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Pathfinder 1E Pathfinder Base Classes You'd Like to See


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hunter1828

Butte Hole Surfer
4 Winds Fantasy Gaming's Paths of Power includes 5 new base classes, 4 Wizard class options (the Elemental Wizard), 3 new prestige classes and 3 new NPC classes.

Base Classes
  • Anti-paladin
  • Gladiator
  • Samurai
  • Voyageur
  • Witch

Class Options

Elemental Wizard
  • Air Elementalist
  • Earth Elementalist
  • Fire Elementalist
  • Water Elementalist

Prestige Classes
  • Child of Bast
  • Crypt Stalker
  • The Envenomed

NPC Classes
  • Captain
  • Courtesan
  • Sycophant

Robert
4 Winds Fantasy Gaming
 


Chronologist

First Post
Honestly I'd like to see the Factotum redone (I have a thread about that right now). But, since it's not OGL, I'd really like to see a leader/tactician base class that excels at skills and filling in party roles on the fly.
 

pawsplay

Hero
Honestly I'd like to see the Factotum redone (I have a thread about that right now). But, since it's not OGL, I'd really like to see a leader/tactician base class that excels at skills and filling in party roles on the fly.

Depending on what you have in mind, the Scholar from Fistful of Denarii might fight the bill.
 

HyrumOWC

First Post
Next week we'll be adding The Archon, which is your "traditional" fighter/mage. It casts spells, but from a limited list, and also wears armor and fights in melee. Here's the intro:

An archon is a warrior-wizard, trained to master both magic and mundane fighting techniques. Most are members of powerful aristocracies, for only nobles can normally take the time required in youth to train for the rigors of both the mystic and martial worlds. In many lands archons are the only ruling class, with all other spellcasters and fighters relegated to secondary roles. In other lands only a few noble lines have archons, with each generation learning the rare art from their forefathers.

The style of magic practiced by archons is unique and, in its own way, limiting. An archon studies and masters spells through training and intellect, as does a wizard. However, archons cannot call upon the vast range of fighting talents pure fighters learn, nor do they have the breadth of spells of other pure casters. An archon can’t match a wizard in terms of spell level, spell slots per day or spells known. Archons do learn to mix their arcane learning with martial skills, including ways to access their magic in a more raw and primal form, making them very versatile combatants.

Most archons depend on sword and armor for their combat ability, and use magic to either augment their fighting power or grant them non-combat abilities. An archon can't cast enough spells in a day to make such choices as magic missile or fireball practical except as back-up options to be employed when all else has failed. Longer lasting spells such as cat's grace and bull's strength are more effective, and augment the archon's own skill at arms as well. Spells entirely unrelated to combat such as divinations and transportation spells are also popular choices, allowing the archon to be effective in situations where violence is not the best answer, though the archon spell list is more limited in this regard.

It'll be out next Wednesday along with our first monster book "Mythic Menagerie: Winter Ravagers", both just in time for Christmas.

Hyrum.
 

Will

First Post
I generally hate new base classes, but I think there are three important archetypes crying out for the full 20 level treatment:

  1. Swordmage/gish/mage blade/etc. (Unearthed Arcana's "battle sorcerer" comes the closest.)
  2. Leader. Basically a magicless bard. Think 3e marshal that doesn't suck or 4e warlord. A martial character that can buff and enhance allies, and maybe screw with enemies. Lots of immediate and swift actions, movement related abilities and reroll mechanics.
  3. Shapeshifter/Protean. Basically take the druid wildshape ability and go nuts over 20 levels. (For implementation, take a look at TrailBlazer's handling of polymorph/shapechange etc.)

Agree totally.

I'd love to see two druid variants: the guy with just druid spellcasting, and the guy with just druid wild shaping. In the second case, maybe full BAB and bonus feats or something.

As a related aside, am I the only one who thought it strange they didn't rewrite lycanthropes to incorporate beast shape?
 

MerrikCale

First Post
Next week we'll be adding The Archon, which is your "traditional" fighter/mage. It casts spells, but from a limited list, and also wears armor and fights in melee.

It'll be out next Wednesday along with our first monster book "Mythic Menagerie: Winter Ravagers", both just in time for Christmas.

Hyrum.

Sounds cool.
 

fuindordm

Adventurer
I've long bemoaned 3E's reliance on spells as a way of making classes interesting. If one wants to run a low fantasy game, there simply aren't enough mundane options. The rogue just became really versatile, however, which is nice.

So I think the top priority should be a mundane, Cha-based leader class. The Warlord from 4th edition is exactly the right sort of thing, but of course it would have to be rebuilt from the ground up and thought out carefully in a 3E setting. I don't think instant healing is a required ability of such a class, but they should have abilities that help their allies prevent getting hurt in the first place (AC boosts at low levels, maybe limited DR or "avoid blow"-type saving throws at higher levels).

Another class I'd love to see, if you can get permission from Monte Cook, is the Akashic from Arcana Unearthed. That was an absolutely brilliant class, even if not strictly "mundane".

Don't get me wrong--I love the spellcasters that Paizo has been coming up with, but I think there are enough now.

Ben
 

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