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In Pathfinder: Wrath of the Righteous you can create any character imaginable with the flexibility, richness, and depth of the Pathfinder First Edition ruleset. You can choose from 25 classes and 12 races, but what if you could come up with your own character, apart from those that already exist?

Share your idea for a new Pathfinder class or race in the comments and get a chance to win one of 20 keys for Pathfinder: Wrath of the Righteous!

The contest ends on September 13th, 6 PM UTC.
So, not much of the new race, but what if we add a touch of reality?
Let's say, the astronaut from our Earth (here and now) testing the very first experimental warp drive... Something went horribly wrong and he ends up on Golarion with his craft as the part of Starstone. In fact, maybe its propulsion was to blame for the Earthfall and not an asteroid? In fact, what if, upon the crash, our hero's genome mixed with Starstone crystalline structure and he now has a crystalline skin? So, +1 to Constitution and -1 to Charisma.

Obviously, the main stats should be Intelligence and Dexterity, important stats for an astronaut. My hero would be Neutral Good and his class is sort of a mix between an investigator, an alchemist and, naturally, the gunslinger. He's an atheist and, obviously, will have a hard time understanding the language.

Some people would look at him as an archdemon, Doombringer, and others as the godlike figure, light of hope in those cataclysmic times.

His traits: Avid Reader and Bruising Intellect.
Post edited September 10, 2021 by Mario_Iv
Nanook: Humanoid polar bear species that roams the deep cold north. Aesthetics would follow the ones of the Inuit tribe (Nannok is an Inuit legend).

Jaguar people: Jaguar shape-shifters from a civilization deep into the jungle. Aesthetics would follow the ones from the South American Korubo tribe (face painting, piercings, feathers allegories).

Mbaba Waresa: Proud kingdom of female black warriors and wizards. Aesthetics would follow Zulu designs. The name derives from mbaba mwana waresa, the Zulu goddess.
Race: YODA

Class: BUTT KICKER

Look guys i don't have time to type all the stuff these other Dork's are typing but i promise you i'm a Dork too :)

L8TER !!
Bodyguard (I was going to call it 'Shield Bearer', but I just learned that is already a subclass).

The basic concept is that of a fighter, but one specialising in protecting others even at risk to themselves (not necessarily NPCs, but rather their fellow melee combatants or the squishy in the pointy hat).


1d10 Hit Dice.
Con saves primary.
Skills, 2 + Int Modifier. (Acrobatics, Climb, Heal, Perception, Sense Motive and Intimidate as class skills)
Martial Weapon Proficiency.
Light Armour and Medium Armour Proficiency.
Shield Proficiency (Except Tower Shields).
Fighter BAB and saves progression.

01 $ - Tactical Imposition:
Bonus Combat Feat
02 - Bonus Combat Feat
Bravery +1
03 $ - Uncanny Dodge
04 % - Bonus Combat Feat
05 $ - Bastion
06 - Bonus Combat Feat
Bravery +2
07 $ - Choose between: Instinctive Defence or Look Out
08 % - Bonus Combat Feat
09 $ - Food Taster
10 - Bonus Combat Feat
Bravery +3
11 $ - Improved Bastion +3
12 % - Bonus Combat Feat
Improved Bastion +4
13 $ - Dissuading Strike +4
14 - Bonus Combat Feat
Bravery +4
15 $ - Improved Bastion +5
16 % - Bonus Combat Feat
17 $ - Dissuading Strike +8
18 - Bonus Combat Feat
Bravery +5
Improved Bastion +6
19 $ - Dissuading Strike +12
20 % - Bonus Combat Feat
Tried and True
($ = Normal Feat, % = Normal Ability Score Increase)


Tactical Imposition: The defining ability of the Bodyguard is that they can apply any teamwork feat that they know to their allies without the ally being required to have access to the feat (though the specifics of the feat itself must still be met). All teamwork feats are regularly available as Bonus Feats for the Bodyguard class (though the Bodyguard must still meet requirements to take the feats as normal).
Bravery: At second level the Bodyguard gains a +1 to will saves vs fear, this increases by 1 every four levels past 2nd. Identical to the fighter ability.
Uncanny Dodge: Starting at the third level the Bodyguard cannot be caught flat-footed and does not lose Dex bonus to AC versus invisible opponents. (If the Bodyguard already has Uncanny Dodge from another class, upgrade to Improved Uncanny Dodge.)
Bastion: Starting at the fifth level a Bodyguard can interpose themselves between an adjacent ally and an incoming blow once per round. Declared before the attack is confirmed to hit the ally. The attack is then made against the Bodyguard's flat footed AC and deals damage to the Bodyguard if it hits.
Instinctive Defence: At seventh level add your reflex save to your shield AC whilst wielding a shield (capped at your Bodyguard level).
Look Out: At seventh level a Bodyguard can deflect incoming projectiles as the Monk feat Deflect Arrows with the exception that instead of requiring an empty hand you are required to be wielding a weapon you are proficient in and instead of catching the projectile the bodyguard strikes it aside.
Food Taster: The Bodyguard can detect poison by taste and gains a +3 to fortitude saves versus poison.
Improved Bastion: Starting at eleventh level when taking damage as a result of using their Bastion ability the Bodyguard can apply DR equal to 1 per three levels of Bodyguard. (3DR at level eleven, 4DR at level twelve, 5DR at level fifteen, 6DR at level eighteen)
Dissuading Strike: From thirteenth level any attack made by the Bodyguard against an opponent whose last attack targeted someone other than the Bodyguard or was an AoE gains bonus damage of +4 as the Bodyguard tries to draw attention away from their charges and to themselves. This bonus damage increases to +8 at level 17 and +12 at level 19.
Tried and True: At 20th level the Bodyguard has seen and endured many threats and is always at the ready. Gains Immunity to Poison and Improved Bastion's DR is now applied to all damage as normal DR permanently.


Ultimately the Bodyguard is a reasonably proficient melee class that shines by working with their allies and knowing who to support, when and how. They rely on teamwork and improve the abilities of other adventurers as appropriate to the situation. Lower versatility, damage, defences and require more setup than normal fighters or barbarians, but hopefully can act as force multipliers in any battle where they work in concert. (Just don't try to duel anyone.)

Examples of styles for the class would be: The bodyguard to a rich merchant or politician, a shield bearer to a general in battle, secret service personnel, someone who believes they owe their life to another (a 'life debt', family member or mentor) or simply a tactically minded fighter.
A teleportation assassin. Light character focused on keeping enemies off-balance and doing bonus damage to off-balance enemies. Goal is to make a character that feels like Nightcrawler, or Batman in the Arkham games. Getting stuck into a stand-up fight should be bad, but being able to jump in and out works well. There would need to be careful balancing to make sure the risk/reward ratio was right-don't want to make them completely unkillable by making them never present to be attacked, nor completely vulnerable by making them unable to escape-but I think it would be fun. Probably built around making attacks to single enemies that do a lot of damage and debuff them, and relying on teammates to keep the enemies separated.
A race that can consume enemies and by doing so slowly developes the traits of those it chooses to consume.
Battlemage
Powerful mage that’s equally as handy with a sword.
1h and light armor proficiency and add bad ass robe/leather armor for them to wear
A class that I always pictured as super cool is sone form of time-manipulator. There have been several attempts at such a class but none have successfully captured its essence.

My take:
3/4 bab, good reflex save.
Simple weapons, medium armor proficiency.
I could see all mental abilities as potentially suitable as a key ability, with Charisma being the mist obvious choice.
The core of the class should be a set of (Su) abilities that center on buffing allies or debuffing enemies.
For example, an aura of haste/slow for rounds / level similar to the bard. Other abilities could include granting a retoll/ forcing a reroll, having an ally repeat an action or an enemy rewind another, and so forth.
By not being a caster, you can be more generous with abilities than, say, a time oracle.
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GOG.com: In Pathfinder: Wrath of the Righteous you can create any character imaginable with the flexibility, richness, and depth of the Pathfinder First Edition ruleset. You can choose from 25 classes and 12 races, but what if you could come up with your own character, apart from those that already exist?

Share your idea for a new Pathfinder class or race in the comments and get a chance to win one of 20 keys for Pathfinder: Wrath of the Righteous!

The contest ends on September 13th, 6 PM UTC.
Race: Instead of the Occult Fleshwarp, the Divine Aasimar, or the Natural Leshy or Beastkin, an Arcane race or versatile Heritage would be very fun.

Arcanophage: Arcanophages are arcane energy stuffed inside a humanoid suit, and their origins are impossibly paraxodical. No scholar, nor sage, nor oracle can agree on the origin of this disparate and unique people, or whether they were created by some will of magic itself, or by some power hungry arcanist. Many argue that their creation and symbiotic existence is impossible from one side or the other, rendering them an entire people subject to a bizarre "The Chicken or The Egg" style paradox.

Either by their own accord or someone else's machinations, you have given up parts of, or your entire body, to enhance your arcane abilities. Whether you're a brain in a cloud of mystical energy, a skin suit around a boiling mystical core, or vaguely person-shaped with magic instead of blood, and crystalline growths erupting from your flesh, you are now more in tune with your own magic and the world around you than every before. Magic darts more easily across and through your mind, or what is left of it, and each spell holds easier and longer. Magic is to you as much a sense, or subconscious function as breathing or seeing. Magic is so intrinsically intertwined with your soul and selfhood, that it is impossible to tell whether you or the magic are in control... Or whether such a thing even matters.

Class: Now that we have the Magus and the Summoner playing with how spell slots work, a fun way to expand on how a magic class can work. Blending all four magical sources together to craft a class that focuses on the interplay, harmony, and dissonance between them could lead to some very fun feats, specialisations, and spell lists. Could really capitalise on metamagic too!

The Metagician: In the same way that a historiographer studies the study of history, or a metaphysicist studies the higher, more esoteric factors of life and questions of existence, you study the study of magic itself. Working at a higher conceptual level than most other practitioners you deal with questions of magic and arcane techniques that any wizard, cleric, druid, or witch would balk at the idea of, and don't get you started on Sorcerers.

The Metagician is one part genius scholar, one part magical weirdo, one part jack of all trades seeking to gain a higher understanding of the concept of magic itself by dabbling throughout all possible schools and styles of magic. They are equipped with a uniquely large and powerful suite of metamagic options, access to all four spell lists, unique spells of their own, and a suite of options to fuck up or empower the spells of their allies and others.

Primary attributes: Int+Wis
Post edited September 10, 2021 by glenzelig
A race of minor demons that starts weak but evolves new traits as they level.
Paizo wrote a lot of races and a lot of clases that Owlcat hasn't even looked at.

Just from the ones that were PFS legal:
Catfolk: self explanatory
Changelings: hag-spawn
Fetchlings: shadow plane-touched
Gathlain: old plant fey
Ghoran: magically crafted plantfolk (also, delicious)
Grippli: frogs
Ifrit: fire plane-touched
Ratfolk: Ysoki if you're being polite
Samsaran: excessively reincarnated humanoids
Suli: half-genies
Sylph: air plane-touched
Undine: water plane-touched
Vanara: monkeyfolk
Vishkanya: slightly snakey humanoids with poisoned blood

Even the most author-neglected of those races has as many alternate racial options as Owlcat put into the races they did include, and most have pages of regional variations from the norm.

As for classes, I am glad that Arcanist is included, but they skipped a lot there, and barely included any prestige classes. How can you make a game about the Mendev Crusades without Cavaliers? I also prefer the other psychic classes to be available, and even though it is present in some small form, the other half of Kineticist is sorely missing from Kingmaker and Wrath of the Righteous.

Missing PFS legal prestige classes (and so many of the prestige classes from Pathfinder were not made PFS legal, so this is already a short list to compare):
Arcane archer
Argent Dramaturge
Asavir
Ashavic Dancer
Balanced Scale of Abadar
Battle Herald
Bellflower Tiller
Bloatmage
Champion of Iori
Chernasardo Warden
Crimson Templar: sorely missing since this is a Worldwound related prestige class
Cyphermage
Daivrat
Darechaser
Dawnflower Dissident
Death Slayer
Devoted Muse
Divine Scion
Enchanting Courtesan
Envoy of Balance
Evangelist
Exalted
Feysworn
Genie Binder
Golden Legionaire
Gray Corsair
Green Faith Acolyte
Halfling Opportunist
Harrower
Holy Vindicator
Horizon Walker
Inheritor's Crusader: a prestige class purely for Iomedae's crusaders in the Worldwound? Skip it.
Inner Sea Pirate
Knight of Ozem
Lantern Bearer
Liberator
Lion Blade
Living Monolith
Low Templar: Crusade opportunists
Magaambyan Arcanist
Mammoth Rider
Master Chymist
Master Spy
Mystery Cultist
Nature Warden
Pain Taster
[I'll skip over the actual Pathfinder organization prestige classes]
Prophet of Kalistrade
Pure Legion Enforcer
Rage Prophet
Riftwarden: Someone specialized in closing extraplanar portals
Rivethun Emissary
Rose Warden
Runeguard
Sacred Sentinel
Sanguine Angel
Scar Seeker
Sentinel
Shadowdancer
Shieldmarshal
Skyseeker
Sleepless Detective
Soul Warden
Sphere Singer
Steel Falcon
Storm Kindler
Student of Perfection
Student of War
Tattoed Mystic
Twilight Talon
Ulfen Guard
Veiled Illusionist
Westcrown Devil

The list is even longer if you include things that aren't welcome in Organized Play.
So much to do, and the modders made a fair dent in that list for Kingmaker, so I'm, sure they'll continue to complete Wrath of the Righteous as well.
I see a lot of classes, so how about ...

Vellar (singular: vellari) are a species with an innate empathic ability which generally serves them well in their interactions with others. Many vellar choose to live in population centers where they can surround themselves with others, whether to take advantage of their empathic gifts or simply enjoy a diversity of other creatures' emotions. Some vellar, however, find their gifts to be a curse, and so seek a life of solitude, away from alien feelings intruding on them.

The origin of the vellar is uncertain. Their abilities may be the result of a long-forgotten arcane ritual or divine gift, but most vellar discourage others researching their history too deeply, perhaps fearing that an enemy might replicate their gift, or find a way to remove it.

Physically, vellar most closely resemble humans, though they tend a bit shorter. It's a rare vellari who reaches 6 feet. Vellari eye, hair, and skin coloration follows human norms, though more muted. Where a human might have bright red hair, a vellari might bear rust or auburn. Some vellari seek dyes, tattoos, or magical means to stand out from their fellows and from the other races.

In Pathfinder (1st ed) terms:

+2 Wisdom, +2 Charisma, -2 to (one of Strength, Dexterity, or Constitution). Vellar empathy leads to an understanding of others and by necessity a strong sense of self, but the time needed to master their gifts without madness takes away from their physical development.
Medium: Vellar have no bonuses or penalties due to their size.
Normal Speed: Vellar have a base speed of 30 feet.
Empathic: Vellar have a +2 racial bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks. These skills are always class skills for a vellari.
Emotional Awareness: Vellar receive a +2 bonus on saving throws against mind-affecting and fear effects.
Bonus Feat: Vellar select one extra feat at first level. This feat may not be a combat feat.
Languages: Vellar begin play speaking Common and one other language. This language, and any additional languages gained from a high Intelligence score, may be any of the following: Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Orc.
Post edited September 11, 2021 by ailurodragon
Magus Sub-category: Collector

A class with a kin eye for items. Hoarders that get a buff for carrying a lot of seemingly useless items. Combat-wise they'd make use of items mostly, their potions heal twice as better, and so would most items and scrolls, they just have a knack for that. Due to their knowledge, selling stuff is way better, knowing the true value of things or...deceiving others about the value of others.

Really good eyes so they can detect traps and rare items, probably a class to stay behind and yell orders or cower in fear, but also a class that can use all the junk that a player will inevitably have.
I think the spectrum or ghost race are so cool, enter in the bodies of your enemies and do the things like this body can do for a little or medium time, is one of the habilities like spectrum or ghost do.

He cant enter of vision for some enemies is a other hability.

One of his weaknesses is a resistence of some enemies for spectrum can enter of their bodies
And detected for their rank visions (Kind of wizard or ghost hunter or both in the game)

Hability: Transition, when you enter in a some bodie you can stay neear for powerfull enemies vs ghost or spectrum like wizard or ghost hunter without they detected you.
Use your eyes for enter in their bodies and do the things like wizard and ghost hunter can do for little time

Weaknes: Danger zones: Spectrum or Ghost reduce your energy and velocity when stay near for 20 seconds like chapels, celestial places, blessed houses and celestial statues, if you stay more time than 20 seconds your life will decrease.
(you only enter in this zones and dont receive damage or decrease your stats if you enter in a wizard or ghost hunter before, in this mode cant use Transition hability for enter in other wizards and ghost hunters)

Hability: Cross walls and see inside the buildings.

Battle:

Dont receive damage for fisical atacks, but the weapons are blessed or have a special magic this atacks can make damage in ghost or spectrum

Ghost or spectrum atack in the distance whit objects near of him: rocks, droped weapons.

He can use ghost scream for stun enemies like have magical or blessed weapons and can make damage in they.

Hehe i only think in this but if you agree for idea i can do more habilities in the future

Have a nice day :D
Post edited September 11, 2021 by Alex0706
For a new race, I've always loved tinkering with a race that has a randomized benefit. The current iteration I have for a upcoming tabletop campaign explains that this race ( called Canis Sapiens) lived in the plane of existence that was ravaged by a war between godly beings. Due to the hostile environment and leftover arcane energy, the Canis Sapiens evolved so that they are born with a special benefit (later called a birth gift).

When a player create a Canis Sapien, they have to roll a 1d20 to determine what their birth gift is. Some are simple like stat increases but other can allow your character to cast a limited amount of spells (no matter what their class may be), makes them proficient at more skills, or even gives them a passive regeneration buff.