The character in your head (PC or NPC) fits the vast majority of thematic requirements for the game or campaign you're about to join, but none of the abilities available fit what you want. Homebrew is hardly unheard of, but nobody wants to waste time arguing over some house rules—you need a strong set of mechanics that the GM and other players can fully approve of.
Where do we start? How do we take an idea from our brain and onto the table in an intelligent, responsible fashion? First, obviously, we need an idea.
For today's purposes, we're going to be using "Speedball" from Marvel Comics as our example (I was a big fan of his up until the whole Penance business—I've even got most of the first run of the terrible solo issues). making up a very basic framework for an equivalent in Pathfinder. For those not in the know, Speedball could basically make himself into a big bouncy ball, redirecting kinetic energy.
The first thing to do is see if the tools are there already or not. While the PRD is fantastic, when it comes to designing something for Pathfinder, you should be using d20pfsrd.com. John Reyst and his slew of minions are constantly adding 3rd Party Publisher material (so you know your design is unique), have a more accessible search engine (use those quotation marks, folks) and you can break up results by category (this saves an enormous amount of work vis-a-vis magic items, classes and spells).
Let's look up some keywords for Speedball's abilities: "bounce", "bouncing", "kinetic" and "redirect". Whenever possible, we want to mirror or incorporate the established mechanics set up within the RPG in question, so don't be lazy about looking at what comes up. Most of the page counts shrink as well for some reason, so sally forth!
Bouncing Spell—We're not really doing anything with this. If I was writing an entire base class, this would absolutely become a part of it somehow, but we'll stick to levels 1-5 if we go that route, and feats or a simple archetype if not.
Greater Ring of Bounce—A cursed item that gives a +10 bonus to Acrobatics check for jumping, but a -10 for any other use, CL 7th. This sounds like something we can use, so we'll put a star by it to remember, and maybe a note. [***attack ability?]
Bounding Hammer—From Pathfinder Companion: Dwarves; on a successful hit with a thrown hammer, the feat makes it land in your square. [*** feat to catch thrown weapon]
Roll With It—This goblin feat looks like we've struck gold. Take a melee hit, make an Acrobatics check (DC 5 + damage) as an immediate action, success means that you take no damage but move in a straight line (in a direction of your choosing) 1 foot for each point of damage you would have taken, halting after half your speed in movement. Run into something and you take 1d4 damage and go prone, and all that movement provokes AoOs. Worse yet, you are staggered for a round after attempting the feat. [***fundamental]
Tumbling Descent—This roof runner rogue archetype ability from Ultimate Combat fills another great gap: so long as there are two surfaces no farther than 10 feet apart to bounce against, they can fall indefinitely with an Acrobatics check (DC 10 + 5 for every 10 ft. increment descended beyond the initial 10 ft. drop) [***fundamental]
Ricochet Shield—This is an interesting combat trick; a -2 attack roll penalty to bounce a thrown shield around an obstacle, with a note about range increments for total distance traveled rather than from wielder to target. [***attack ability?]
Bouncy—Another goblin feat from the Pathfinder Player Companions; the first 1d6 lethal points of falling damage are automatically converted to nonlethal damage, and you get a +2 Reflex save to avoid unexpected falls. [***the cushion effect]
Kinetic Reverberation—This 2nd-level wizard spell lasts rounds per level, allows for SR and a Fortitude save. On a failed save, the weapon striking the target enchanted by this spell takes the same amount of damage it dealt to the target. Doesn't effect natural attacks. [***fundamental]
Impact—For the equivalent of a +2 weapon enhancement bonus, increase a weapon's damage die; CL 9th. Good stuff to know. [***fundamental]
Redirect Attack—This advanced rogue talent allows a once per day redirect of a melee hit to strike an adjacent creature as a free action, requiring the attacker to roll a second time. Definitely high part of our core concept. [***fundamental]
Flowing Monk—This guy has quite a bit of what we're looking for: redirection, unbalancing counter, flowing dodge and elusive target (as well as the Elusive Redirection feat) fit the bill for our core concept. [***fundamental]
Our design ends right here. We could break some of this down and rebuild the pieces, creating a more specific monk archetype (the bouncing goblin, perhaps?) but as it is, a goblin flowing monk with the right feats, a few errant class levels or new magic items and a bright attitude should do it.
A lot of our work is done for this guy—let's assume we make a goblin flowing monk 5/rogue (roof runner) 2. They can flow around attacks via flowing monk abilities (and, of course, the Crane Stance feats), with the Roll With It feat they can redirect movement from a solid hit, they can bound downwards with tumbling descent and slow fall, and on top of all that, jump extremely far thanks to high jump. None of the flowing monk's abilities prohibit shields, so next level we grab up fighter and a feat for tossing things, keeping a few hammers around for the purpose; if we can manage it, with the impact quality. For good effect, I'd throw in the Mobility feat somewhere to avoid those AoOs.
I'm not at all bummed, by the way. We didn't even it make it to the repeat of step 2: searching for 3PP material to see what else can be (or has already been) done (hint: Trick Shot from Psionics, along with other Marksman things). That's one of the reasons Pathfinder is so excellent—there's rampant versatility even within the core rules. We'll take another shot at something totally original next time..
What didn't we pick up along the way here? We're going to miss out on Redirect Attack, but that's hardly the end of the world. Kinetic reverberation is something we can work with however.
Let's head back to d20pfsrd.com, do a search and click on magic items—nothing shows up, so we're clear for liftoff.
Of course, firsthand knowledge never hurts (ideally I'd be hip-deep in Paizo books for "research") and I have an example from a Magic Item Monday back in September. While I obviously liked it, we want our goblin flowing monk/rogue to use some kind of impact weapon anyway. We could get the quarterstaff enchanted, but then the shield aspect is gone.
Instead of enchanting the weapon, what about making an enchantment that activates a kinetic reverberation?
We want something like a cape of the mountebank—activated on command with limited uses per day. This is a math problem now [(CL 3rd) x (spell level 2nd) x 1,800 gp] divided by (5 divided by 3 charges per day) = 6,480 gold. It'll be costly to buy at 12,960 gold pieces (assuming we don't have a buddy with Craft Wondrous Item), but our goblin flowing monk will now have bracers of rebounding strike that can be activated 3 times a day, granting 3 rounds of weapon damaging, kinetic action (Fort DC 13) with each use.
Maybe next time we'll get lucky and hit the fields, but today we're staying in the stables. Now, however, I am genuinely interested in putting together an elusive little goblin monk and am surprised I haven't already...perhaps that will be something to be see in the upcoming Sidequest Saturdays? 😉
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