Hybrid Classes Vol. III – Heroes of Wonder

Hybrid Classes Vol. III – Heroes of Wonder

The third compilation of hybrid classes by Wayward Rogues Publishing clocks in at 69 pages, 1 page front cover, 1 page editorial/ToC, 2 pages of SRD, 1 page back cover, leaving us with 64 pages of content, so let’s take a look!


This review was requested by my patreons, to be undertaken at my convenience.


Now, as before, this represents a compilation of previously released hybrid classes, with new content added. I have previously discussed most of these in excessive detail, so I’m going to point you towards my reviews of the individual classes, should you be interested in them. Otherwise, I’m going to focus on whether or not they have improved, and new content, if any.


All right, so the Empath still suffers from formatting glitches and aesthetic rules-language hiccups galore, but e.g. the issue of the courage sensitivity for flying charges for allies has been resolved – it now sports the proper activation action. On the downside, the desire sensitivity still doesn’t work properly. Layout also has cut the letters of a sentence almost in half. The horror sensitivity’s capstone now also has a proper range. The OP 1st-level ability of euphoria hasn’t been nerfed, though. The central mind’s collective-style mental communication is still problematic. The emotive master is not included in the pdf. All in all, a very minor improvement of the class; not nearly as much change as I’d have loved to see, though, and the pdf, alas, has not improved the formatting hiccups or the often wobbly rules-language.


The orphic’s table seems to indicate that the class gets a fifth attack, which is not how PFRPG handles iterative attacks. Dark Half’s verbiage still is somewhat ambiguous. The utterly broken first level ability of the Dream orphic discipline is still here. Similarly, faith is still wobbly. Lore is still broken due to being too dippable. The pain discipline’s 16th level ability is still broken and doesn’t work as written. The drow FCO is still broken. The class has, unfortunately, not improved at all – the orphic could have been a 5-star class with proper fine-tuning. Oh well.


The prodigy’s base spellcasting still references spells that RAW don’t exist. Knacks still fail to specify from which class. Obvious missed bolding, the problematic wunderkind ability. Dead levels are still here. Formatting hasn’t improved…you get the idea. Once more, a per se promising concept could have been elevated to being good or even great with a bit of work and care.


The wonderworker still does not gain Handle Animal, a required skill to teach her pet. Bonded object plus domain, or pet are the options for the base class feature. Not even the heritage references to previous spells included in the one sample combo-spell have been cleaned up. The meddlesome magician in the archetype chamber fails to note that it is an archetype for the wonderworker – it’s not the only archetype that does not note the like. The spells of the wonderworker include a horribly broken, limitless item-recharger. There is a spell that, flavorwise, makes animals erupt in a dizzying cascade from an object, drawing upon cartoon-visuals. The rules for escaping the predicament suffer from false formatting and from deviating how the like works in PFRPG. Good indicator of how sloppy this pdf is at times: The spell is called miracle object. Like the completely different spell on the very next page. Which allows you to duplicate a magic item. Sans limit on CL and power. That should scale. Sequester Ribbon is nice, making a magic item temporarily a suppressed, harmless ribbon that may be drawn and placed on slots, etc. Temporary Wand generates a temporary receptacle wand. There is a spell that makes a token that prevents creatures from being aggressive. Pretty sure I’ve seen it before.

Cool: There is a spell that provides a badge with charges to a target: The target may, as an immediate action, expend charges when targeted by an attack, gaining a 10% miss chance per charge. This is pretty cool; seems familiar, though.


All right, so far, we have covered the previously-released classes – unfortunately, these do not come with sufficient improvements, which is particularly for orphic and prodigy, a pity.


The pdf also contains two new classes, the first of which would be the Comedian, a combo of bard and witch who gains d8 HD, 6 + Int skills, proficiency with simple weapons plus longsword, rapier, sap, shortsword, shortbow and whip as well as light armor and shields (excluding tower shields). Comedians may cast their class spells, which scale up to 6th level, unimpeded in light armor and with shields. Comedian spells must have verbal components, and spellcasting is spontaneous and governed by Charisma. The class gets ¾ BAB-progression, as well as good Ref- and Will-saves. The comedian may use Perform (act, comedy, etc.) in conjunction with countersong (Nice!). He gets +1/2 class level to Spellcraft checks made to identify spells when targeted by them. (I assume this extends to being one target among an area of effect.) The comedian gets an untyped +1 bonus to Bluff, Diplomacy, Intimidate, Linguistics and Sense Motive, which further increases at 4th level and every 4 levels thereafter. This bonus also represents the number of edges at the begin of a verbal duel that the comedian receives. Considering how hard edges are usually to come by (requiring roleplaying etc.), this is most definitely overkill.


The class gets a variant of bardic performance, comedic performance, which may have audible or visual components. These include a scaling penalty on saves versus charm and fear effects as well as on attack and damage rolls. Fascinate and short-range nonlethal damage that scales (with negative conditions added) can also be found: The latter deserves being mentioned, for it does get rules-interaction right and prevents abuse of the high-level dazing. Kudos! Temporary condition alleviation, scaling Cha-based penalty and a sonic touch attack can also be found – and the latter is actually genuinely interesting, as it builds on previous performances, being more potent when targeting an opponent that has previously suffered from the comedian’s rhetoric barbs. There even is a high-level flurry or single target trick here that renders this one rather interesting. Gather crowd, making targets flat-footed (with an anti-abuse caveat), suggestion (italicization missing from spell-reference), soothing performance, inspire heroics…cool. Lame and rather disappointing: Song of discord has been rebranded “scandal” – without purging all references to the original ability. That’s just sloppy.


At 1st level, 2nd level, and every 2 levels thereafter, the comedian gains a heckle – basically, the witch hex-analogues of the class, which are governed by Charisma. Good news here: E.g. the charm heckle and the charm hex and cross-class interaction have been accounted for – kudos for catching that one! Indeed, in a positive, pleasant surprise, the heckles prevent abuse by combo’d comedian/witches, with such caveats included for every overlap. The heckles include fortune and misfortune, a rebranded cackle, using the nonlethal damage during the surprise round at the cost of a performance use, adding witch spells, a variant rebrand of the witch’s gas-negating trick…some nice ones. Problematic: “eating” spells on successful Will or Fort-saves show their origin as a cut-copy-pasted class ability, with the three heckles implying a linear ability-progression, when they should note each other as prerequisites. The major heckles are similar/identical to witch options as well.


Starting at 2nd level, the comedian may always act in a surprise round. At 5th level, the comedian may treat initiative as a natural 10 1/day, +1/day for every 6 levels thereafter. 20th level upgrades this to a natural 20. At 10th level, the comedian does not lose edges for being at an extreme disadvantage in verbal duels and may ask for +1 bias when using Sense Motive or automatically seed a bias discovered. 1/verbal duel, he may reassign one verbal duel skill to another tactic in which he didn’t assign skills. The original tactic becomes unprepared. The ventriloquist archetype replace comedic performance with puppet-based summoning. The spells at the back include cantrips for background soundtracks and canned laughter. Catchphrase nets you Signature Skill in “(Perform/comedy)” *sigh* and if you already have it, both Celebrity Discount AND Celebrity Perks, but only for one advantage in the next 24 hours. Not a fan – that’s two class exclusives for a paltry 2nd-level spell. Comic duo nets you a shadowy sidekick, which provides a +2 competence bonus to Perform and to saves to resist performances, masterpieces etc. – at 3rd level. Yeah, balance is a bit odd. Final punchline wants to do something cool: Affect targets of a performance with hideous laughter – I like such combos, simple though it may be.


You know, while certainly not perfect and rather redundant regarding heckles, this class does have a couple of nice angles. The minor combo-mechanic is something that could have been expanded further, and the verbal duel angle, while somewhat over the top, has also been executed in decent manner. Not a genius class, but one that I can see being fun for some.


The second new class herein would be the poacher. The poacher is a hybrid of unchained summoner and ranger and gets d8 HD, 4 + Int skills per level, proficiency with simple weapons and all ranged martial weapons + bolas, nets, lassos, mancatcher, whips and light armor. No spell failure in light armor. The class gets its own custom, pretty potent 6-level spell-list and spontaneous, Charisma-based spellcasting. Chassis-wise, we get ¾ BAB-progression and good Ref- and Will-saves. The class gets the “Draw Monster” extraordinary ability, which should be Sp, or at least, Su to account for level variables of the duplicated summon monster/nature’s ally spells, which btw. do scale. Fail. Poachers may study monsters for 10 minutes, getting an untyped +2 bonus on the type studied. To do so, they need to have a copy of a specific, mundane book ready. Speaking of items: There is a magic or technological item that can deploy traps, which is a good idea, but the rules presented for it make it opaque. There is a magical tripping bola, a mundane write-up for generic monster bait (which I did not like) and the +1 equivalent pelt-pelting special weapon quality, which allows for the sundering of natural armor, but also notes how such damage can be healed.


But back to the poacher: We also get track at first level, and the trap-lamp. This lamp can be used an infinite amount of times per day and may be used as a standard action with a “range increment” of 30 ft., but no maximum range noted. The lamp fires a ray, and a creature hit must make a Fort save versus DC 10 + ½ class level + poacher’s Charisma modifier – on a failure, they are sucked into the trap lamp. They can escape, and successful saves net a +2 bonus, but boy, the DC is WAY OP for a save-or-suck first level ability. Sure, the critters have a chance to escape and need to be negotiated/handled with, but the pdf fails to acknowledge the intricacies of these interactions. Oh, and guess what: Captured creatures can be KILLED INSTANTLY at the poacher’s choice when trapped. RAW NO SAVE. W-T-F. Sure, it can only carry creatures with HD equal to or less than the poacher, and only two times poacher level critters, but still. INFINITE INSTA-KILL RAYS. That are not even conjuration (teleportation) or the like. I’m only scratching the surface of the issues here.


Wanna hear something lulzy? At 2nd level, any creature summoned (not only those drawn!) get ¼ class level, minimum 1 evolution points! This is broken on so many levels, I am not going to dignify it but bothering to explain it. Oh, and 2nd level, we get basically a poacher’s pride creature that respawns in the trap lamp. You know, like a yellow…okay, I’m going to drop the pretense right now. This attempts to be a Pokémon class. 3rd level, 8th and every 5 levels thereafter yield favored terrains. 4th level makes creatures on the summon list not count towards the maximum. 4th level yields shield ally (12th the greater version), 5th and ever 5 thereafter a bonus feat. 6th, 12th and 19th level add more captured monsters (with evolutions), 8th level nets swift tracker, 9th evasion (16th improved evasion). 14th lets the lamp act as 1/day magnificent mansion. 20th level nets a variant of master hunter with a 1/day swift action draw monster added on top. No, the list of evolutions does not provide anything interesting/new. There are archetypes that replace the signature monster and evolution pool with an animal companion with a baked-in evolution pool, but retrained monsters gain no evolutions. Arcane Enslavers apply the chassis of the class to humanoids and are evil. Hellholders are basically the Hellraiser twist on that concept. Trophy Hunters grant themselves evolutions via fetishes, which is a cool idea; said fetishes take up item body slots, but lack concise rules and fail to take into account that different evolutions have different values, which should be reflected in slots and costs.


The feats allow you to choose what you draw when using your own bags of tricks (let me waste a feat on that…), +1 evolution point to ALL summoned monsters drawn with draw monster; electricity damage added to the lamp, +1 to CMB versus quadruped creatures (Yay?), +1 DC for spells targeting studied monster (double yay?), a ranger spell (verbiage super-confusing) and using a weaponized trap lamp.


…Oh dear…the poacher is horrible. Unbalanced, top-heavy, opaque. You know, you can say what you want about Kevin Glusing’s Mystical: Kingdom of Monsters; it’s not a perfect book. But oh boy does it blow this fellow to smithereens. The poacher is an overpowered mess. If you want Pokémon-PFRPG, get Mystical: Kingdom of Monsters.



Editing and formatting…haven’t improved much on a formal or rules-language level. The compilation inherits most of the issues of the previous files. That being said, the rules-language pertaining quite a few of the comedian’s more complex components actually intrigued me. Layout adheres to a nice two-column full-color standard and the pdf comes with great, original full-color artworks, as well as a few stock pieces thrown in. The pdf comes fully bookmarked for your convenience, though only to chapter/subchapter headers, not to individual feats, spells or archetypes. The book also sports a HUGE comfort detriment. You can’t highlight (or search) text within. Yep. Wanna play these? Well, you better like copying the content, for that’s the only way you’ll have the shorthand ready. Considering the vast amount of copied or slightly modified content within, which often barely manage to change the name of the ability of which they’re reskinned, I find this to be distasteful, to say the least.


Jarret Sigler, Robert Gresham, Aaron Hollingsowrth, Beth Breitmaier, Dave Breitmaier, and Margherita Tramontano, these authors have created hybrids within this tome that often deserved better than what they got in this compilation. Unlike the previous compilations in this series, the majority of the material herein has the spark of something unique and truly promising; particularly the Orphic and Prodigy, with a capable rules-developer, could have been 5-star hybrid classes. If you can live with formatting hiccups, the asinine inability to copy text and are willing to modify the rules along the lines I noted in my individual reviews of the classes, you’ll have fun with them. Empath and wonderworker are more problematic and less unique. The comedian has the glimmer of being on the cusp of becoming something unique; it has its issues, but with a bit more daring design and less scavenging from the parent classes, it could have been great. I mean it! It has potential and is my third favorite class in the book. The poacher just plain sucks and is the worst thing in the whole book.


Sooo, do you want this? Honestly? Probably no. Orphic and Prodigy may be worth checking out, and if the idea of the Comedian intrigues you and you don’t have these two already, then this may be worth a look. However, the lack of refinement since the original releases, the abundant verbiage and formatting hiccups, and the atrocious poacher, make it impossible for me to round up from my final verdict of 2.5 stars.


You can get this pdf here on OBS.


Want a Pokémon-class? You can find Mystical: Kingdom of Monsters here on OBS!


Endzeitgeist out.



You may also like...

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.