, you turn one (and only one) of your hands into a golden fist. It is a natural attack (slam) and counts as lawful and magic (and gold). It deals Strength and a half damage if it's the only natural attack possessed and Charisma can be used in place of Strength for attack and damage. It gains a +1 enhancement bonus for every three class levels. The fist cannot wield or hold objects or perform tasks that a closed fist couldn't perform. Objects held in the hand are either crushed or dropped when the golden fist forms.

It can illuminate as a light spell at will and counts as a light effect of one-third class level for overcoming darkness effects. Disarm and steal attempts are at a +2 avarice bonus. It functions as a holy symbol of law when presented and does not hinder somatic components despite being a closed fist, though such spells still count as having somatic components for spell failure checks or other effects and certain somatic tasks involving manipulating things, like drawing a magic circle, can be hindered at GM's call.

If 50 gp is sacrificed to Abadar when activated or during the duration as a swift action (it just vanishes from possession), the fist can also bypass silver, mithril, adamantine, or other special metal for damage reduction purposes (not bypassing hardness). This can be done multiple times, a different metal chosen each time. 50 gp can also be sacrificed to allow the fist to function as a normal hand for the duration.

This ability can be used for one minute per level each day and need not be continuous but must be in one minute increments. It can be dismissed early.


Pizza Lord wrote:
Abadar's Golden Fist: As a swift action, you turn one (and only one) of your hands into a golden fist. ...

Addendum: 'It otherwise feels and is affected as a normal hand (touching acid, contact poison, or fire and being damaged). As a natural weapon, the fist cannot be sundered or disarmed, but if it would be destroyed, such as a rust monster's ability or effect that warps or melts metal, the golden fist effect ends and one minute of duration is lost. It can be reformed on the next round.'

Feel free to add additional powers and abilities as microtransactions for the fist. Abadar approves.


More God-related doctines:
River of Souls (Pharasma): Once per day, as a standard action you create a manifestation of the River of Souls. Starting in an adjacent square, you unleash a cascade of spiritual energy that resembles souls flowing into the after life. It is a shapeable (S) five foot wide effect that extends ten feet per class level. You designate the path, which must be contiguous and the river can make a 45° turn every five feet. It is not affected by gravity and can rise or lower itself at that angle or extend straight off a cliff or from a hilltop. It is stopped by physical barriers that would stop line of effect, though the user can direct it around such barriers. The distance may be halved and the effect widened to ten feet, but the river can only turn (or rise or lower) at 45° after ten feet of movement.

Any undead creatures in its path takes 1d6 positive energy damage per class level and are restricted to a single action on their next turn. A Will save (DC 10 + 1/2 class level + Cha mod) halves the damage and negates the loss of action. Non-intelligent undead receive no save and it affects incorporeal and ethereal undead as well.

Additionally, if an undead creature (including non-intelligent undead) would be reduced to 0 hit points by this effect, it is destroyed despite effects that might bring it back unless it makes a Will save (same DC as above). This includes a bloody skeleton's deathless ability, a lich or ghost's rejuvenation, or a vampire's gaseous form at 0 hit points.

Note that the River of Souls (or at least this ability) is not an actual river of water, it does not extinguish flames or cause additional damage to vampires for flowing water.


Pizza Lord wrote:

More God-related doctines:

River of Souls (Pharasma): Once per day, as a standard action you create a manifestation of the River of Souls. Starting in an adjacent square, you unleash a cascade of spiritual energy that resembles souls flowing into the after life. It is a shapeable (S) five foot wide effect that extends ten feet per class level. You designate the path, which must be contiguous and the river can make a 45° turn every five feet. It is not affected by gravity and can rise or lower itself at that angle or extend straight off a cliff or from a hilltop. It is stopped by physical barriers that would stop line of effect, though the user can direct it around such barriers. The distance may be halved and the effect widened to ten feet, but the river can only turn (or rise or lower) at 45° after ten feet of movement.

Any undead creatures in its path takes 1d6 positive energy damage per class level and are restricted to a single action on their next turn. A Will save (DC 10 + 1/2 class level + Cha mod) halves the damage and negates the loss of action. Non-intelligent undead receive no save and it affects incorporeal and ethereal undead as well.

Additionally, if an undead creature (including non-intelligent undead) would be reduced to 0 hit points by this effect, it is destroyed despite effects that might bring it back unless it makes a Will save (same DC as above). This includes a bloody skeleton's deathless ability, a lich or ghost's rejuvenation, or a vampire's gaseous form at 0 hit points.

Note that the River of Souls (or at least this ability) is not an actual river of water, it does not extinguish flames or cause additional damage to vampires for flowing water.

I absolutely love the ideas you’re cooking for doctrines! Later this week I’m gonna compile a doctrine list


KoolKobold wrote:
I absolutely love the ideas you’re cooking for doctrines! Later this week I’m gonna compile a doctrine list

Thank you, very nice of you to let people riff and make up crazy things.

Pizza Lord wrote:
River of Souls (Pharasma): ...

Addendum: A creature is only affected once, even if the river's path curves or passes through its space multiple times.

Sorry, some things I don't think of until well past editing time. Just in case someone ever does use this and needs to know the intent, obviously they can make it do whatever they want in their game.

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