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Archetypes
#21
I know I haven't said it, but I appreciate all the help you guys have spent your time. Sorry I haven't updated in awhile. I lost a good friend to a heart attack, he left behind two children and a wife. Just still numb to lost. I'll be soon getting back into the swing of things.
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#22
Sorry to hear that. Take your time; I'm just making these because I enjoy creating things.
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#23
Nihilarian took the words right out of my mouth. I know how much losing someone close hurts. Take all the time you need, we'll still be here when you get back.
If history is to change, let it change. If the world is to be destroyed, so be it. If my fate is to die, I must simply laugh.
- Magus, Chrono Trigger
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#24
I'm sorry to hear that, Viladin. I know it has already been said, but take the time you need.
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#25
Added Red Mage archetype (Sage). Bit bare at the moment, planning on cutting all the armored mage abilities once I figure out the abilities I want for them.
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#26
Altered the Gun Mage archetype. Now has a Fiend Hunter ability, to mimic FF X-2's Fiend Hunter abilities. I'm thinking that Summon Weapon might work better as a feat or spell. Scribe a rune on a weapon, and for 24 hours you can use a move action (or free, if you have quick draw) to summon it to your hand.
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#27
Question, for gun mage archetype if you already have the firearms proficiency like in the case of Al Bhed do you get a bonus feat?
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#28
Nope.
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#29
Looks like Vil decided not to make the Medic class, so here's a Medic Archetype for the Chemist.
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#30
(10-05-2013, 07:08 PM)Nihilarian Wrote: Looks like Vil decided not to make the Medic class, so here's a Medic Archetype for the Chemist.

I still want to. I have a sorta general outline. But I need more abilities.
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#31
What do you have so far?
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#32
(10-05-2013, 07:17 PM)Nihilarian Wrote: What do you have so far?

Medical Procedure (Ex): A medic knows how to “cast” a spell from the healing school. This is not magical but a representation of modern medical procedures. The GM will decide if a certain spell can be replicated in a modern medical adaptation. The medic can use this ability a number of times per day equal to half of the medic’s class level + the medic’s Wisdom modifier.

To cast the healing spell for a medical procedure, the character must make a Heal check DC 10 + spell level.

The level of spell the medic can employ is based on his ranks in the Heal skill. All medical healing is considered non-magical.

Heal Ranks Spell Level
1 1st
3 2nd
5 3rd
7 4th
9 5th
11 6th
13 7th
15 8th
17 9th

Holistic Care (Ex): The medic is an expert in caring for his comrades both during and after battle. He makes sure they eat right, stretch, etc, etc. Either way, he makes sure the group recovers as quickly as possible. The medic doubles the amount of hit points recovered per day naturally.

Calming Touch (Ex): As a standard action, the medic can relieve the individual of a condition. Her touch can remove the dazed, fatigued, shaken, or staggered condition. The medic can use this ability a number of times per day equal to 3 + the medic’s Wisdom modifier.

At 10th level, the medic’s touch can remove the exhausted, nauseated, sickened, or stunned condition.

Medical Miracle (Ex): A medic can revive a character who has died. If the medic is able to administer aid within 10 rounds of the character's death, he can make a Heal check.

Heal skill: DC 20 + the negative Hit Points

If the check succeeds, the dead character can make a Fortitude save (DC 10 + the negative Hit Points) to stabilize and be restored to 1d6 hit points. If the medic fails the skill check or the patient fails the Fortitude save, the dead character can't be restored with this ability.

Medical Quick Fix (Ex): As a standard action, the medic can cure 1d4 points of temporary ability damage to one of the subject's ability scores. The medic can use this ability a number of times per day equal to 3 + the medic’s Wisdom modifier.

Medical Specialist: The medic receives a competence bonus equal to 1/2 her medic level to her Heal skill (minimum +1).

Therapy (Ex): The medic can cure 1 point of permanent ability damage to one of the subject's ability scores. This takes one month to heal. This is reduced by 1 day per each rank in the Heal skill.

Improved First Aid (Ex): When using first aid, the medic can heal 1d4 points of damage + 1 per rank of the Heal skill + the medic’s Wisdom modifier. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per hour.

Expert Healer (Ex): At 5th level and higher, the medic’s ability to restore hit points with a healer’s kit and a successful use of the Heal skill improves. In addition to the normal hit point recovery rate, the medic restores 1 hit point for every medic level she possesses.

Field Healer (Ex): At 2nd level, you become adept at administering first aid quickly and while under duress. You can make a Heal check to provide first aid as a move action (rather than a standard action) and can take 10 on such checks even when stress or distraction would normally prevent you from doing so.

Medical Alchemist (Ex): At 5th level, an accomplished medic does not need magic to create elixirs with miraculous healing capabilities. With a healer's kit, an alchemist's kit and rare herbs worth the cost of the alchemical item, the medic may create a nonmagical cure potion in 8 hours. At 10th level, she may create nonmagical hi-potions. At 15th level, she may create nonmagical x-potions.



Some of the abilities are pretty much out of order, haven't thought about where to put them yet.
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#33
Worked on it a bit more, missing some high level abilities, not sure what to add:

Class Features
All of the following are class features of the medic.

Weapon and Armor Proficiency: Medics are proficient with all simple weapons and any light piercing weapons, their basic training in combat has given them enough familiarization with those weapons to use them. They are proficient with cloth and leather armor but not with any shields.

Limit Breaks (Su): At 1st level, the medic receives the Limit Breaks ().

Medical Procedure (Ex): At 1st level, a medic knows how to “cast” a spell from the healing school. This is not magical but a representation of modern medical procedures. The GM will decide if a certain spell can be replicated in a modern medical adaptation. The medic can use this ability a number of times per day equal to half of the medic’s class level + the medic’s Wisdom modifier.

To cast the healing spell for a medical procedure, the medic must make a Heal check DC 15 + twice the spell level.

The level of spell the medic can employ is based on her ranks in the Heal skill. All medical healing is considered non-magical.

Heal Ranks Spell Level
1 1st
3 2nd
5 3rd
7 4th
9 5th
11 6th
13 7th
15 8th
17 9th

Improved First Aid (Ex): Also at 1st level, when using first aid, the medic can heal 1d4 points of damage + 1 per rank of the Heal skill + the medic’s Wisdom modifier. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per hour.

Medical Specialist: The medic receives a competence bonus equal to 1/2 her medic level to her Heal skill (minimum +1).

Surgical Precision (Ex): At 2nd level, the medic learns how to make a precise strike, dealing extra damage. The medic’s attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the medic flanks her target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every three medic levels thereafter. Should the medic score a critical hit with a surgical precision, this extra damage is not multiplied. A medic may only use surgical precision with light piercing weapons. This stacks with the thief’s sneak attack and similar abilities.

Holistic Care (Ex): Beginning of 2nd level, the medic is an expert in caring for her comrades both during and after battle. She makes sure they eat right, stretch, etc, etc. Either way, she makes sure the group recovers as quickly as possible. The medic doubles the amount of hit points recovered per day naturally.

Calming Touch (Ex): At 3rd level, as a standard action, the medic can relieve the individual of a condition. Her touch can remove the dazed, fatigued, shaken, or staggered condition. The medic can use this ability a number of times per day equal to 3 + the medic’s Wisdom modifier.

At 10th level, the medic’s touch can remove the exhausted, nauseated, sickened, or stunned condition.

Emergency Team (Ex): Also at 3rd level, the medic is skilled at working on and managing an emergency medical team. Allies automatically succeed on aid another attempts when assisting the medic with Heal checks.

Natural Healing (Ex): At 4th level, the medic’s extensive knowledge of natural healing allows you to make Heal checks without a healer’s kit, if you have access to appropriate natural substitutes (as determined by the DM).

Piercing Mastery (Ex): At 5th level, a medic gains a +1 bonus on attack and damage rolls with any light piercing weapons. This bonus increases by +1 for every five levels beyond 5th. In addition, when using surgical precision, the medic’s threat range increases by 1. This bonus increases by 1 for every five levels beyond 5th.

Medical Alchemist (Ex): At 6th level, an accomplished medic does not need magic to create elixirs with miraculous healing capabilities. With a healer's kit, an alchemist's kit and rare herbs worth the cost of the alchemical item, the medic may create a nonmagical cure potion in 8 hours. At 12th level, she may create nonmagical hi-potions. At 18th level, she may create nonmagical x-potions.

Expert Healer (Ex): At 7th level and higher, the medic’s ability to restore hit points with a healer’s kit and a successful use of the Heal skill improves. In addition to the normal hit point recovery rate, the medic restores 1 hit point for every medic level she possesses.

Quick Fix (Ex): At 8th level, as a standard action, the medic can cure 1d4 points of temporary ability damage to one of the subject's ability scores. The medic can use this ability a number of times per day equal to 3 + the medic’s Wisdom modifier.

Field Healer (Ex): At 9th level, you become adept at administering first aid quickly and while under duress. You can make a Heal check to provide first aid as a move action (rather than a standard action) and can take 10 on such checks even when stress or distraction would normally prevent you from doing so.

Medical Miracle (Ex): At 10th level, a medic can revive a character who has died. As a full round action, if the medic is able to administer aid within 10 rounds of the character's death, she can make a Heal check.

Heal skill: DC 20 + the negative Hit Points

If the check succeeds, the dead character can make a Fortitude save (DC 10 + the negative Hit Points) to stabilize and be restored to 1 hit point. If the medic fails the skill check or the patient fails the Fortitude save, the dead character can't be restored with this ability.

Therapy (Ex): At 11th level, the medic can cure 1 point of permanent ability damage to one of the subject's ability scores. This takes one month to heal. This is reduced by 1 day per each rank in the Heal skill.

Vigorous First Aid (Ex): At 12th level, when the medic administers first aid successfully, she grants the creature temporary hit points equal to 1d6 + half of the medic’s level.

Master Healer (Ex): At 14th level, the medic’s ability to restore hit points with a healer’s kit and a successful use of the Heal skill improves even further. In addition to the normal hit point recovery rate, the medic heals the creature for an additional point of damage for every point by which the medic’s check exceeds the DC (in addition to any extra hit points healed from Improved First Aid and Expert Healer abilities). The medic can use the first aid application of the Heal skill one additional time per hour on a target that has already received first aid.
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#34
I have to be honest, I'm not fond of tying the class to spells even if it's not actually spellcasting.

Regardless, I'll try and think up a different name for the archetype.
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#35
Renamed Medic. It's now the Apothecary archetype.
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#36
Added Soldier archetype for the Gunner class. Might rename to differentiate from SOLDIER, though.

It seems like Laguna is the only universally loved character from Final Fantasy 8, so hopefully this will go over well.
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#37
(10-07-2013, 05:17 PM)Nihilarian Wrote: Added Soldier archetype for the Gunner class. Might rename to differentiate from SOLDIER, though.

It seems like Laguna is the only universally loved character from Final Fantasy 8, so hopefully this will go over well.

How about Militant?
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#38
I'm thinking more along the lines of Commando.
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#39
Commando sounds a whole lot better.
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#40
Added Dragoon archetype (Dragon Knight). Now you too can fly on the back of a dragon!

Or summon him to rain fire down on your enemies. Really, there's no wrong way to use a dragon.
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