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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.
A great race would be a race of shifters. Not like dopplegangers, more like a natural form of lycanthropes. They can shift back and forth between their birth form and a hybrid form of their birth form and something else. This keeps it open for different types with different goals/attitudes/roles. Their birth form is any of the regular races and the hybrid is a cross between that and an animal. Once the choice is made of what animal the hybrid form is a cross with, it can't be changed. This could also open up a special class devoted to honing and empowering their natural abilities such as senses, stats, attacks and/or special abilities.
Post edited September 11, 2021 by darineth1337
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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.
Class: Spirit Warrior

Description: A warrior from a shamanistic society, that lacked the patience to become a full shaman, but showed potential for becoming one. They still have a connection to the spirit realm, though heavily watered down. Like full shamans, they have a spirit animal, usually in the form of a long departed childhood pet, such as a raven, or cat, Their spirit guide can aid them by coming into contact with writings in a language unknown to the spirit warrior & instantly puts the writings into a language the spirit warrior can understand so long as its form is touching that writing.

Spirit warriors can spirit walk. That is go into a trance, & leave their physical bodies at the spot they did so, while their spirit scouts ahead. They can voluntarily end this spirit walk & return to their bodies, at any time. The range of the spirit walk is limited, & any attempt to go past this limit instantly returns to them to their body. During such a spirit walk, their physical bodies are vulnerable to attack, & any damage it receives instantly returns them to their body. Therefore, they typically do so in a relatively safe place if they are alone, or have someone they trust, to watch over them.

Spirit warriors are more like fighters than barbarians, because they have the same skills as a fighter, yet like barbarians they are not proficient with tower shields.
I would want some sort of forest hermit or ent-like wizard. Like a swamp wizard.
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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.
A race I would like to see is a race based on energy. It cannot get phisical o chemical damage. This race has bonus on perception, intelligence, Knowledge and magic power. It can change his shape and size and it can be elastic.
Post edited September 11, 2021 by Agvci
Thank you for the contest!

New class: Tailor

A tailor best synergizes with DEXTERITY and CHARISMA stats. They obtain access to unique CRAFTING options. In combat, they rely on SPEED and sneak attacks. They can also double as SUPPORT with the opportunity to learn unusual healing techniques.

A first impression is a lasting one, and few have learned this lesson as well as tailors, who have developed the gift to turn even the worst-mannered oaf into a shining gentleman -at least in appearance, and for a price to pay. Not only they are able to use looks to their advantage, but they also have mastered and expanded their skills in unexpected ways.

A character belonging to the tailor class is able to craft unique pieces of clothing and armor, after collecting the necessary materials. These items will raise their own statistics, particularly charisma, or can add new abilities in the diplomacy, intimidation and conversation fields. Should they choose to share their creations with others, they can boost their party members as well. More experienced tailors will be able to weave disguises in order to travel unnoticed, copy uniforms and infiltrate enemy lines, or sew an attire that fools others into believing they are a lot more powerful -or a lot less- than they claim to be. Tailors can adjust pieces of clothing and light armor to increase the speed and maneuverability of their users, or enchant equipment by embroidering powerful amulets or cursed charms between its seams.

The skilled hands of a tailor lend them a good service in combat. Years of using scissors, needles and pins have made tailors accustomed to short, pointy and sharp weapons, which they hide in secret pockets and may appear at any moment during a drunk scuffle, a tense conversation or a fight for the fate of the world.

Finally, a tailor’s expertise extends to the field of healing, becoming a key asset for their party. Few other than trained surgeons can sew wounds and stitch cuts as masterfully as a seasoned tailor. Furthermore, upon levelling up, tailors can expand their abilities with needles if they choose to study the secrets of acupuncture, unlocking new regeneration techniques and granting new bonuses to their allies.
I would love to play as a geomancer who grabs metallic rock into a floating shield that can be flung as weapons.
Hey everyone, I think this is a great sweepstakes and I intend to win. Why not make a turtle race with a monk/ninja hybrid class so that everyone can enjoy a variation of their favorite 80's mutant turtles. Or make a druid class for the turtle race. What's more in-tune with nature than a 150 year old tortoise that's perfected its use of magic and attuning with nature
I always loved to create unorthodox characters, mages with a warrior streak, warriors with an unhealthy investment on magicka, assassins with a flare for drama, or thieves that enjoy being caught and escaping. Although I know this characters are not optimised they are fun to play, breaking the mould of the usual archetypes. Don't know if it's possible, but I would love to see a necromancer bard on Pathfinder: WTR
Pet class that summons exotic animals who have the ability to change forms and abilities during combat.
I would want to play as an undead/ancient race that uses old/wild magic. I'd RP that char so that they were lost to time.
I'd like a race inspired by the Abyss Watchers in Dark Souls 3. They would be undead from a time beyond remembering when a group of warrior bound themselves to forever fight the darkness of an oncoming apocalyptic event. They were all killed and lost, but some have returned to hunt traces of that primordial darkness that has surfaced again. Their memory is partial of times before. They are grotesque and so always wear a hood or armor that covers their face. They get a natural buff when facing monsters with an evil alignment but a de-buff when facing any enemy with a lawful alignment.
Quartermaster

At low levels, they're focused on out of combat buffs: good food, good beds, well maintained weapons. In combat, they're focused on ranged combat and item utilization.

At higher levels, they become masters of movement, storage, and shelter, gaining access to high-powered magical abilities that increase party speed, grant teleportation, allow transport between planes, grant access to extra-planar spaces, etc.
I think Thri-Kreen is a cool race to play:

Their appearance can be likened to a humanoid praying mantis. Their height and weight is about that of a human and they walk to 2 legs, but they have and exoskeleton, 4 arms capable of tool and weapon use, mandibles, antennas and composite eyes.

They're extremely good jumpers, stronger and more agile than humans, they wear no armour, but their exoskeleton provides them protection (could scale with levels?), they're good at hiding, moving quickly and silently, and they're born acrobats.

Their faces portray no emotion, making them good liars (for those that never met or heard of them), but also hard to sympathise with (strong charisma penalties for anything but lying, penalty or bonus to lying depending on the other side's knowledge of Three-Krin).

Almost all of them are Chaotic Neutral.

A bite from their mandibles can paralyse or decrease agility for a short while, once a day.

They also posses some psionic power, allowing them to make themselves harder to see (times per day could scale with level).

They have no religion (can't be clerics), but they do worship nature so they can be druids.

They have difficulties understanding the more intricate concepts of social rules of other races (since they're race is not very socially advanced). Rules, loyalty and honour are foreign concepts to them. They have no interest in clothing, jewellery or money.

The most natural classes for a Thri-Kreen would be an assassin, a rogue or a monk (for the sport of it, more than anything else, since they care little for worldly possessions).

They have penalties for Charisma (as stated above), and also for intelligence, but bonus for strength and dexterity.
So, I'd like to see Lizardfolk as an alternative and play something like a Chaotic or Neutral Evil Chef, cooking and eating all opposition to grow stronger from their essence. Meet and kill a Demon, great, let's eat it. Meet and kill a Noble, great, let's eat it! And so on.

Going one step further to suggest a Chef class. Being obviously a martial class working in melee, with access to special attacks, that if they hit providing components for consumable item creation akin to potions. Though again, no spell effects, providing a means to buff that can't be easily removed, but at the investment of time which was important in the previous game.
I always liked the idea of a class based around being possessed, with the possessee gaining some of the skills and attributes of the possessor. Subclasses could be flavoured around what type of entity is possessing you, so a mortal's ghost could pop out to scout ahead, a bound demon could temporarily alter and enhance the host's physical body, and esoteric and unknowable spirits could grant certain magical abilities.