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Archetypes
#1
Beastmaster Archetypes
Tamer
The tamer befriends - or enslaves - monsters, calling on them to assist him in battle.

Tools of the Trade (Su)
At 1st level, the tamer may choose an implement to wield - a bell or a whip. When the tamer holds the item of his choice while using his Call ability, he gains a specific benefit. Once chosen, this choice is permanent.
Bell: The tamer may dismiss any creature summoned with a bell as a free action - fast enough to save it even if it would normally be killed.
Whip: The tamer may order any creature summoned with a whip to take suicidal actions.

This ability replaces feral combat style

Capture (Su)
As a standard action, the tamer may make a Wild Empathy check on a creature that has 25% of it's HP remaining, or lower. The DC of this check is equal to the creature's HD. If the check succeeds, the creature is treated as friendly and retreats from the battle for you to call on later. Where the creature goes is unknown, however there doesn't seem to be any dangers there, and the creature can recover from even mortal wounds in less than a day, causing mages to suspect magic to be involved. The creatures are restored to full HP whenever the tamer rests for at least 8 hours. The tamer may capture any number of creatures, however the total HD of the captured creatures can't exceed twice his beastmaster level; any captured creatures whose HD would put him over that limit are immune to his ability until he releases creatures.

This ability replaces bestial rage.

Call (Su)
Beginning at 2nd level, the tamer may summon creatures he has captured. As a standard action, the tamer summons any number of creatures whose collective HD is no more than 1/2 his tamer level. The creatures will follow your orders to the best of their abilities, however they don't normally follow suicidal orders. The tamer can use this ability once at 2nd level plus an additional time per day at 5th level and every 3 levels thereafter. The monsters last the entire combat or until they die. If they survive the battle, they are automatically returned to the tamer's extradimensional space, or the tamer can recall them as a swift action at any time.

This ability replaces all of the tamer's rage powers.

Strident Call (Su)
Once per day beginning at 11th level, the tamer may call any number of creatures whose collective HD is no more than his tamer level. This otherwise functions exactly like the tamer's Call [i/] ability. The tamer gains extra uses of this ability at 15th and 19th level.

This ability replaces [i]greater bestial rage
.

Clarion Call (Su)
Once per day beginning at 20th level, the tamer may call any number of creatures he has captured, limited only by what creatures he has available. This otherwise functions exactly like the tamer's Call ability

This ability replaces mighty bestial rage.

Blue Mage Archetypes
Gun Mage
The gun mage uses his magic to imbue his firearms with spells. The practice needed to learn and perfect the art of guns and magic means they have less time to hone their blue magic to perfection, and never learn to mimic the fighting styles of monsters.

Sapphire Gun (Su)
The gun mage gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be sapphire guns. Sapphire guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the gun mage imbued them with magic. In a gun mage’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the gun mage decides whether he wants to have one or two sapphire guns at a time. If the gun mage chooses to have only one sapphire gun at a time, spells fired through the sapphire gun that require an attack roll have a ×3 critical hit multiplier.

A gun mage can cast any ranged touch attack, cone, line, or ray spells through his sapphire gun. When he casts through the sapphire gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the sapphire gun gains the broken condition. If the sapphire gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the gun mage’s space (gun mage’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the gun mage can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.

A gun mage can attune his sapphire guns at the start of each day. That attunement lasts until the gun mage attunes to a new gun, even if a formally attuned gun is destroyed.

This ability replaces blue magery and Analysis.

Precise Shot
The gun mage gains precise shot as a bonus feat.

This ability replaces spell proficiency.

Fiend Hunter (Su)
At 4th level, the gun mage may choose a creature type (and subtype, if he chooses Humanoid or Outsider). He may spend 1 MP as a swift action to grant his Sapphire Guns the Bane ability against that creature type. This benefit lasts until the beginning of his next turn. At 8th level and every 4 levels thereafter, the gun mage may select an additional creature type, and can choose to grant his Sapphire Guns the Bane ability against that creature type instead. The gun mage may only have one Fiend Hunter ability active at a time.

Beginning at 12th level, the gun mage may spend an additional 2 MP to gain an additional +2 Attack/+2d6 damage against the creature type.

This ability replaces Azure Physical Training.

Fiend Slayer (Su)
A 20th level, once per day per creature type the gun mage can spend an additional 2 MP when using his Fiend Hunter ability. In addition to taking damage normally, a creature that takes bonus damage from the gun mage's Fiend Hunter ability must make a Fortitude Save (DC 10 +1/2 the gun mage's level + the gun mage's Intelligence Modifier) or die. A gun mage can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage.

This ability replaces Assimilation.

Chemist Archetypes
Apothecary
For various reasons - prejudice, lack of magical talent, or sheer contrariness - the apothecary eschews traditional magical methods of healing. Whenever a patient makes a miraculous recovery without it's aid, the apothecary proves his worth, proves that magic is nothing but a convenient shortcut.

Field Medicine (Ex)
At 1st level, an apothecary can treat wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to half his chemist level plus his Wisdom modifier. With one use of this ability, an apothecary can heal 1d6 hit points of damage for every two chemist levels he possesses. Using this ability is a standard action, unless the apothecary targets himself, in which case it is a swift action. An apothecary needs one hand free hand to use this ability. In place of a discovery, the apothecary can select one blessing from the holy knight's list, using his chemist level to determine which are available. This blessing applies to both Field Medicine and Spontaneous Healing, if the apothecary has both.

This ability replaces bomb.

Mad Doctor
In a land of magic, the apothecary is determined to heal others through science instead. All discoveries and grand discoveries the apothecary takes are considered (Ex) even when they would normally be (Su). This applies to alchemical items the apothecary crafts as well. Any discovery or alchemical item that allows a save takes a -2 penalty to the save DC.

This ability replaces Throw Anything.

Soldier's Draught (Ex)
At 6th level, the apothecary can whip up a special concoction to help a soldier ignore his weariness. Drinking this potion grants the drinker temporary hit points equal to the apothecary's chemist level and a +4 bonus to Fortitude saves. It also allows him to temporarily ignore the negative effects of ability drain, ability damage, negative levels and the status effects disease, exhaustion, fatigue, poison and sleep. While suppressed, any duration these effects have are paused and resume after the potion wears off.

The effects of this potion last until the end of battle; if there are any THP remaining they disappear. In addition to the status effects gained before or during the potion's duration, the imbiber is fatigued until he rests. If the character is already fatigued, he is instead exhausted until he rests. If the character is already exhausted, he must make a Fortitude save each round or take 1 point of non-lethal damage until he rests for 8 hours or falls unconscious. If the character falls unconscious, when he wakes up he remains exhausted. If the character rests for 8 hours, when he wakes up he remains fatigued.

This ability replaces the discovery gained at 6th level.

Dark Knight Archetypes
Death Knight
The dark knight uses necromantic magic instead of black magic, preferring the company of the undead over the living. Being one with the undead has its advantages, the dark knight is able to inflict a plague upon others as well as command the undead to obey him.

Infection (Su)
Once per day, a death knight can call upon the darkest magics to spawn an evil plague within himself. Creating this plague is a swift action, and while the death knight is a carrier, the disease does not harm him and he shows no symptoms. The death knight can spread the plague; his Harm Touch ability inflicts the zombie status effect on the target, as well as dealing damage. At 4th level, and at every three levels thereafter, the death knight can infect himself one additional time per day, to a maximum of seven times per day at 19th level.

This ability replaces the Smite Good ability.

Malignance (Su)
Beginning at 3rd level, intelligent undead (including living creatures with the zombie status) must make a will save in order to attack you. Mindless undead will not willingly attack the death knight, though they may be commanded to do so by another death knight or necromancer.

In addition, while the death knight is under the effects of Infection, he can attempt to exert his will over a single undead. He gives the subject a single command, which it obeys to the best of its ability at its earliest opportunity. Intelligent undead (including living creatures with the zombie status) get a Will save (DC 10 + 1/2 the death knights class level + the death knights charisma modifier) each time you give a command. You may select from the following options.

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Attack: The subject attacks a creature you choose, moving if it needs to. If the subject can charge the target, it does so. Moving and charging provoke attacks of opportunity as normal.

Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can't carry out your command on its next turn, this ability automatically fails.

This ability replaces the Defile gained at 3rd level.

Dead Magic
The death knight draws his spells from the necromancer spell list rather than the black mage spell list, but is otherwise unchanged. This ability modifies and replaces the dark knight's spellcasting ability.

Malignance (Su)
At 6th level, the death knight can channel a use of his Nimbus of Darkness through a single undead. This consumes two uses of his Nimbus of Darkness ability, and functions exactly as normal except that it emanates from an undead creature of your choice.

This ability replaces the Defile gained at 6th level.

Malignance (Su)
At 9th level, the death knight gains the Special Command.
Special: The death knight must select a spell, limit break, or special ability that the subject possesses. The subject uses the special attack against a creature the death knight chooses. If the subject does not have the special attack, the Command fails.

This ability replaces the Defile gained at 9th level.

Malignance (Su)
At 12th level, the death knight can channel a use of his Harm Touch or Dark Sword Tech through a single undead. This consumes two uses of the ability used, and functions exactly as normal except that an undead creature of your choice must make the attack roll.

This ability replaces the Defile gained at 12th level.

Malignance (Su)
At 15th level, while the death knight is under the effect of Infection, he and his zombie minions spread the infection through simple contact. When they make an unarmed strike or natural attack, or when an enemy makes an unarmed strike or natural attack against them, the enemy is afflicted with the zombie status effect.

This ability replaces the Defile gained at 15th level.

Malignance (Su)
At 18th level, while the death knight is under the effect of Infection, he can command a single living creature with the Zombie status effect to Die.

Die: The subject gains the Doom status. 2d4 rounds after being commanded to die, the subject dies and rises as an actual zombie under the control of the death knight. The death knight can use a full-round action to Command every actual zombie under his control to take the same action. The death knight can have a total of 20 zombies under his control at the same time, and they remain in his control until he releases them or they are destroyed.

This ability replaces the Defile gained at 18th level.

Dragoon Archetypes
Dragon Knight
Where most dragoons developed their skills to counter the awesome powers of the great beasts. But some see them not as beasts, and instead fight with them, side by side. The dragons they fight beside are not pets, or even servants, but their companions, and in return for fighting by their side the dragoon teaches them how to be strong. Not relying on hundreds of years of growth and experience, but the brashness and ingeniuty of youth.

Dragon Companion (Ex): A dragon knight gains the friendship of an intelligent young wyrmling to assist him in battle. This dragon functions as a beastmaster’s animal companion, using the dragoon’s level as his effective beastmaster level. A dragon knight's companion does not gain the shared rage special ability.

Wyrmling
Starting Statistics
Size: Small; Speed: 40 ft., Fly 40 ft. (Good); AC: +4 natural armor; Attack: bite (1d6), claw (1d4); Ability Scores: Str 12, Dex 14, Con 13, Int 10, Wis 6, Cha 12; Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity.

At 4th level, the wyrmling advances into a drake.

Drake
4th-Level Advancement
Size: Small; Speed: 40 ft., Fly 40 ft. (Good); AC: +4 natural armor; Attack: bite (1d6), claw (1d4); Ability Scores: Str 14, Dex 14, Con 15, Int 10, Wis 6, Cha 12; Special Attacks: Breath Weapon (1d6/HD); Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity.

At 8th level, the drake advances into a wyvern

Wyvern
8th-Level Advancement
Size: Medium; Speed: 50 ft., Fly 50 ft. (Average); AC: +6 natural armor; Attack: bite (1d8), claw (1d6); Ability Scores: Str 18, Dex 12, Con 17, Int 10, Wis 6, Cha 12; Special Attacks: Breath Weapon (1d8/HD); Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity, DR 4/-.

At 12th level, the wyvern advances into a dragon.

Dragon
12th-Level Advancement
Size: Large; Speed: 60 ft., Fly 60 ft. (Poor); AC: +8 natural armor; Attack: bite (1d10), claw (1d8); Ability Scores: Str 22, Dex 10, Con 20, Int 12, Wis 8, Cha 14; ; Special Attacks: Breath Weapon (1d10/HD), Power Dive; Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity, DR 6/-.

At 16th level, the dragon advances into a wyrm.

Wyrm
16th-Level Advancement
Size: Large; Speed: 60 ft., Fly 60 ft. (average); AC: +8 natural armor; Attack: bite (1d10), claw (1d8); Ability Scores: Str 24, Dex 10, Con 22, Int 12, Wis 8, Cha 16; Special Attacks: Breath Weapon (1d10/HD); Special Qualities: Immunity to Sleep and Disable Status effects, Elemental Affinity, DR 8/-, Frightful Presence.

A dragon knight does not take an armor check penalty on Ride checks while riding his companion. The companion is always considered combat trained, and begins play with Endurance as a bonus feat.

A dragon knight’s bond with his companion is strong, with the pair learning to anticipate each other’s moods and moves. Should a dragon knight’s companion die, the dragon knight may find another dragon to serve him after 1 week of mourning. This new companion does not gain the link, evasion, devotion, improved evasion, or blood bond special abilities until the next time the dragon knight gains a level.

Dragon Companion Special Attacks
Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon companion breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at any intersection adjacent to the dragon companion and extends in a direction of the dragon’s choice. Creatures caught in the area can attempt Reflex saves to take half damage; The save DC against a breath weapon is 10 + ½ dragon companion’s HD + dragon’s Con modifier. The breath weapon can be either a line or a cone, and the dragon knight can change which whenever his dragon would advance a stage. The line is 5 ft. for every HD the companion has, and the cone is 5 ft. for every 2 HD the companion has (rounded down).

Power Dive (Ex): When a dragon companion with this ability charges from at least 50 ft. above the target, the dragon's attack deals double damage.

Dragon Companion Special Qualities
Elemental Affinity (Su): Each dragon companion has an elemental affinity (Fire, Ice, Wind, Earth, Lightning or Water), which determines what kind of damage it's breath weapon deals, and giving it the ability to absorb one element, resist another, but also increases the damage it takes from yet another. The dragon knight can change his dragon companion's elemental affinity whenever his dragon would advance a stage.

Frightful Presence (Ex): A wyrm can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon companion attacks, charges, or flies overhead. Creatures within a radius of 10 ft/3 HD are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10+ ½ dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Damage Reduction: Wyverns and stronger dragons have damage reduction. Their natural weapons are treated
as magic weapons for the purpose of overcoming damage reduction.

Immunities (Ex): All dragons have immunity to sleep and disable status effects.

This ability replaces Deadly Lancer, Tail Sweep, Leaping Charge, and Swoop of the Dragon.

Engineer Archetypes
Magitek Operator
Using battle armor known as magitek, even simple foot commandos can be devastating titans on the battlefield. Magitek operator's are no simple foot commandos, however, and are among the most elite pilots of these powerful machines.

Magitek Armor
A magitek operator can craft and pilot a suit of magic-powered armor known as Magitek, rather than an independent automaton. These magitek are of Large size and grant their wearers many of the bonuses normally gained by automatons as they are improved and upgraded, at the cost of taking up the magitek operator's Armor Slot. Getting in or out of magitek is normally a standard action.

The magitek operator gains the automaton's hit points as temporary hit points. These THP can be restored any way in which the engineer could restore his automaton's HP, including the repair skill. Furthermore, the magitek operator can use his Repair ability on his magitek as a swift action so long as he's wearing it and the magitek continues to provide THP.

When in a magitek, the magitek operator uses the automaton's size and shape rather than his own. He gains the automaton's base movement, natural armor and natural weapons (provided by the automaton's base form), as well as the automaton's Armor, Strength and Dex bonuses (As shown on Table 3-16: Automaton Base Statistics). The magitek operator retains his own Base Attack Bonus, Saves, ability scores and does not gain the Share Trick ability (Though the magitek is treated as the engineer's armor and never interferes with Engineer Tricks), and does not gain the Automaton Upgrades (but see below).

If the THP granted by the magitek is reduced to half it's maximum, it gains the broken condition, and takes penalties as a suit of armor (attacks are unaffected). If the THP granted by the magitek is reduced to 0, it becomes inactive. The magitek operator may only take mental actions, use the Repair ability, or exit the magitek. Using Repair on an inactive magitek requires a standard action, and exiting an inactive magitek requires a full-round action.

This ability modifies and replaces the engineer's automaton ability.

Magitek Operation
Magitek operators gain Magitek Operation as a bonus feat at 1st level.

Powered By Magic
Beginning at 4th level, the magitek gains either an Armor Materia Slot or a Weapon Materia Slot. All natural weapons are affected by any materia in this Weapon Materia Slot. Once made, this choice cannot be changed. In addition to the standard benefits of gaining a materia slot, The magitek operator may activate this materia using the Drive skill instead of the Use Materia skill. It otherwise functions exactly the same.

At 8th level and every 4 levels thereafter, the magitek gains an Armor Materia Slot or a Weapon Materia Slot. These slots may be divvied up between Armor and Weapon as the magitek operator sees fit, regardless of his 4th level choice, but each one is permanent once chosen.

This ability replaces support droid.

Magitek Upgrades
Magitek Upgrade 1: A magitek operator may add this upgrade to their magitek at 5th level. Adding the first upgrade to a magitek creates a telepathic link between the magitek operator and his creation. They can mentally communicate across any distance as long as they remain on the same plane. Communicating in this way is a free action. The magitek also grants the magitek operator DR 5/-.

Magitek Upgrade 2: A magitek operator may add this upgrade to their magitek at 10th level. The magitek operator chooses one natural weapon the magitek posesses. While the magitek operator pilots his magitek, he can make an additional attack with that natural weapon as part of his full-attack action, at the magitek operator's highest BAB. In addition, the magitek operator can select one feat for which he qualifies. He gains the use of that feat while piloting his magitek, but cannot use it for prerequisites. The magitek operator can retrain the extra natural weapon and the bonus feat once a level.

Magitek Upgrade 3: A magitek operator may add this upgrade to their magitek at 15th level. Adding the
third upgrade to the magitek grants it the use of an elemental energy attack. At the time of the upgrade the
magitek operator chooses from fire, ice or lightning elemental energy and picks either a 60 ft. line or 30 ft. cone,
inflicting 4d6 points of damage plus an additional 1d6 points of damage for every 2 HD the magitek
possesses. This ability is usable once every 1d4 rounds and cannot be changed until the magitek is upgraded
again. In addition, the magitek operator may choose to increase his magitek by one size category, increasing the bonuses it grants by +2 Strength and additional temporary hit points based on its size. The maximum size of a magitek is Huge. The magitek operator chooses one natural weapon that the magitek posesses and gains the Grab special attack with that natural weapon while piloting his magitek. This can be retrained once a level.

Magitek Master Upgrade: A magitek operator may add this upgrade to their magitek at 20th level. The magitek operator can select one feat for which he qualifies (for the purpose of this bonus feat only, the bonus feat granted by Magitek Upgrade 2 may be used as a prerequisite). He gains the use of that feat while piloting his magitek, but cannot use it for prerequisites. The magitek operator may also increase the size of the magitek once more (to a maximum of Huge), and change the magitek's elemental energy attack to earth, water or wind damage. In addition, the magitek grants DR 10/-.

These abilities replace Automaton Upgrades.

Freelancer Archetypes
Mistbound
Some freelancers are not content with the limited power they can gain by attaching Mist to equipment. These warriors bind Mist directly into their own bodies, granting great power at the cost of his mental faculties.

Magicite Slot (Su)
The mistbound learns how to form magicite within his own body in addition to using his equipment as a focus. If a magicite has different effects based on whether it is equipped in armor or a weapon, the mistbound chooses which effect when he fills his magicite slot. Once chosen, the effect applies to any equipment of this type the mistbound wields or wears, as are the effects of any magicite that don't allow a choice.

The mistbound gains a new slot at levels 5th, 9th, 13th and 17th levels. If any of his magicite slots are filled, he takes a penalty to his Will saves equal to 1 + the number of filled slots.

This Ability replaces Attune Blade.

Guardian Force (Su)
During the time needed to form magicite, the mistbound selects one summoned creature to be his Guardian Force. While this Summon Magicite is attached to his Magicite Slot, he can expend one of it's charges (or a use of Compel Magicite) to use the summon's 3rd level ability. If the ability requires a natural attack that the mistbound doesn't possess, he may use the summon's natural attack in it's place. Otherwise the ability functions entirely off of the mistbound's stats. The mistbound gains access to new abilities at 6th level and every 3 levels thereafter.

For example, a 10th level mistbound with Carbuncle as his Guardian Force can use Healing Ruby, Poison Nails or Shining Ruby. If the mistbound uses Poison Nails, he can use the summons claw attack (1d4) or his own, whichever is higher. The DC for this attack is (10 + 1/2 his Freelancer level + his Constitution modifier)

This Ability replaces Overdrives.

Summon abilities
Bahamut
Carbuncle
Diablos
Ifrit
Ixion
Leviathan
Phoenix
Shiva
Titan
Valefor

Gunner Archetypes
Commando
The oft-overlooked commandos make victory possible; the first to the front lines, the first into enemy territory - and the first to get shot at. If you're going to survive long in the infantry, you better pick up a trick or two.

Weapon Proficiency
A commando only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines.

Gunsmith
A commando must take a standard rifle when she chooses a battered firearm at 1st level.

Deeds
A commando swaps a pair of deeds for the following.

Bullet Hail (Ex): By spending 1 grit point, the commando can make an attack that targets an area and everyone in it, not a specific creature. The commando targets a 5 ft. square and makes an attack roll; the targetted area has an effective AC of 10. If the attack succeeds, every creature within the affected are must make a Reflex save (DC 10 + 1/2 gunner class level + gunner's Wisdom modifier) or take the weapon's damage. This deed expends 10 bullets and can only be used if the weapon has a full magazine. At 5th level and every 5 levels thereafter, Bullet Hail targets an additional 5 ft. square. Each square must be adjacent to at least one other square.

This deed replaces the Up Close and Deadly deed.

Suppressing Fire (Ex): At 7th level, a commando with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes shaken until the end of it's next turn.

This deed replaces the Startling Shot deed.

Defensive Position
Starting at 7th level, the commando gains an additional +4 cover bonus to AC and Reflex saves when she has any form of cover.

This ability replaces Hairtrigger.

Fighter Archetypes
Gunblade Specialist
The gunblade specialist masters the art of fighting with a difficult weapon, the gunblade. These warriors learn to time their shots to heavily damage creatures hit in melee.

Gunblade Proficiency
The gunblade specialist gains proficiency with all gunblades at 1st level.

This ability replaces the gunblade specialist's heavy armor proficiency.

Chosen Weapon (Ex)
The gunblade specialist's chosen weapon must be a gunblade. This otherwise functions identically to the fighter's chosen weapon.

Trigger (Ex)
Beginning at 3rd level, whenever a gunblade specialist scores a critical hit on a melee attack with his chosen weapon, he pulls the trigger, causing the weapon to vibrate violently and inflict bleeding wounds. Unless the target succeeds on a Reflex saving throw (DC 10 + 1/2 gunblade specialist's class level + the gunblade specialist's Dexterity modifier), the target is inflicted with sap status for a number of rounds equal to 1/2 the gunblade specialist's class level. This consumes one bullet.

This ability replaces Overhand Chop.

Relentless Revolver (Ex)
Beginning at 7th level, the gunblade specialist can, as a free action, increase his critical threat range by 4 for melee attacks with his chosen weapon. This stacks with Improved Critical and similar abilities, but is calculated after all other modifiers. If he does score a critical hit while using this ability, he takes a -1 penalty to his critical multiplier (typically reducing it to x1 damage).

This ability replaces Backswing.

Deadly Critical (Ex)
At 13th level, when a gunblade specialist confirms a critical hit with his chosen weapon, he can increase the weapon’s damage multiplier by +1 as an immediate action. He can use this ability once per day at 13th level, plus one additional time per day for every three levels above 13th.

This ability replaces Piledriver.

Necromancer Archetypes
White Necromancer
The white necromancer handles living energy in it's rawest forms, allowing him to master the intangible. The white necromancer speaks with the dead as a matter of course, and learns how to bind souls to this plane - and even to use his dark magics to prevent life from eking out of a wounded comrade.

Voice of the Dead (Su)
For a number of rounds per day equal to your necromancer level, you grant the semblance of life to a corpse, allowing it to answer questions. These rounds do not need to be consecutive. You may ask one question per two necromancer levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life.

If the dead creature's alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive. If successful, the corpse can refuse to answer your questions or attempt to deceive you, using Bluff. The soul can only speak about what it knew in life. It cannot answer any questions that pertain to events that occurred after its death.

If the corpse has been subject to voice of the dead within the past week, it is immune to this ability. You can use this ability on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This ability does not affect a corpse that has been turned into an undead creature.

This ability replaces grave touch.

Shade Commander (Su)
Instead of crudely animating a pile of bones, the white necromancer creates a contract with an otherworldly warrior to lead his troops in the white necromancer's defense as the white necromancer binds him to this plane as payment.

Shade Commander
Starting Statistics
Size: Medium; Speed: 30 ft.; AC: +1 natural armor; Attack: Incorporeal Touch (1d6); Ability Scores: Str 13, Dex 16,
Con —, Int 10, Wis 10, Cha 10; Special Qualities: darkvision (60’), dematerialize.

Dematerialize (Su): Once per day as a swift action, the shade commander gains the incorporeal status. The shade commander becomes corporeal again at the beginning of his next turn.

This ability otherwise functions as and replaces the standard necromancer bone commander class feature.

Shade Soldier
The Shade Commander's loyal troops, bound under his command.

Shade Soldier
Starting Statistics
Size: Medium; Speed: 30 ft.; AC: +1 natural armor; Attack: Incorporeal Touch (1d6); Ability Scores: Str 13, Dex 16,
Con —, Int 10, Wis 10, Cha 10; Special Qualities: darkvision (60’), dematerialize.

Dematerialize (Su): Once per day as a swift action, the shade soldier gains the incorporeal status. The shade commander becomes corporeal again at the beginning of his next turn.

This ability otherwise functions as and replaces the standard necromancer bone minion class feature.

Shadow Grasp (Su)
A 5th level White Necromancer gains the power to heal wounds, not through the power of white magic, but by wresting lost lifeforce from the surrounding environ using his necromancy and imperfectly forcing it back into the wounded creature. When the white necromancer deals Shadow damage to a living creature, he can choose to instead grant the creature temporary hit points equal to the amount of damage you would deal. This sickens the creature for one round with no saving throw.

This ability replaces fear aura.

Chain Life
The white necromancer's ability to bind life to a target improves, as the life force gradually mixes with the creature's existing life force. Beginning at 9th level, when the white necromancer uses his Shadow Grasp ability he can choose to grant the target Fast Healing equal to 1/2 his level. If he does so, for every point of damage this heals, the target loses 1 point of THP.

This ability replaces miasma.

Red Mage Archetypes
Sage
The red mage trades in his martial talent for the art of mastering black and white magic. The red mage uses his brains over his brawn to defeat his enemies.

Weapon and Armor Proficiency
A sage is proficient with simple weapons only. He can cast red mage spells while wearing light armor without incurring the normal spell failure chance. Like any other spellcaster, a sage wearing medium armor or heavy armor or using a shield incurs a chance of spell failure if the spell in question has a somatic component. A multiclass sage still incurs the normal spell failure chance for spells received from other classes.

This replaces the normal red mage weapon and armor proficiency feature.

Ruby Stave (Ex)
At 1st level, the sage learns how to wield Power Rods and Staves to great effect. The sage can doesn't provoke attacks of opportunity for a power rod or staff in melee range. The sage can use these weapons with Spell Combat, even at range.

Arcane Scholar I (Sp)
A sage of 3rd level may select two 2nd level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a spell-like ability by expending two points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces the red mage's Ruby Arcana ability at 3rd level.

Arcane Scholar II (Sp)
A sage of 6th level may select two 3rd level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a spell-like ability by expending three points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces the red mage's Ruby Arcana ability at 6th level.

Master Scholar (Ex)
At 7th level, a sage adds 1/2 his class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.

This ability replaces the red mage's Armored Mage (Chain) and Armored Mage (shield) abilities.

Arcane Scholar III (Sp)
A sage of 9th level may select two 4th level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a spell-like ability by expending four points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces the red mage's Ruby Arcana ability at 9th level.

Arcane Scholar IV (Sp)
A sage of 12th level may select two 5th level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a spell-like ability by expending five points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces the red mage's Ruby Arcana ability at 12th level.

Arcane Scholar V (Sp)
A sage of 15th level may select two 6th level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a spell-like ability by expending six points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces the red mage's Ruby Arcana ability at 15th level.

Arcane Scholar VI (Sp)
A sage of 18th level may select two 7th level spells, one each from the black mage and white mage spell lists. The sage can cast these spells as a spell-like ability by expending seven points of his Arcane Pool. The sage uses his red mage caster level and Intelligence modifier to determine its effects.

This ability replaces the red mage's Ruby Arcana ability at 18th level.
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#2
I like it so far. Smile
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#3
Added Blue Mage archetype (Gun Mage)
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#4
Keep it up! Liking it so far.
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#5
Is Sapphire Gun powerful enough to replace both Blue Magery and Azure Physical Training?
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#6
I think it does.
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#7
Added Fighter archetype (Gunblade Specialist). Decided that the gunner wasn't the right fit because of Squall's melee combat style.
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#8
I'm a little iffy on the Rough Divide ability granted to the Gunblade Specialist archetype. Speaking from a D&D 3.5 perspective (as I have no experience with Pathfinder other than reading some of the rules), abilities which increase critical threat range are rather powerful. While reducing the multiplier is a reasonable trade-off, I feel that maybe the should be more of a cost. Maybe the expenditure of ammo, since the ability from FFVIII did cause an explosion.

Of course, please feel free to correct me on something.


I do also have a few ideas to throw out there for anyone to listen to. In terms of archetypes for the Dragoon, The Holy Dragoon is something which comes to mind. Another is one which reflects the Tactics Advance Dragoon/Revenant Wings Dragon Knight classes? These classes in particular use Breath Weapons and more-so embody the dragon rather than being a "wyrm killer". I had originally thought they could make for advanced classes for dragoons, but I feel that the archetype system better fits. Mounted dragoons are another idea, having a dragon companion/mount of sorts similar to the Chocobo Knight.
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#9
Keep in mind that if you critical while using Rough Divide, no matter how high your attack roll is, you're dealing normal damage + critical effects. There are ways of getting neat effects to those critical hits, but unlike the "max damage criticals" Vil used to have you don't automatically bypass DR or anything like that. And ultimately, you're relying on a coinflip at best, specializing in criticals (and you still have to confirm). Now, the limit break changes things, but that's a limit break. It's supposed to. For the rest of the time, you're giving up some things and getting other things. You have the option of specializing, and it can make a pretty good character, but they'll cost you (whether feats, class levels or gil). I don't think that's unreasonable. Am I underrating criticals?

I'm not sold on the name of the ability. It doesn't really have anything to do with Limit Breaks. Anyway, you are spending bullets while using this ability due to the Trigger ability.

for the other archetypes: How would you feel if the "Holy Dragoon" was an Archetype of the Holy Knight class, rather than the dragoon? Giving up some defensive abilities for the dragoons jumping abilities?

I'd have to do some research on the Dragon Knight class. The Mounted Dragoon might be an archetype more fit for the Chocobo Knight. Although spreading out who gets animal companions/mounts might not be a bad idea in and of itself.

Feel free to make any suggestions on how to improve these archetypes, as well as future archetypes.
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#10
I see what you mean. Again, I'm not 100% with how Pathfinder operates and thus could only go from what experience I have with D&D v.3.5, where critical range increases were made to be a BIG DEAL by most everyone I know who has years of experience with the game. Also, I did fail to make the connection with Trigger and Rough Divide both activating at once.

For Holy Dragoon, the class is still primarily a Dragoon, but with the added benefit of White Magic and (in After Years) greater stat growth. I suppose one could add smiting, but that really gets down to what kind of feel you want to try and evoke.

Though, a gun wielding Paladin would be cool. There's even an existing archetype for it in the OGL materials. Admittedly, a TON of the OGL materials can fit within this system with little alterations. Thus, you can have so many new kinds of cross-classing.

The mounted dragon idea came from a campaign of mine where the players lived on floating islands (similar to Skyward Sword or Skies of Arcadia) and dragoons would have to form a bond with these dragons (sort of a right of passage thing for their trade), who would then be their mounts and partners. Again, they were primarily Dragoons, but had a companion.

For maybe a source of inspiration, there was a Paladin archetype for Pathfinder which dealt with having a dragon partner. While Chocobo Knight could have alternate mounts (maybe even one which was similar to an Animist from Tactics Advance? No mount, but could call upon animals for help?), I feel that Dragoons have a different kind of connection.

Like I do with any development project, I will throw my ideas out there whenever I think of something. I feel that archetypes are a way for FFd20 to be more specific to particular FF games without having to make drastic changes to the system, itself.
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#11
I'm only planning on 1 archetype/class at the moment, so even though all three of your ideas aren't bad I'll probably end up with only 1.

Holy Dragoon: What would you give up from the dragoon for spells? If it's based on the Holy Knight, you can trade Holy Strike and one of the other level 2 abilities for Jump and Deadly Lancer. Anyway, I think someone else was working on this.
Dragon Knight: Seems like the tail sweep ability could be given up for a breath weapon.
Mounted Dragoon: Getting a medium sized dragon instead of Jump and/or Deadly Lancer might work. It would improve at levels 7 and 15. How much is the dragon companion worth? (keeping in mind that it'll be relatively the same power as animal companions/mounts)? This one seems like the best bet, to me.

For the Animist: I'll have to look that up, because one of the ideas I had was a Tamer archetype for the beastmaster that gave up the permanent AC and got the "Call" ability, and summons ordinary creatures.

Current ideas
Crossbow Specialist? (Archer, uses crossbow instead of bow, single shot specialty instead of volley type?)
Death Knight (Dark Knight, necromancy things)
Juggler (Chemist, juggles things, not sure what to do here since it's already based on throwing)
Spellthief (Thief, can steal spells, has to steal in order to cast. Gives up Sneak Attack?)
Soldier (Gunner, single rifle instead of dual pistols)
Tamer (Beastmaster, summon critters)
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#12
(02-20-2013, 09:49 PM)Nihilarian Wrote: I'm only planning on 1 archetype/class at the moment, so even though all three of your ideas aren't bad I'll probably end up with only 1.

I see. Well, I'll be sure to create a nice back catalog of ideas if you or anyone else decides to make more. Tongue

(02-20-2013, 09:49 PM)Nihilarian Wrote: Holy Dragoon: What would you give up from the dragoon for spells? If it's based on the Holy Knight, you can trade Holy Strike and one of the other level 2 abilities for Jump and Deadly Lancer. Anyway, I think someone else was working on this.
Dragon Knight: Seems like the tail sweep ability could be given up for a breath weapon.
Mounted Dragoon: Getting a medium sized dragon instead of Jump and/or Deadly Lancer might work. It would improve at levels 7 and 15. How much is the dragon companion worth? (keeping in mind that it'll be relatively the same power as animal companions/mounts)? This one seems like the best bet, to me.

What to give up for the spells has been something that has troubled me for some time, now. If you recall, I had tried to create an alternate class feature for Dragoons, but could never think of what to get rid of. My original idea was something along the lines of Deadly Lancer and maybe something else, such as Flexible Flanker. Basically, removing the less 'honorable' abilities in favor of something more knightly.

For Dragon Knight, it seems reasonable enough.

For the Mounted Dragoon, I see the mount/companion as being much like a Paladin special mount from Pathfinder/D&D. Though, summoning the companion might be a bit much, but I don't know if an ever-present one would be unbalanced.

(02-20-2013, 09:49 PM)Nihilarian Wrote: Current ideas
Crossbow Specialist? (Archer, uses crossbow instead of bow, single shot specialty instead of volley type?)
Death Knight (Dark Knight, necromancy things)
Juggler (Chemist, juggles things, not sure what to do here since it's already based on throwing)
Spellthief (Thief, can steal spells, has to steal in order to cast. Gives up Sneak Attack?)
Soldier (Gunner, single rifle instead of dual pistols)
Tamer (Beastmaster, summon critters)

I'm liking what I'm seeing, though I can see where the Juggler could be difficult to come up with abilities. This is one instance where I feel an archetype wouldn't be able to offer enough of a change. Instead, the Juggler feels like an evolution of the Chemist, which a prestige class should be.
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#13
Some ideas for racial class archetypes (class archetypes that can only be taken by a specific race);

Hume
Parivir (fighter)
Ninja (thief)
Hunter (Archer)
Seer (white mage)
Illusionist (black mage)

Bangaa
Gladiator (fighter)
White Monk (monk)
Templar (holy knight)
Defender (knight)

Nu Mou
Arcanist (black mage)
Sage (white mage)

Moogle
Moogle Knight (knight)
Tinker (thief

Viera
Fencer (fighter)
Spellblade (red mage)
Sniper (archer)
Assassin (thief)

Seeq
Viking (fighter)
Beastmaster (Lanista)

In pathfinder core races get 3 racial archetypes, featured races get 2, and uncommon races get 1. So all our current races are considered core should have 3 racial archetypes, while Nihilarian's Bugan should have 2.
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#14
I said earlier that Al Bhed could function as Alternate Racial Traits of Humes. I decided to put my money where my mouth was and made these. I won't make a whole lot of these so I didn't want to make a new thread for it, so I'll post it here, for now.

Hume Alternative Racial Traits
Heart of the Ship
Humes whom live most of their lives roaming the world in a ship learn early on how to keep it afloat. They never take penalties for not having a toolkit while using the Repair skill. Further, they only take 30 minutes to use the Repair skill to repair damage done to a vehicle or airship. This racial trait replaces skilled.

Firearm Familiarity
Hume societies range from the barbaric to the civilized, and these humes come from a city where firearms are the norm. They treat Firearms and Gunblades as simple weapons. This racial trait replaces Bonus Feat.
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#15
Lunarian alternate traits should be related to magic/spellcasting.
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#16
Cetra hasn't been updated so that's currently on hold.
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#17
(02-21-2013, 06:46 PM)Nihilarian Wrote: I said earlier that Al Bhed could function as Alternate Racial Traits of Humes. I decided to put my money where my mouth was and made these. I won't make a whole lot of these so I didn't want to make a new thread for it, so I'll post it here, for now.

Hume Alternative Racial Traits
Heart of the Ship
Humes whom live most of their lives roaming the world in a ship learn early on how to keep it afloat. They never take penalties for not having a toolkit while using the Repair skill. Further, they only take 30 minutes to use the Repair skill to repair damage done to a vehicle or airship. This racial trait replaces skilled.

Firearm Familiarity
Hume societies range from the barbaric to the civilized, and these humes come from a city where firearms are the norm. They treat Firearms and Gunblades as simple weapons. This racial trait replaces Bonus Feat.

Plan to use the above as Hume Alternatives for Al Bhed. And will make one for Cetra. Two less races to deal with. Any suggestions for Cetra replacement racial traits appreciated.
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#18
So.

Anyone here like zombies?
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#19
ZOMBIES!
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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#20
Added Dark Knight archetype (Plague Bearer). Suggestions welcome.
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