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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.
While I have limited familiarity with the Pathfinder system beyond the first Owlcat game, I'd like to see...

Mechanick

Seen as little more than a toy-maker by some and to be a magic-user by many (he or she is not... and in fact dislikes magics used to create "creatures" and golems), the Mechanick is constantly studying nature's inner workings and geometries to "tinker" with their "clockwork" replication.

The Mechanick can gather (or purchase) resources to build mechanical "clockwork" men, beasts, and creatures. These mechanickus can work as offense, defense, or simply to aid in travel -- tending to be impervious to most magics -- but they take a number of days (based on their size) to construct, and they ask for consistent and continued repair. The stronger construction (they can be upgraded should the Mechanick acquire advanced materials knowledge), the longer they will last -- and the more hearty in battle -- but they have a limited lifespan... before any and all repairs won't fix what's broken.

Alternatively, the Mechanick may be enlisted for general engineering tasks (building bridges, boats, etc) but he / she is limited to the resources either at-hand or close-by... and is as often to succeed as fail in these "mundane" tasks. Why? Because a Mechanick would always much rather be building "clockwork" mechanicus!

Lastly, you might ask "how do the Mechanikus respond to commands and seemingly think (albeit quite simply)?"

The answer?

You'll never know. The Mechanick's Guild would never allow that secret to be told (but they swear it's not magic)!
Post edited September 04, 2021 by kai2
Class : Lorekeeper

Each Divine Creature needs a Lorekeeper if he/she wants a clear mind. Because over the years, so many memories accumulate in their minds that they become a burden. Good memories hurt because they're in the past. bad memories, on the other hand, give pride and peace because they are overcome. But sometimes divine one has old memories which he/she is not overcome like revenge. Whatever the reason, she/he wants to get rid of this heavy burden that time has placed on her/him.

Thats where the Lorekeepers created. Some divine creatures want to bury their good memories in their mind because simply they want revenge hot. Or some of them give lorekeepers bad memories becase they want to be a pure good deities.

Thats why lorekeepers can easily make the wrong decision about divines. because someone whose memories are full of evil may think that the person they are in contact with is bad. it is very easy

Knowledge is their power. They can know magic that no one knows. Or their memories are full of junk names who no one cares.

But whenever you step an area , good or bad memories reveal for your party about there. Thats so good for storytelling and i think that was a good idea.

Anyway Lorekeepers generally mad but gifted by divines and protected by them if he/she want someday a backup memory.

Thank you for this opportunity. And sorry for my bad english. But you will get the idea. and i think this is good
Post edited September 04, 2021 by ywzywz
Class : General Servant

An assassin who appears as a lowly worker who is able to eliminate targets

Skills:
Mop / Broom - Staff Combat
Ignored Disguise - Able to go unnoticed as beneath anyone's attention
Chameleon - Able to blend into the background
Corrosive Potion - Able to use alchemy skill to dissolve any bodies/evidence
Deadly Cooking - Able to use common foods to cause death in targets
Accidental Traps - Able to rig household objects to kill enemies while appearing accidental
Bombs - Able to use household ingredients to create explosive effects.
New Race: Acrisiatll (insect/grasshopper humanoid)

Dex+2 Int +2 Con -4

These insect-like beings have acute senses (thanks to their 2 bulging and 4 smaller eyes and their antennas). They have serrated arms which add +2 bonus to unarmed attacks and have a bite attack does additional 1d3 acid.

At 1st level they have +5 to perception and stealth this bonus increases to +10 at 6th level and +20 at 12th level.

At 5th level they get + 5 Athletics/Mobility this bonus increases by 5 for every 5 levels. They have fragile bodies (reflected in their con flaw)
Post edited September 04, 2021 by sionos
A couple more I've thought of:

Unstable Sorcerer:
* At first, similar to a standard Sorcerer. Can know any core spell (including cleric spells), but even more limited in the number of spells known.
* Unlike a standard Sorcerer, Unstable Sorcerers don't get to choose their spells; instead, they're assigned random spells at character creation and level up. On the other hand, as mentioned before, they aren't limited to the Sorcerer/Wizard spell list.
* An unstable sorcerer can boost a spell. This boosts the spell's caster level and allows a metamagic feat to be applied (possibly more at higher levels), but comes at the risk of the character permanently forgetting the spell cast.
* When the character long rests (any rest that restores the character's spells per day counts as a long rest), if the Sorcerer has forgotten any spells, those spells are replaced with new randomly chosen spells of that level. (Note that it is not impossible for the same spell to be re-learned after it's forgotten, but the chance of that happening is low.)

And, of course, one idea I've borrowed from another game:
Gadgeteer:
* Similar to a Rogue, with some of the Rogue abilities, notably including Trapfinding but not Sneak Attack.
* Skill list is similar to a Rogue, but with a bigger emphasis on skills that involve building and tinkering with things. 8 + Int skill points per level, just like a Rogue.
* Proficiencies are similar to that of a Rogue, but with the addition of Firearms and (if present in the setting) Modern Weapons.
* Starts play with a special Omnigun, which can be improved in various ways as the character's level increases. This weapon uses the Firearm/Modern Weapon proficiency.
* Craft Gadget: The Gadgeteer can create gadgets, in a manner similar to the creation of magical items by casters with item creation feats. Gadgets behave mechanically like similar magical items (one can create one that mimics a spell, and it might, for example, use Wand rules), except that they're not actually magical (and therefore work in anti-magic zones).
* Use Gadgets: A Gadgeteer can use any gadgets that have been crafted by a Gadgeteer, provided the character's level is high enough. Other classes must succeed on a Use Technological Device check to use such items. (Use Technological Device works like Use Magic Device, and is available to the same classes, except that it works on gadgets and high-tech devices, and it uses Int rather than Cha.
Awesome contest thank you!^^

My dream class: The Soulcollector.
Scour the lands in search of valuable souls to catch from powerful beings and infuse those souls into otherwise inanimate objects, weapons, organic bodies and automatons. Depending on your skill and the vessel the soul would retain some of its former personality so that you can end up with sentient automatons or weapons or, in the worst-case mindless husks with fragments of memories and awareness.

Make your enemies serve you in creative ways after death or grant your friends(and yourself) eternal life through soul transfer!
For late game mechanics you could have giant soul-syphoning engines or create a museum of rare and valuable souls for the simple pleasure of displaying them.
There could even be a Soulcollector ascension path: The Master of Spirits. You could have the choice of binding the souls of your subjects to their bodies, making them immortal, or having a massive curse on the lands that automatically syphons and catches the souls of the dead for your own use.
Post edited September 13, 2021 by Artfactial
You want races. I have races-a-plenty. Here is just the first one. Let me know if you guys want more. I am a GM who has made a book of homebrewed races.
Poireti (Poor-ret-ee) [Salamander People]

Physical Description: Poireti are tall and slender salamander like people. Their scale patterns can come in many different colors and patterns. They tend to wear tight form fitting clothing that suits their water dwelling lifestyle. Their clothing tends to be made from leathers that have been treated to last longer in the water.
Society: Their societies can be found along or in almost any body of freshwater. Their towns tend to be known as places of healing and rest. This leads most travelers to treat finding a surprise Poireti towns as a boon to their journeys. The architecture of their towns are usually wood and stone that can vary from riverside cities to floating cities on a lake. Their towns tend to have different kinds of health spas and pottery stores that sell a variety of well made ceramic goods.
Relations: Poireti get along well with most races and don’t harbor any ill feelings towards any race in particular. They get along the best with Ambys which are the same race just not fully matured into a Poireti yet. When visiting a Poireti town you will pretty much always see Ambys living alongside the Poireti. There are usually Mano ‘Aina and Undines living within their towns as well. Ifrits tend not to be big fans of staying in their towns for too long.
Alignment/Religion: In Poireti towns it is common to see churches and shrines to a variety of Gods. They value Desna for her protection to travelers who are coming to and from their towns. Erastil for the luck in trades and mercantile fortune. Gozreh for his life giving waters that the Poireti thrive with. Sarenrae for healing and being able to redeem those who seek it. Finally Shelyn for the beauty of creation.
Adventurers: As adventures Poireti usually take to being Druids, healers, or really any kind of caster. When they leave their homes they usually do so at the request of someone who visited and was looking for a healer/caster on their journeys.

Alternate Racial Traits

Toxic Mucus: Poireti with this racial trait secret a toxic substance into their skin. This makes it so they gain a poison that deals 1d3 Dex damage (Fort save = 10 + level + Con Mod) 2 saves cure onset 1 min. They can use this ability a number of times per day equal to their Con Mod. This replaces Moist Skin.

Mud Born: Poireti with this racial trait have a natural connection to their swampy/riverside homes. They are able to expand the natural environment to help increase their homelands. This gives them the ability to cast Soften Earth and Stone once a day. This replaces Slimy Skin.

Salamander Spa: Poireti with this racial trait tend to have a much more gentle nature. This allows them to cast Soothing Mud once a day. This replaces Hydrated Vitality.


Favored Class Options

Alchemist: Add +1 to craft Alchemy checks to make healing Alchemical items.
Cleric: Add +1 on caster level checks made to overcome the spell resistance of creatures with the Aquatic or Water subtype.
Druid: Add +1 to Handle Animal made to influence Animals and Magical beasts with the Aquatic subtype.
Oracle: Add ½ to the oracles level for the purpose of determining the effects of the oracle’s curse ability.
Hunter: Add ½ to your level when determining level dependant effects of spells with the healing domain or water descriptor.
Sorcerer: Add +1 on caster level checks to cast spells underwater.
Wizard: Add 1 spell from the Druid, Cleric, or Wizard spell list with the water descriptor.

Poireti Racial Traits
+2 Intelligence +2 Wisdom -2 Constitution: Poireti are smart and wise but not all that tough.
Poireti: Poireti are humanoids with the Poireti subtype.
Medium: Poireti are Medium creatures and have no bonuses or penalties due to their size.
Speed: Poireti have a base speed of 30 feet and a swim speed of 30 feet.
Amphibious: Poireti are able to breathe both air and underwater. This ability does not function in salt water.
Slimy Skin: Poireti with this racial trait gain a +2 racial bonus on CMD vs grapples and a +2 racial bonus on escape artist checks to escape from grapples, ropes, or any kind of binding objects.
Moist Skin: Poireti have naturally wet moist skin. This grants them fire resistance 5.
Hydrated Vitality: When a Poireti are in moving water, lakes, streams, creeks, and rivers they gain fast healing 2. This ability does not work in salt water.
Favored Terrain: Poireti gain a +2 racial bonus to AC when in Swaps/Wetlands.
Languages: Common and Aquan, those with high Int get any languages besides secret languages.


Racial Feats

Slippery skin: Prerequisite Level 6. Gain freedom of movement as a once a day spell like ability.

Class:
Alchemist

Receives bonuses to potion creation, such as potion effects. Receives bonuses to ranged attacks with potions. Limited to learning only lower level spells.
Race: People of the Sands

Machines clad in robes and bandages that where created by a god eaons ago, they move and walk by the timepiece that moves and rotates sand through their bodies
Or, we have something like this race, borrowing from early SaGa (which in turn borrows from some non-D&D TTRPG):
Esper:
* These beings are similar to humans at first glance, but have unusual powers, typically magical or psionic in nature.
* Ability modifiers: I'm thinking +2 CHA (or DEX or CON), -2 STR
* Esper feats: Instead of getting normal feats, espers choose feats from the esper list. These include feats granting spell-like abilities, as well as some that grant abilities normally found only on monsters, like breath weapons or gaze attacks. Espers may also choose psionic and monster feats, but not general or combat feats. An esper who gains class levels in a class that grants a bonus fest chooses that bonus feat as normal (so, for example, an esper fighter can choose bonus feats they could not choose as their standard level up feats).
* All espers are considered psionic beings, getting the Wild Talent feat for free (provided the psionic rules are used in the campaign)
* If an esper who takes levels in Wilder and experiences psychic enervation, the usual effects of the wild surge do not apply. Instead, the esper forgets the power that was just learned; after the next long rest (when power points are regained), the esper wilder learns a randomly determined power in its place; this power can come from any psionic power list.
* Favored class: Wilder, if the psionic rules are in use. Otherwise, Sorcerer (or that Unstable Sorcerer I detailed in an earlier post).
Class: Princess

The princess class is a hybrid class with the charisma and diplomacy of bards combined with the subterfuge of rogues. One of the primary features of the class is the ability to feign defeat, allowing the princess to be kidnapped and taken back to an enemy's lair thus giving the opportunity to loot the place of all its treasure before escaping.
Here is a suggestion: ANYTHING that runson a computer affordable TODAY, AND NOT 10 YEARS IN THE FUTURE.
Now, for a joke submission:

Class: Foreigner

The Foreigner is a strange class, who draws abilities from other universes that have different rules. Unfortunately, said abilities often fail to work or make sense in the Pathfinder universe, and as such often can't do much that's useful.

Abilities include:
* Mana drain: As a standard action, the foreigner can drain 1d4 MP per level from the target. The drained MP is added to the foreigner's MP pool.
* Gil toss: The foreigner can toss up to 500 gil per level at an opponent. On a successful attack role, the target takes 1 damage fore each 100 gil used for this attack. Note that this ability only works with gil, anod not other currencies (so it won't work with, for example, the gold pieces found in the Pathfinder universe.)
* Shatter sphere: De-activates one sphere on the target's sphere grid (the attacker chooses which one). Any stats or abilities gained from that sphere are lost.
* Limit break: If the foreigner's limit gauge fills up, the foreigner can release it in a burst of energy, doing 1d6 damage per level minus the target's magic defense. (No mechanic exists to fill said limit gauge, nor is there any mention of the character having a limit gauge in the first place.)
* Row change: If the target is in the front row, they move to the back. If the target is in the back row, they move to the front.
* Restore health: By expending a healing surge, the foreigner can heal themself fully. In addition, this ability removes any taint, corruption, paradox, or other abilities from the user.
* Karma burst: By spending karma, the foreigner can do damage equal to 1d6 per point of karma spent.
* Mana source: As a standard action, the foreigner can add one mana of any color to their mana pool.
* Jail collection: If the foreigner is sent to jail (for example, by rolling doubles 3 times), then the foreigner can pass go and collect $200.
* Game crash: As soon as a foreigner reaches level 19, the game crashes.
* Bring on pun-pun: At 20th level, the foreigner gains the Manipulate Form ability. As a standard action, the foreigner can raise or lower any stat of the target (which can be the user), or grant or take away any ability to/from the target. There are no limitations on the use of this ability. Additionally, the foreigner gains the ability to transform into a sarrukh, along with the ability to summon a sarrukh familiar,
Class: Mime

The Mime isn't necessarily a clown (though clown garb is not /forbidden/ per se). Instead of gaining a specific progression of available feats, abilities, and/or spells as they level up, Mimes will gain traits from the creatures they encounter and interact with. Every time a Mime gains experience by interacting with a creature (usually by fighting it), or spends a given amount of time in the creature's presence (for example, if the being in question is a party member), the Mime gains points which can be used upon levelling up to "buy" traits, feats, spells, etc. used by that creature. It will also affect the Mime's appearance. A human Mime that spends time with a party of elves may start to appear more elven, and gain elven racial abilities. A Mime that frequently fights kobolds could gain some of their abilities and appearance.

The Mime can also mimic class abilities, using the same rules (fight or travel with a rogue long enough, gain some rogue feats at next level). This is, of course, much less efficient than simply taking a level in the class described, but may be useful if there are one or two specific traits that are desired, such as a specific spell the Mime wants to use.

Any given adventurer is likely to encounter multiple types of monsters, and characters as they quest, but only Mimes will be totally shaped by the beings they meet.
I have never played these games so my knowledge is limited and everything I'm saying is probably wrong and this class is probably already in the game but;

CLASS: Warlord/ Leader/ Commander (Kind of like a drill sergeant or Theoden in The Lord Of The Rings).

By this I mean he is not only powerful with weapons of all kinds but he can persuade NPCs easier and give orders to companions/npcs. He could also have battle cries which would weaken enemies and make allies stronger. They would also (if this game was turn based) get the first move every round.

REMEMBER I HAVE NEVER PLAYED THESE GAMES (thus I have no idea if what I am saying is correct or possible in the game.

By the way If you are reading this and you win and have a spare key you don't sell or whatever, would you be able to send me one (somehow, maybe through GOG Galaxy). Don't interpret this as me begging, this is JUST IN CASE you have a spare key you cannot get rid of or don't want or whatever :)
Attachments:
rohirrim.jpg (301 Kb)
Post edited September 06, 2021 by SomeoneFromTheUK