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[[Armiger]] is a [[Spheres_of_Power#Spheres_of_Might|Spheres of Might]] based third party class for [[Pathfinder]]. Armiger's main gimmick is that they can customize | [[Armiger]] is a [[Spheres_of_Power#Spheres_of_Might|Spheres of Might]] based third party class for [[Pathfinder]]. Armiger's main gimmick is that they can customize three (more at higher levels) weapons every day (or, with the right character option selected, after spending 10 minutes and once per day as a move action), adding temporary talents as long as the weapon is wielded. This makes them "prepared" <s>casters</s> practitioners to the normally spontaneous system. They also gain various other abilities that make them good at switch hitting. | ||
The ability to swap talents ''could'' make this a [[Tier System|Tier 1]] Spheres of Might class, but in practice, the fact that the spheres best suited to saying "no" to a problem don't really make sense as being part of a custom weapon (How does changing up your sword teach you how to make a camera?) and the need to have access to a sphere to add a talent to a weapon bring it down from abusable. In practice it's tier 2 (if worked for), tier 3 (if competently played) or very low (due to high customization). | |||
Considering the core premise of the Armiger, the concept of [[archetype]]s makes for a very natural fit. | |||
*'''Antiquarian''' breaks the barrier between casting and martial by making the class a Champion class by giving weapons magic talents. | |||
*'''Awakener''' is another Champion archetype by turning weapons into Conjuration sphere companions that can be called in the thick of combat. | |||
*'''Battlefield Tinker''' doesn't swap between weapons so much as make one massive weapon that can swap between different modes. This has the added bonus of slapping on [[Technician]] upgrades. | |||
*'''Bladewalker''' trades off some prowesses in order to gain the Warp sphere for teleportation so they can jump around to keep hitting. | |||
*'''Bounty Hunter''' focuses in the use of nonlethal combat and grappling enemies. | |||
*'''Machinehead''' makes use of the Tech sphere for custom weapons, with the absolute necessity of being able to fold weapons into smaller items. | |||
*'''Stancemaster''' replaces the need to swap between multiple weapons to swapping between multiple stances, each one gaining talents as if they were weapons. This also adds in the [[Prodigy]]'s combo system for more combat utility. | |||
==5e== | |||
The concept of the Armiger was a rather simple matter to port into 5E, each custom weapon gaining their own special talents. The only real loss is the fact that they don't get any special features, the streamlined nature of 5E sticking them to merely subclesses. | |||
*'''Antiquarian''' as above, this grants the ability to put magic spheres into weapons (or just spell slots if you're not using SoP). | |||
*'''Commando''' focuses more on mobility, swapping weapons and regaining Martial Focus when they hit foes, letting allies attack those enemies while benefiting from your advantages, and gaining the ability to sacrifice your weapons to cheat death. | |||
*'''Polymath''' is the grants the [[Bard]]'s halved proficiency to all spell checks as well as a fighting style, providing some incredible utility. This utility also lets the Armiger swap out more talents from weapons to keep the enemy guessing on what tricks they have up their sleeves. | |||
{{PF-3PP-Classes}} | {{PF-3PP-Classes}} |
Latest revision as of 19:30, 17 June 2023
Armiger is a Spheres of Might based third party class for Pathfinder. Armiger's main gimmick is that they can customize three (more at higher levels) weapons every day (or, with the right character option selected, after spending 10 minutes and once per day as a move action), adding temporary talents as long as the weapon is wielded. This makes them "prepared" casters practitioners to the normally spontaneous system. They also gain various other abilities that make them good at switch hitting.
The ability to swap talents could make this a Tier 1 Spheres of Might class, but in practice, the fact that the spheres best suited to saying "no" to a problem don't really make sense as being part of a custom weapon (How does changing up your sword teach you how to make a camera?) and the need to have access to a sphere to add a talent to a weapon bring it down from abusable. In practice it's tier 2 (if worked for), tier 3 (if competently played) or very low (due to high customization).
Considering the core premise of the Armiger, the concept of archetypes makes for a very natural fit.
- Antiquarian breaks the barrier between casting and martial by making the class a Champion class by giving weapons magic talents.
- Awakener is another Champion archetype by turning weapons into Conjuration sphere companions that can be called in the thick of combat.
- Battlefield Tinker doesn't swap between weapons so much as make one massive weapon that can swap between different modes. This has the added bonus of slapping on Technician upgrades.
- Bladewalker trades off some prowesses in order to gain the Warp sphere for teleportation so they can jump around to keep hitting.
- Bounty Hunter focuses in the use of nonlethal combat and grappling enemies.
- Machinehead makes use of the Tech sphere for custom weapons, with the absolute necessity of being able to fold weapons into smaller items.
- Stancemaster replaces the need to swap between multiple weapons to swapping between multiple stances, each one gaining talents as if they were weapons. This also adds in the Prodigy's combo system for more combat utility.
5e[edit | edit source]
The concept of the Armiger was a rather simple matter to port into 5E, each custom weapon gaining their own special talents. The only real loss is the fact that they don't get any special features, the streamlined nature of 5E sticking them to merely subclesses.
- Antiquarian as above, this grants the ability to put magic spheres into weapons (or just spell slots if you're not using SoP).
- Commando focuses more on mobility, swapping weapons and regaining Martial Focus when they hit foes, letting allies attack those enemies while benefiting from your advantages, and gaining the ability to sacrifice your weapons to cheat death.
- Polymath is the grants the Bard's halved proficiency to all spell checks as well as a fighting style, providing some incredible utility. This utility also lets the Armiger swap out more talents from weapons to keep the enemy guessing on what tricks they have up their sleeves.
The Third Party Classes of Pathfinder | |
---|---|
Psionics: | Psion - Psychic Warrior - Soulknife - Wilder Aegis - Cryptic - Dread - Marksman - Tactician - Vitalist |
Path of War: | Stalker - Warder - Warlord - Harbinger - Mystic - Zealot |
Akashic Mysteries: | Daevic - Eclipse - Guru - Nexus - Radiant - Rajah - Stormbound - Vizier - Zodiac |
Spheres of Power: | Armorist - Elementalist - Eliciter - Fey Adept - Hedgewitch - Incanter Mageknight - Shifter - Soul Weaver - Symbiat - Thaumaturge - Wraith |
Spheres of Might: | Armiger - Blacksmith - Commander - Conscript Savant - Scholar - Sentinel - Striker - Technician |
Spheres of Guile: | Agent - Courser - Envoy - Mastermind - Professional |
Champions of the Spheres: | Prodigy - Sage - Troubadour - Dragoon - Mountebank - Necros - Reaper Warden - Crimson Dancer |
Pact Magic: | Pactmaker (formerly known as Medium) |