Final Fantasy d20 Forums
Archetypes (feel free to take what you like, Vil) - Printable Version

+- Final Fantasy d20 Forums (https://forums.finalfantasyd20.com)
+-- Forum: Final Fantasy d20 Forums (https://forums.finalfantasyd20.com/forumdisplay.php?fid=3)
+--- Forum: Community Creations (https://forums.finalfantasyd20.com/forumdisplay.php?fid=6)
+---- Forum: Unsorted (https://forums.finalfantasyd20.com/forumdisplay.php?fid=72)
+---- Thread: Archetypes (feel free to take what you like, Vil) (/showthread.php?tid=276)



Archetypes (feel free to take what you like, Vil) - dairius_chi - 07-25-2014

So I was looking over some Archetypes and while they all do something unique and interesting I decided that we could go a step further- Archetype-specific abilities, such as Rage Powers, Mageries, Discoveries, and the like. Let me know what you all think.

Archer:
Only abilities you can pick and choose are the Hunter Tricks and both archetypes replace those so... skipping this one.

Bard:
Dragon Herald Auras-
Minor: Shared Coat of Arms: Allies gain Elemental Resistance against the Herald's Patron Dragon's element equal to the Minor Aura's bonus.
Major: Dragons' Might: Allies gain a bonus to their effective Caster Level when using Spells and Spell-Like abilities. Special: Skald Shouts that deal damage add a number of dice equal to the Major Aura's bonus.

Prankster Auras-
Minor: Art of Tomfoolery: Allies gain a bonus on Steal, Dirty Trick, and Reposition Combat Maneuver checks.
Major: Motivate Elusiveness: Attacks made against the Bard's Allies suffer a miss chance of 5% × the amount of bonus the aura provides.

Beastmaster:
I actually felt like the Archetypes for this class were all pretty thorough in making most aspects of their use unique. At most I considered a Rage Power allowing the Beastmaster to use a single prohibited skill whilst raging, able to take it multiple times.

Black Mage:
Arcane Bomber-
Mage Talent: Chemist Discovery that directly affectst heir bombs, nuff said.

Arcanist-
Mage Talent: Additional use of Primal Magic/day (possibly able to take it more than once)

Sorceror- Already pretty powerful... but I had an idea for it.
Mage Talent: Additional use of Metamagic Adept per day.

Blue Mage:
Gun Mage Archetype replaces both Blue Mageries and Azure Physical training, so not much to do here :p

Chemist:
Apothecary-
Discovery: Too much of a good thing; Allows a use of Field Medicine to be used as a touch attack to deal an amount of damage it would normally heal, plud the Apothecary's Intelligence modifier.

Grenadier- Can't think of anything for it at the moment.

Plague Bringer-
Discovery: Corrosive Blood: When under the effects of a Plague Vial, creatures who are affected by the Plague also take 1d6 acid damage per round.
Discovery: Living Hive: When under the effects of a Plague Vial, the Plague Bearer can immediately end its effects to summon a 'plague swarm' for a duration of 1 round per Chemist level. Requires minimum Chemist level 10.

Plague Swarm:
HP: Half the Chemist's when summoned
AC: 18 (+4 Size, +4 Dex)
Size: Diminutive Swarm, 10ft x 10ft area
Speed: 30ft Fly(good)
Saves: Same base as the Chemist, treated as Wis and Con modifiers of +0
Attacks: 1d6 + 1d6 per five Chemist levels, plus Plague Vial's disease
Special: Casters in the Plague Swarm's area must make concentration checks DC 10 + 1/2 Chemist level + Chemist's Int modifier to cast any spells or perform any songs.
Special: Immune to any spells that target a single creature, takes +50% damage from AoE effects, immune to weapon attacks.
Special: The Plague Bearer that summoned a Plague Swarm is immune to its attacks.

Chocobo Knight:
Nothing to choose from ability-wise, so skipping this one.

Dark Knight:
Couldn't think up much for this, Fell Knight replaced Dark Sword Techs which was the only 'variable' ability of the class and Death Knight didn't inspire much in me.

Dragoon:
Love the class, but no 'variable' abilities to make unique for the Archetypes.

Engineer:
Bombardier- Already covered with options to pick up Chemist Discoveries.

Machinist-
Engineer Trick: Hypocritical Loophole: Allows the Engineer to 'enchant' items they make, but all bonuses and effects are treated as (Ex). This process takes 50% longer than crafting a magic item, and save DCs of Wondrous items created in such a way are 2 lower than normal.
Engineer Trick: Shared Hatred: When the Machinist makes use of her Shield of Logic ability, her Automaton and Support Droid both gain the benefits as well.

Magitek Operator-
Engineer Trick: Tek Missile: The Magitek Armor is outfitted with the ability to make Tek Missiles (as on standard Magitek), this can be used 3 times per day, plus an additonal time for every 3 class levels beyond 8th. Minimum Engineer level 8.
Engineer Trick: Force Field: The Magitek Armor's temporary Hit Points are increased by an amount equal to 2 X the Engineer's class level.
Engineer Trick: Jet Boosters: Once per minute the Magitek Armor can move at 10 times its normal speed. Even when not using this ability it has the option of hovering approximately 5 inches off the ground, as if under the effects of the Float spell. The Magitek can hover over liquid surfaces, but must end its turn above solid ground or risk sinking.

Make Weapon Specialist-
Engineer Trick: Adaptable Weapon: The Engineer can choose a weapon, if their Mako Weapon was ranged they may choose melee, if it was melee they choose ranged. As a move action costing 1 charge they may shift to their secondary form. This lasts for 1 minute per class level, and any current feats gained through the Mako Weapon ability are cancelled when doing so.
Engineer Trick: Magitek Converter: The Engineer's ranged Mako Weapon now has the ability to create its own ammunition from scrap metal and trash, essentially giving it infinite ammunition. Weapons must still be 'reloaded' as a move action, crossbows and bows are treated as having a clip of 5, while guns use their standard amount.

Warmech-
Engineer Trick: Hardened Shields: The Warmech can apply any Damage Reduction it's gained through class levels to their Force Field. Minimum Engineer level 8.
Engineer Trick: Engineer, love thyself: When using the Repair ability on himself, the Warmech increases the amount of damage repaired by 1 per die. Minimum Engineer level 4. This abiliy can be taken more than once, each additional time increases the minimum level by 4 (8th for 2, 12th for 3, etc...)

Geomancer, Gunner, Holy Knight: Unfamiliar with Geomancer, and Gunner/Holy Knight suffer from the reappearing issue of either having no real options on abilities or not needing any more help.

Fighter: Honestly, it already has a lot of available options... so just doing a couple
SOLDIER-
Fighter Talent: Massive Weaponry: The SOLDIER can spend 24 hours and 50 gil per class level to make any weapon into a Massive version of itself. For Light weapons this changes them to two-handed and increases their damage by 3 size categories. One-Handed weapons have their damage increased by 2 size categories and are now two-handed. Two-handed weapons have their damage increase by 1 size category. The SOLDIER takes a -2 penalty when wielding them as if using an improperly sized weapon, and any other creature of the same size cannot use such a weapon reliably, requiring Monkey Grip or some similar ability. Special: Buster Swords are affected in unique way, instead of increasing damage they are now treates as if having the Reach quality, but may still be used on adjacent opponents.
Fighter Talent: Tech Focus: The SOLDIER gains a +2 bonus on attack rolls when using any SOLDIER techs.
Fighter Talent: Tech Specialization: The SOLDIER gains a +4 bonus on weapon damage when using any SOLDIER techs.

Illusionist: Potentially one of the strongest classes in the system, gonna leave it as is because I cannot improve upon much of this :p

Knight, Medic: Couldn't think of much- sorry guys :p

Monk:
Really think the 'Master of Many Styles' Archetype from PF Monk should be converted, though instead of gettign Style Feats in place of Monk Bonus Feats, replace the Martial Arts Style Masteries.

Necromancer: Only variable ability was technically Bone Minions, and Necrotic Healer replaces those. I was thinking of a couple special subcategory Minions though... like a Charger Skeletal Warrior, or a Sniper Skeletal Archer...

Red Mage: Favorite class, first one that sparked this idea so here we go...
Elemental Knight- Already has plenty of unique Arcana which is awesome.
Red Magery: Potent Assault: Increases the bonus damage from Elemental Assault by 1d6
Red Magery: Potent Assault*: Applies the Red Mage's Ruby Knowledge to the bonus damage of Elemental Assault, can only be taken once.
Red Magery: Extended Assault: Every round spent of Elemental Assault can last two, this doesn't affect how many rounds it costs to regain Arcane Points, can only be taken once.

*Both ideas for the same Magery, shouldn't have both so whichever looks better I guess.

Sage- Least favorite Archetype of Red Mage, but I still had some respect for it.
Red magery: Efficient Scholar: Reduces the number of Arcane Points to use the Ruby Scholar abilities by 1, to a minimum of 1.
Ruby Arcana: White Proficiency: All White Mage spells gained through Ruby Scholar are added to the Sage's Spell List and can be cast as normal. Minimum Red Mage level 12th. Cannot be taken with Black Proficiency.
Ruby Arcana: Black Proficiency: All Black Mage spells gained through Ruby Scholar are added to the Sage's Spell List and can be cast as normal. Minimum Red Mage level 12th. Cannot be taken with White Proficiency,

Spellblade- Already has a few unique Arcana, so just Mageries for this one.
Red Magery: Swift Force Blade: When full-attacking with the Force Blade the Spellblade is treated as having Improved Two-Weapon Fighting. Requires +6 BAB.
Special: Can be taken a second time to treat as if having Greater Two-Weapon Fighting, requires +11 BAB.
Red Magery: Potent Force Blade: The Spellblade applies their full Str mod to the off-hand Force Blade attacks.
Special: Can be taken a second time, reducing any penalties for fighting with two weapons by 2 when using a Force Blade.

Spell Dancer-
Red Magery: Lasting Spell Dance: By spending an additonal Arcane Point a Spell Dance now lasts 1 minute per Red Mage level. At 5th level the Blur, Fly, and Haste effects now last 2 rounds. At 9th level the Hop ability has its range increased by half. At 13th level the Freedom of Movement effect now lasts 2d4 rounds.
Special: Can be taken a second time, allowing the Blur, Haste, Fly, Hop, and Freedom of Movement abilities to be used twice per Spell Dance.

Generalist- Made this Archetype, so of course I had ideas for it :p
Red Magery: Give Some to Get Some: When using Power or Speed and Magic Mastery, the Generalist can increase the penalties and bonuses by 1 each.
Red Magery: More for Your Buck: When using Healing Mastery or Aspect of the Ruby, the durations are increased by 2 rounds each.

Ruby Arcana: Paragon of the Ruby: Once per day when using the Aspect of the Ruby ability, the Generalist can spend MP equal to half their class level. The bonuses the ability gives are affected appropriately. Minimum Red Mage level 9th

Summoner: No real variable abilities, all I could think of are unqiue summons but eh... not my strong suit.

Thief: Oh god, so many Archetypes! Why did I tell myself I'd do this?!
Assassin-
Thief Talent: Strike Them Deep(giggity): When making a Death Attack the Assassin can lower the number of Sneak Attack die to increase the save DC by 1 per two die sacrificed.
Advanced Thief Talent: Strike Them Deeper: The bonus to Death Attack save DC now equals the number of Sneak Attack die sacrificed. Requires Strike Them Deep.

Cat Burglar-
Thief Talent: Expanded Phantom Presence: The Cat Burglar can choose an additional Environment(see Favored Terrains) for Phantom Presence to take efffect in. May be taken multiple times.
Advanced Thief Talent: Trap Savvy: When a Cat Burglar successfully disarms a trap they become familiar with the craftsmanship, and gain a +4 bonus on Perception and Disable Device checks against any traps made by the same person or installed in the same building for the next hour. If the Cat Burglar disarms another Trap made by the same person or in the same building, the duration refreshes.

Deadly Courtesan-
Thief Talent: Extra Performance: May take Extra Performance as a bonus feat. This can be taken more than once.
Thief Talent: Minor Song: The Thief gains an MP pool of 1 with bonus based on their Charisma, as well as learning a single 1st level Bard Song. Performing this song functions the same way it would for a Bard, though they have the option of rolling a class level check + cha mod in place of a Perform check.
Thief Talent: Major Song: The Thief gains 3 more MP and a single 2nd level Bard Song they can now perform.
Tief Talent: Expanded Songs: The THief can learn a single Bard Song of a level they can perform.
Advanced Thief Talent: Expert Song: The Thief gains 5 more MP and a single 3rd level Bard Song they can nor perform.
Advanced Thief Talent: Versatile Songs: The Bard can expend rounds of their Bardic Performance when using a Bard Song, each round spent can substitute for 1 MP as long as they actually spend at least 1 MP on it.

*Note, for the Bard Song abilities they must have the requisite Charisma to use a Song of the appropriate level, so 12 for 2nd, 13 for 3rd etc... They do not suffer Arcane Failure as long as they're wearing Cloth or Leather Armor.

Eldritch Raider- Already covered.

Filcher, Saboteur- Can't think of anything.

Skulking Slayer-
Thief Talent: Daunting Presence: The Skulking Slayer may take Intimidating Prowess as a bonus feat.

Street Magician- Already covered.

Swordmaster- Interesting concept, only just now read it over.
Thief Talent: Expanded Trance: The Swordmaster gains a single Style feat of the Crane or Dragon Style, they do not require Improved Unarmed Strike and count as a Monk of their Thief level. This feat is only usable while under a Crane or Dragon Trance. This ability can be taken more than once.
Thief Talent: Extra Trance: The Swordmaster can use their Trance for 6 additional rounds per day.
Thief Talent: Swift Trance: The Swordmaster can now enter a Trance as a standard action.
Advanced Thief Talent: Trance Mastery: The Swordmaster can now enter a Trance as a move action and may benefit from any two stances at the same time. Requires Swift Trance.

Trickster-
Thief Talent: Intuitive Charm: WHen using the Charm ability the Thief uses Intelligence to determine the save DC rather than Charisma.
Advanced Thief Talent: Dominate: When using Charm the Trickster can instead recreate a Dominate effect, lasting 1 round per class level.

Time Mage: Very new, can't think of much to do for Chronotrigger.

White Mage:
Forgemaster- Already pretty well covered.

Netherseer- Can't think of anything.

Templar- Replaces Mageries and Mage Talents.


RE: Archetypes (feel free to take what you like, Vil) - TheFrozenMoogle - 07-25-2014

As a Plague Bringer player, I really love corrosive blood. A grand idea to make a sort of weak debuff class, into a nice DoT Debuff focused machine. Keep up the ideas?


RE: Archetypes (feel free to take what you like, Vil) - dairius_chi - 07-25-2014

At the moment I didn't have much else I could think to add, but thanks for the interest. Right now I'm mostly waiting to see if any come off as too weak to bother using or too strong to be considered balanced...

Homebrewing is not my strong suit, I just got an idea last night and decided 'Well, not like I was going to be getting sleep anytime soon anyways'


RE: Archetypes (feel free to take what you like, Vil) - Luphey - 07-25-2014

(07-25-2014, 02:45 PM)dairius_chi Wrote: Homebrewing is not my strong suit, I just got an idea last night and decided 'Well, not like I was going to be getting sleep anytime soon anyways'
That exactly how my Onion Knight class came into existence ha ha. Inspiration strikes at the worst times.


RE: Archetypes (feel free to take what you like, Vil) - Viladin - 07-25-2014

You really like making me work, Dai. :|


RE: Archetypes (feel free to take what you like, Vil) - dairius_chi - 07-25-2014

It's because I love :p

Does that mean you liked some of them?