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Graypelt

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RPG Superstar 2012 Top 32. RPG Superstar 6 Season Dedicated Voter, 7 Season Star Voter, 8 Season Dedicated Voter, 9 Season Star Voter. 6,298 posts. No reviews. No lists. No wishlists.


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RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I think rubberband initiative is that when you Ready an Action, it uses your reaction (I think) to do the readied action, so you do not change your position in the initiative.

It's not a big deal when I GM (I use 3x5 cards, turn delaying and readying characters' cards vertical, and then just move them into their new place when they go, or turn them back horizontal if they don't get to go), but I can see how it can be a lot less annoying if you write everyone's initiative down on a whiteboard or sheet of paper or something.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

1 person marked this as a favorite.

ORACLE

The oracle is a spontaneous divine spellcaster, both cursed and blessed by the powers that be. Some are dedicated to ancestral spirits or a specific deity, others to an ideal or alignment, and a few forge their own path through adventure, intrigue, exploration, and self-discovery.

Level Ability
1. Mystery, Oracle’s Curse, Spellcasting
2. Divine Font, Revelation
3. -
4. Ability Score Increase
5. -
6. Revelation
7. -
8. Ability Score Increase
9. -
10. Revelation
11. -
12. Ability Score Increase
13. -
14. Revelation
15. -
16, Ability Score Increase
17. -
18. Revelation
19. Ability Score Increase
20. Final Revelation

CLASS FEATURES

HIT POINTS
Hit Dice: 1d8 per oracle level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per oracle level after 1st

PROFICIENCIES
Armor: Light and medium armor, and shields
Weapons: Simple weapons
Tools: none

Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, History, Insight, Intimidation, Medicine, Performance, Persuasion, Religion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a mace or (b) any simple weapon
(a) a component pouch or (b) holy symbol
(a) a priest’s pack or (b) an explorer’s pack
(a) any simple weapon or (b) two daggers or (c) a shield
(a) Leather armor or (b) or scale armor

MYSTERY

At 1st level, you draw upon a divine mystery to grant you spells and powers. This mystery may grant you additional proficiencies and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause.

The mystery you select grants you two additional spells known at levels 1, 3, 5, 7, and 9. At levels 2, 6, 10, 14, and 18, you select a revelation from the list of revelations available to your mystery. At 20th level, you learn the final revelation about your mystery, granting you amazing powers and abilities.

Battle:

Battle

Bonus Proficiencies

At 1st level, you gain proficiency in heavy armor and martial weapons.

Battle Mystery Spells

Oracle Level Spells
1st divine favor, shield of faith
3rd enlarge/reduce, magic weapon
5th crusader’s mantle, spiritual weapon
7th stoneskin, wall of fire
9th Bigby’s hand, flame strike

Revelations

Battle Cry
You can use your action to unleash an inspiring battle cry. All allies within 120 feet who hear your battle cry gain advantage on attack rolls, skill checks, and saving throws for a number of rounds equal to your Charisma modifier. You can use this ability a number of times per day equal to your proficiency bonus.

Battlefield Clarity
You can use your reaction whenever you fail a saving throw that causes you to become blind, deaf, frightened, paralyzed, or stunned, you may attempt that saving throw again with advantage. You must take the second result, even if it is worse. You can use this ability a number of times per day equal to your proficiency bonus.

Extra Attack
You can spend 1 oracle point to make a single attack as a bonus action. Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Iron Skin
You can use your reaction to grant yourself resistance against a single attack. You can use this ability a number of times per day equal to your proficiency bonus.

Maneuver Mastery
You gain proficiency in Acrobatics and Athletics. You add double your proficiency bonus when you use the Shove attack option (and when you use the Climb on a Larger Creature, Disarm, Shove Aside, or Tumble options).

Sudden Charge
You gain advantage and proficiency on initiative rolls. A number of times per day equal to your proficiency bonus, you can use your reaction to take the Dash or Disengage action.

FINAL REVELATION
At 20th level, you have resistance against the damage from critical hits. When you score a critical hit, you roll an additional damage die.

Bones:

Bones

Bonus Proficiencies

At 1st level, you gain proficiency in martial weapons. You learn one necromancy cantrip from any the spell list of any class. You gain proficiency in Stealth.

Bone Mystery Spells

Oracle Level Spells
1st false life, inflict wounds
3rd ray of enfeeblement, warding bond
5th animate dead, vampiric touch
7th blight, death ward
9th anti-life shell, contagion

Revelations

Armor of Bones
You can use your bonus action to conjure a suit of medium armor made of bones that gives you an AC equal to double your proficiency bonus. You can dismiss this armor as a bonus action.

Bleeding Wounds
Whenever a creature takes damage from one of your spells or effects that causes necrotic damage, it begins to bleed, taking damage each round equal to your proficiency bonus. The bleeding can be stopped by a DC 10 Wisdom (Medicine) check or any effect that heals damage.

Death Mask
You can cast feign death at will. You add double your proficiency bonus on Charisma (Deception) checks to disguise yourself as undead.

Near Death
You have resistance to necrotic, poison, and psychic damage. You have advantage on saving throws against disease and poison.

Reaver
When you target a creature with a necromancy spell, you can spend 1 oracle point and target a second creature that is adjacent to the primary creature.

Soul Siphon
You can use your action to make a ranged spell attack with a range of 30 feet. It causes an number of d10s of necrotic damage equal to your proficiency bonus. The target must make a Constitution saving throw or gain disadvantage on your choice of ability checks, attack rolls, or saving throws for a number of rounds equal to your Charisma modifier (minimum 1 round). You regain a number of hit points equal to your oracle level. You can use this ability a number of times equal to half your proficiency bonus.

Spirit Walker
You can use your action to become incorporeal for a number of rounds equal to your oracle level; you can use your reaction to end this early. You can use this ability a number of times per day equal to half your proficiency bonus.

Voice of the Grave
You can use speak with dead a number of rounds per day equal to your oracle level; these rounds do not need to be consecutive.

FINAL REVELATION]/B]

Upon reaching 20th level, you become a master of death. Once per round, you can cast spare the dying as a free action. If you are brought to below 0 hit points, you automatically stabilize. You can cast animate dead at will without paying a material component cost (although you are still subject to the usual Hit Die control limit). Once per day, you can cast power word kill.

Life:

[b]Life

Medical Expertise

At 1st level, you gain proficiency in Medicine, and you add double your proficiency bonus when you make Wisdom (Medicine) checks. You learn the spare the dying cantrip if you don’t already know it. You gain the Healer feat.

Life Mystery Spells

Oracle Level Spells
1st cure wounds, healing word
3rd lesser restoration,
5th mass healing word, revivify
7th death ward
9th mass cure wounds, raise dead

Revelations

Channel Healing Energy
You can use your action to spend two oracle points and heal 2d10 points of damage to all allies within 30 feet of you. At 5th level, and again at levels 9, 13, and 17, the amount of healing increases by 1d10.

Disciple of Healing
Your healing is particularly potent. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to double the spell’s level. Whenever you restore hit points to a creature without expending a spell slot, the creature regains additional hit points equal to your oracle level.

Energy Body
You can spend 1 oracle point and use your action to transform into a golden-white shining being of energy for 1 round. You emit light as per the light cantrip. Adjacent allies can use a bonus action to touch you and heal a number of hit points equal to 1d10 + your Charisma modifier; any excess hit points healed are treated as temporary hit points that last up to a number of rounds equal to your proficiency bonus. In addition, you can use your reaction to heal an ally within 60 feet of you for a number of hit points equal to 1d10 + your Charisma modifier. Once transformed, you can increase its duration by 1 round by using your bonus action to spend 1 oracle point. The healing from this revelation increases to 2d10 at 9th level and 3d10 at 17th level.

Healing Hands
You can use your action to spend one oracle points and heal 2d10 points of damage to an ally you are touching. At 5th level, and again at levels 9, 13, and 17, the amount of healing increases by 1d10. Alternatively, you can reduce the amount of healing by 1 die to cure the target of one disease or neutralize one poison affecting it. You can cure multiple disease and neutralize multiple poisons with a single use of Healing Hands by reducing the healing by multiple dice.

Rapid Healing
When you use a spell or special ability that restores hit points that normally uses your action, you can spend 2 oracle points to use that ability as a bonus action or 3 oracle points to use that ability as a reaction.

Shared Healing
The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher hat restores hit points to a creature other than you, you regain hit points equal to double the spell’s level.

Spirit Boost
Whenever your healing spells heal a target up to its maximum hit points, any excess hit points persist for a number rounds equal to your proficiency bonus.

FINAL REVELATION

At 20th level, you become a perfect channel for life energy. You become immune to exhaustion, necrotic and poison damage, and the poisoned condition. You always heal the maximum amount damage. You gain proficiency in, and advantage on, death saving throws.

Witchdoctor:

Witchdoctor

Witchdoctoring

You gain proficiency in Intimidate. You learn the vicious mockery cantrip.

Witchdoctor Mystery Spells

Oracle Level Spells
1st bane, hex
3rd crown of madness, ray of enfeeblement
5th bestow curse, counterspell
7th confusion, polymorph
9th dominate person, geas

Revelations

Agony
With a quick incantation, you can spend 2 oracle points and use your action to cause intense pain to one creature within 60 feet for a number of rounds equal to your level. Each round, the target must make a Constitution saving throw at the beginning of its turn or lose its action (and any possible bonus action or reaction) for that turn.

Bestow Vulnerability
You can use your reaction to make an opponent that fails a Charisma saving throw vulnerable to the damage from a single attack by spending 1 oracle point.

Drain Vitality
You can spend 2 oracle points and use your action to drain the vitality from an opponent within 60 feet. The opponent must succeed on a Constitution saving throw or it gains 1d4 levels of exhaustion.

Evil Eye
You can use your reaction to force disadvantage on an opponent’s ability check, attack roll, or saving throw by spending 1 oracle point.

Ill Omens
When you finish a long rest, you roll a number of d20s equal to your proficiency bonus and record the results. You can use your reaction to replace an another creature’s d20 roll with one of the recorded results; this expends the selected roll.

Jinx
You can spend 2 oracle points and use your action to place a curse on a creature within 60 feet. The creature must make a Charisma saving throw or lose its proficiency bonus of 1 day.

Misfortune
Prerequisite: Evil Eye
Whenever you use your Evil Eye ability, your opponent subtracts your proficiency bonus from both d20 rolls when rolling disadvantage.

Retribution
You can spend 2 oracle points and use your action to place a curse on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the cursed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistance or immunity the creature possesses. This effect lasts for a number of rounds equal to your proficiency bonus. A successful Charisma saving throw negates this effect.

Share Wounds
When you take damage, you can spend 2 oracle points and use your reaction to force an opponent within 60 feet to make a Charisma saving throw; if it fails, you take half damage and your opponent takes the other half of the damage.

Steal Luck
Prerequisite: Evil Eye
Whenever you use your Evil Eye ability, you gain one Luck Point. You can spend 1 Luck Point to grant yourself advantage on a single ability check, attack roll, or saving throw. You can have a number of Luck Point equal to your proficiency bonus.

FINAL REVELATION
At 20th level

ORACLE’S CURSE

At 1st level, the oracle is cursed by the gods. The gods can be cruel, but their whims are often subtle, ironic, or even generous. You select one of the following curses.

Oracle Curses:

Blindness

You are blind. You gain blindsight with a range of 10 feet multiplied by your proficiency bonus.

Disturbing Dreams

You have difficulty sleeping due to your haunting dreams of portent. Each morning, roll 1d4; you gain the associated penalty for that level of exhaustion (but are not truly exhausted, and you do not gain any of the cumulative penalties for any lesser levels of exhaustion than the level you rolled). Your nightmarish visions grant you a brief glimpse of the future. Upon waking, you roll a number of d20s equal to your proficiency bonus. Until you finish a long rest, you can replace any d20 roll of an ally (including yourself) or an enemy with one of your Portent Rolls.

Fickle Fate

Select one of the following: ability checks, attack rolls, or saving throws. You gain advantage on all rolls of the selected category and gain disadvantage on the other two categories. As a bonus action, you can change which category you have advantage with and immediately gain disadvantage in the two remaining categories.

Megalomania[b]

You lose your proficiency on Wisdom saving throws, but add double your proficiency on Charisma saving throws. A number of times per day equal to your proficiency bonus, you can add double your proficiency bonus to a saving throw.

[b]Voices of the Mad

You hear voices that no one else can hear. This bestows disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks, but they warn you when danger is imminent, and grants you advantage on initiative rolls.

SPELLCASTING

The divine spark that placed you on the path of the oracle fuels your spells.

Oracle Spellcasting:

Cantrips
At 1st level, you know four cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip at 4th level and 10th level.

Spell Slots
The Sorcerer table shows how may spell slots you have to cast your spells of 1st level and higher. To cast one of these oracle spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the cleric spell list. Oracles cast spells drawn from the cleric spell list.
The Spells Known column from the Sorcerer table shows when you learn more oracle spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. In addition, you learn additional spells from your mystery; these additional mystery spells do not count against your number of spells known.
Additionally, when you gain a level in this class, you can choose one of the oracle spells you know and replace it with another spell from the oracle spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your oracle spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Spell attack modifier = your proficiency bonus + your Charisma modifier.

Ritual Casting
You can cast an oracle spell as a ritual if that spell has the ritual tag and you know that spell.

Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your oracle spells.

DIVINE FONT

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by oracle points, which allow you to create a variety of magical effects.

Divine Font:

Oracle Points
Beginning at 2nd level, you gain a number of oracle points equal to your oracle level. You can never have more oracle points than your class level. You regain all spent oracle points when you finish a long rest.

Flexible Casting
You can use your oracle points to gain additional spell slots, or sacrifice spell slots to gain additional oracle points. You can also spend oracle points to activate some of your revelations.

Creating Spell Slots. You can transform unexpended oracle points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a give level. You can create spell slots no higher in level than 5th.

Creating Spell Slots
Spell Slot Level Oracle Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Oracle Points. As a bonus action on your turn, you can expend one spell slot and gain a number of oracle points equal to the slot’s level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Note: This is a work in progress. More mysteries and oracle curses are still under development. Some current mysteries need more revelations and/or final revelations.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Just finished Armada by Ernest Cline. It was pretty good, but not as amazing as Ready Player One

Gonna return to Leviathan Scott Westerfeld. More dieselpunk Darwinist v. Clanker action!

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Hi!

I'm thinking of converting the Oracle to 5th Edition next.

I'm looking for inspiration for the mysteries. I want them to be different types of divination, like astrology, séances, the various -mancies, divining rods, etc.

Any ideas?

I'm thinking a witchdoctor mystery might be fun. Maybe a combination of curses and healing.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Petty Alchemy wrote:
True, but the Paladin/Ranger don't do it all day every round.

Except the ranger's hunter's mark.... ;-)

And the paladin actually has to expend spell slots to use Smite!

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Yeah, a lot of the ranger and paladin spells are bonus action casts that buff weapon attacks, so they affect the action economy by letting them cast and fight in the same round with their specialized spells.

Alternatively, the magus uses arcane spells while fighting, so the action economy and power of the spells needs particular attention.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Well, this is awkward.

Look! Behind you!

**hides**

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Maybe a Magus Arcana that uses a bonus action to add your proficiency bonus to weapon damage rolls?

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Well, if they are using blade ward every round, they're not using spell combat or spellstrike, so they're doing a max of 1d8+5 points of damage per hit, and they only have 1d8 HD, so that's not TOO bad. Barbarians get 1d12 HD and Con is a big deal for them, since it can also be their AC, so I'm not too concerned.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

1 person marked this as a favorite.

A Bas-Lag supplement for 5th edition would be neat.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Cool....

It's kind of a pity that they're not doing more splatbooks since the classes (and races, and backgrounds) are so modular.

At least there are online sources from the D&D website.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Yeah. I know a lot of people look at the ranger class features, and think it's kind of a weak class, but if you look at the spells they get, it's really powerful. In my party, the ranger hunter archer is the main damage dealer, the battlefield controller, skill monkey, and backup healer. He even tanks in emergencies.

I've seen a couple paladins, too, but one was an unarmed grappler, and one was for just a single one-shot, so my view on them are skewed. But I like them!

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Oracle's Curse, Mystery (Domain) & Revelation at 1st level.
Font of Magic and Revelation at 2nd.
More Revelations at 6, 10, 14, and 18.
Final Revelation at 20.

New spell levels at odd class levels.

Ability Score Increases at 4, 8, 12, 16, 19.

But back the magus....

I think having 2 spell lists, one for just regular casting, and one for spell combat, would be a bit burdensome. Especially since there is already a dichotomy between spells known and spells prepared.

I was thinking of having cantrips cause half damage at level 1, then full damage at 3, but that just seems awkward.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Hmmm... Maybe I should make an oracle next. A spontaneous divine caster.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

They can always take the Ritual Magic feat. Not ideal, but an option.

Also, I think the sorcerer and warlock are supposed to be "easy" mages. You just have to know what you know, not every stinking spell on the spell list (cleric and druid) or your spellbook (wizard). You DO need to know what spells you want to know--or heed advice from other players who know a lot about spells.

I'm playing a 10th level cleric, currently, and on explore and examine days, I'm always flipping through the PH for spells that can help give the tiniest edge or a major reveal, but it's exhausting. On dungeon delving days, I just load up on cures, bless, guiding bolt, and spiritual guardian and spiritual weapon, and I decide if I want to tank or buff. With the occasional blast, of course, and even that acts as a mini-buff (I love guiding bolt!).

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Fighter, Monk, or Paladin?

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I once made a d20 Modern Advanced Class for a criminal mastermind that go henchmen. It got a number of henchmen equal to its Charisma modifier, and the level of the henchmen equaled the Advanced Class's class level.

(in d20 Modern, you could typically enter an Advanced class by character level 4)

This meant the henchmen lagged at least 3 levels behind the Criminal Mastermind. There were also NPC versions of the PC classes, which typically lacked class features and bonus feats.

For 5th Edition, maybe allow a number of henchmen equal to your Charisma modifier, with a number of hit dice equal to half your level?

With bounded accuracy, even NPC allies with half the party's average hit dice would survive most encounters, still be effective, but not overwhelmingly so.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Probably because they get Sorcery Points and Versatile Magic for more spells per day. And their magic is inborn, as opposed to learned or earned (through pact, prayer, or um, whatever it is druids do).

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Irontruth wrote:

Of all the classes that can cast spells, only those that have access to a full 9 levels of spells get Ritual Casting for free, except for one, Sorcerer.

(Bard, Cleric, Druid, Wizard)

All the other classes don't get Ritual Casting.

How about Ritual Casting as a Magus Arcana? I actually like that idea.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

OK. I'll work on it.

Also, I'm really comparing the power level of the magus against the paladin and ranger, since they are the core spell-buffing martials.

Would a magus arcana removing or reducing the Sorcery Point cost be too obligatory? Or should it be a class ability? Maybe reduce the cost of cantrips at 5th, 1st at 9th, 2nd at 13th, 3rd at 17th, and 4th and 5th at 20th?

Or maybe cantrips at 3rd, 1st at 5th, 2nd at 9th, 3rd at 13th, 4th at 17th, and 5th at 20th?

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

And should I re-name Sorcery Points? Maybe just use Arcane Pool and have Arcane Pool Points?

EDIT:

Also, I did the spell list REALLY quickly, and without my PH near me. Does it look like it could use anything?

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Petty Alchemy wrote:

Spell Combat seems too much compared to EK. Attacking and casting Blade Ward each round is basically perma-rage.

Spellthief wants to TWF, but Spell Combat wants your bonus action.

Does the class have any ribbons? (I took a quick look at the class, so I may have missed them).

What if Spellstrike and Spell Combat were switched around, and using Spell Combat cost a Sorcery Point? Spellstrike would still work with Cantrips for damage, which is somewhat equivalent to the damage from sneak attacks and two-weapon fighting at 1st level. Maybe at higher levels, reduce (or eliminate) the cost for cantrips, and then lower level spells?

And speaking of two-weapon fighting, Spellthieves can only steal a certain number of spell levels at a time, so they'll probably 2-weapon fight one round, steal a spell, then use Spell Combat or Spellstrike the next round, using the stolen spell energy.

And you're right, this class can use some ribbons.

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Speaking of wands, our party wizard got one at level 2 or 3, and has kept on using at 10th. Since it recharges at dawn, it remains relevant at all levels, especially since he can use multiple charges at once if needed. (Shocking Grasp for 1d6 per charge, up to 5 charges, I think, or 7 and regains 1d6 at dawn. Something like that.)

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

Yeah, I think I need to break down Arcane Tradition into 4 different Magus Arcanas. They're probably worth taking even 4 levels late. I REALLY like the abjurer (especially for aegis or myrmidon), diviner (especially for kensai), evoker, and necromancer (especially for the witchblade) options.

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2 people marked this as a favorite.

Could one use the Noble Background for samurai, and then use the Bond, Flaw, Ideal, etc., to flush out the details? The mechanical benefits would be the recovery of Inspiration. If he is very honorable, and fights honorably, and has his honor be his bond, he might be able to recover Inspiration multiple times in a single fight!

RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

I LOVE the idea of scientists using magic, and magicians using science, and magic NOT shorting out science or electronics or internal combustion engines.

I'm currently working on a homebrew campaign with floating islands held aloft by a combination of hydrogen balloon-producing plants and a physical force similar antigravity, but weaker, so it only really affects truly massive items, like floating islands, and keeps the islands from crashing into the ocean below or other islands. For the most part.

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1 person marked this as a favorite.

In PF, we did a campaign with three 15 point buy PCs and three 5 or 10 henchmen NPCs with NPC warrior levels. It was really fun. The GM could be kinda extra lethal, but no player was ever stuck passively watching.

Are there any plans for NPC classes? Particularly, something like the warrior, expert, and adept? I'm thinking the aristocrat can be replaced by an adept, expert, or warrior with the Noble background.

One of my pet peeves with 5th Edition is how monsters and NPCs are handled. Particularly how HD and power level are almost totally unrelated to each other. I REALLY liked the changed in monster rules from 3.0 to 3.5 where monsters followed the same rules (skills and feat-wise, at least) as PCs. Ditto PF. But I find 5th Edition monsters might have been better off getting rid of hit dice entirely and just give out a chunk of hit points based on AC and CR. Ditto their proficiencies, particularly saves and skills.

Sorry for the rant.

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It looks neat. How technologically advanced is it? Powderpunk? Steampunk? Dieselpunk? Decopunk? Rayguns and Rocketships?

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And there are some beefy builds for fighter.

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I know!

But they eventually get 4 or 5 or occasionally 8 attacks per round...

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I just used the paladin and ranger framework for spells. Adding cantrips at 1st level seemed like a no-brainer.

Spell Combat is THE iconic ability of the magus. That, and Spellstrike. Spell Combat doesn't increase damage that much more than 2 weapon fighting or Sneak Attack, and it is kind of balanced by requiring 2 different ability scores (Str or Dex AND Int) to make attack rolls.

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MAGUS
The magus combines fighting prowess with sorcerous talent to excel in combat.
LEVEL FEATURES
1. Cantrips, Spell Combat
2. Font of Magic, Spellcasting, Spellstrike
3. Magus Archetype
4. Ability Score Improvement
5. Extra Attack
6. Magus Arcana
7. Archetype Feature
8. Ability Score Improvement
9. -
10. Magus Arcana
11. Archetype Feature
12. Ability Score Improvement
13. -
14. Magus Arcana
15. Archetype Feature
16. Ability Score Improvement
17. -
18. Magus Arcana
19. Ability Score Improvement
20. True Magus

CLASS FEATURES

HIT POINTS
Hit Dice: 1d8 per magus level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per magus level after 1st

PROFICIENCIES
Armor: Light and medium armor
Weapons: Simple and martial weapons
Tools: none

Saving Throws: Constitution, Intelligence
Skills: Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, or Investigation

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a longsword or (b) any martial weapon
(a) a component pouch or (b) arcane focus
(a) a scholar’s pack or (b) an explorer’s pack
(b) any simple weapon or (b) two daggers.
(a) Leather armor or (b) or scale armor

CANTRIPS
At 1st level you know two cantrips of your choice from the magus spell list. You learn an additional cantrip at 5th level, 9th level, 13th level, and 17th level.
Spellcasting Ability
Intelligence is your spellcasting ability for your magus spells, since you learn your spells through dedicated study and memorization. You use the paladin spell slots per day table. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magus spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
SPELL COMBAT
At 1st level you learn to combine weapon attacks and spellcasting. Whenever you use the Attack action with a one-handed melee weapon and your other hand is empty or holding an arcane focus, you may use a bonus action to cast a cantrip.
FONT OF MAGIC
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magic effects.
Sorcery Points
You have a number of sorcery points equal to your magus level. You can never have more sorcery points than your magus level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
CREATING SPELL SLOTS
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

SPELLCASTING
Spellbook
At 2nd level, you have a spellbook containing 4 1st-level magus spells of your choice.
Preparing Spells
You prepare the list of magus spells that are available for you to cast. To do so, choose a number of magus spells from your spellbook equal to your Intelligence modifier + ½ your magus level (minimum of 1 spell). The spells must be of a level for which you have spell slots. You use the paladin spells per day table.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of magus spells requires time spent studying your spellbook and memorizing magical formulas and complex gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Ritual Casting
You can cast a magus spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Learning Spells of 1st Level and Higher
Each time you gain magus level, you can add one magus spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots. On your adventures, you might find other spells that you can add to your spellbook. You can also add wizard spells to your magus spellbook if the spell is on both the magus spell list and the wizard spell list.
SPELLSTRIKE
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of making the spell attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. The magus can make this attack in concert with spell combat.
ARCHETYPE
At 3rd level, you focus on one of the following magus archetypes: the Aegis, the Arcane Archer, the Duskblade, the Kensai, the Myrmidon, the Spellthief, or the Witchblade, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
MAGUS ARCANA
You learn arcane secrets tailored to your specific way of blending martial puissance and magical skill. Starting at 6th level, you gain one magus arcana. You gain an additional magus arcana for every four levels of magus attained after 6th level. Unless specifically noted in a magus arcana’s description, you cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
TRUE MAGUS
At 20th level, when you hit an opponent with a weapon attack, it suffers disadvantage on the saving throw on the next spell you cast on it. When you target an opponent with a spell, you gain advantage on the next attack roll you make against it. You have advantage on Constitution saving throws made to maintain Concentration on spells.
ARCHETYPES

AEGIS:

AEGIS
The Aegis focuses on protecting his allies and himself with his arcane talents.
Bonus Proficiencies
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Protection Fighting Style. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Arcane Shield
You gain the ability to enchant your shield. You can use your reaction to spend 1 sorcery point to increase the bonus to AC your shield grants you by an amount equal to half your proficiency bonus for 1 minute. When you cast shield, you can spend 1 sorcery point and increase the bonus to your AC the shield spell grants by an amount equal to your proficiency bonus.
AEGIS SPELLS
Aegis Level Spells
3rd hellish rebuke, shield
5th aid, warding bond
9th counterspell, protection from energy
13th deathward, fireshield
17th circle of power, wall of force
Shield of Protection
At 7th level, when you use your Protection Fighting Style, you may spend 1 sorcery point to add your proficiency bonus to your ally’s AC. If the attack against your ally is successful, your ally gains resistance to the damage from that attack.
Saving Shield
At 11th level, while you can use your reaction to grant an adjacent ally advantage on a saving throw. You may spend 1 sorcery point to add your proficiency bonus to your ally’s saving throw. Your ally gains resistance to any damage from that attack. You must be wielding a shield.
Deflecting Shield
At 15th level, when you succeed on a saving throw, you can use your reaction to spend 1 sorcery point and redirect the effect back to its source. When a melee attack misses you, you can use your reaction to make a Shove attack against your opponent. You must be wielding a shield.

ARCANE ARCHER:

ARCANE ARCHER
Fighting Style
You gain the Archery Fighting Style. You gain a +2 bonus to attack rolls you make with ranged weapons.
Imbue Arrow
You learn to combine ranged weapon attacks and spellcasting. Whenever you use the Attack action with a ranged weapon, you may use a bonus action to cast a spell from the magus spell list and imbue the ranged weapon or it ammunition with that spell. The spell originates from where the ranged weapon or its ammunition lands. A creature struck by the ranged weapon or its ammunition imbued with a spell has disadvantage on the spell’s saving throw. If you choose, your ranged weapon or its ammunition causes no damage when you imbue it with a spell.
Arcane Arrow
You gain the ability to enchant your ranged weapon. You can spend 1 sorcery point as a bonus action to grant your weapon a bonus on attack and damage rolls by an amount equal to half your proficiency bonus for 1 minute. Your ranged weapon, or any ammunition it fires, is considered magical for the purposes of damaging creatures with resistance or immunity to non-magical weapons and has its range doubled.
ARCANE ARCHER SPELLS
Arcane Archer Level Spells
3rd hail of thorns, thunderwave
5th cordon of arrows, shatter
9th conjure barrage, lightning arrow
13th blight, confusion
17th conjure volley, swift quiver
Storm Bow
At 7th level, when you use your Arcane Arrow ability, your ranged weapon, or any ammunition it fires, does an additional 1d6 points of lightning or thunder damage.
Seeker Arrow
At 11th level, when you use your Arcane Arrow ability, your ranged weapon, or any ammunition it fires, ignores cover (but not full cover) and even alters its path to avoid obstacles, including going around corners, until it reaches the limits of its range or reaches its target.
Phase Arrow
At 15th level, when you use your Arcane Arrow ability, you gain advantage on your attack rolls.

DUSKBLADE:

DUSKBLADE
Bonus Proficiency
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Duelist Fighting Style. When you wield a melee weapon in one hand and wield no other weapons, you add +2 to your weapon damage.
Arcane Weapon
You gain the ability to enchant your melee weapon. You can spend 1 sorcery point as a bonus action to grant your weapon a bonus on attack and damage rolls by an amount equal to half your proficiency bonus for 1 minute. Your melee weapon is considered magical for the purposes of damaging creatures with resistance or immunity to non-magical weapons. As a bonus action, you can make an attack with your arcane weapon and add twice your proficiency bonus to the attack roll (and damage roll if you hit), but this ends the duration of your Arcane Weapon ability.
DUSKBLADE SPELLS
Duskblade Level Spells
3rd burning hands, chromatic orb
5th misty step, scorching ray
9th elemental weapon, haste
13th dimension door, wall of fire
17th Bigby’s hand, cone of cold
Improved Spell Combat
At 7th level, your ability to combine weapon attacks and spellcasting improves. Whenever you spend a spell slot to cast a spell, you may use your bonus action to make a single melee attack with a one-handed or light weapon.
Greater Spell Combat
At 11th level, your ability to combine weapon attacks and spellcasting becomes greater. Whenever you spend a spell slot to cast a spell, you may use your bonus action to make two melee attacks with a one-handed or light weapon.
Spell of Opportunity
At 15th level,

KENSAI:

KENSAI
Unarmored Defense
At 3rd level, when you are not wearing any armor or using a shield, your AC = 10 + your Dexterity modifier + your Intelligence modifier.
Improved Unarmed Strike
At 3rd level, your unarmed strikes do 1d4 points of damage. At 9th level, your unarmed strikes do 1d6 points of damage. At 15th level, your unarmed strikes do 1d8 points of damage. You may use your choice of Strength or Dexterity when making unarmed strikes.
Flurry of Blows
At 3rd level, when you take the Attack action, you can use your bonus action to make an unarmed strike. You can spend 1 sorcery point and make 2 unarmed strikes as part of your bonus action.
KENSAI SPELLS
Kensai Level Spells
3rd expeditious retreat, jump
5th enhance ability, spider climb
9th fly, haste
13th dimension door, freedom of movement
17th Bigby’s hand, telekinesis
Iaijutsu
At 7th level, you have advantage on initiative rolls. You may spend 1 sorcery point to add your proficiency bonus and your Intelligence modifier to an initiative roll.
Perfect Strike
At 11th level, you can spend 1 sorcery point when you hit with an unarmed strike and choose to cause maximum damage instead of rolling for damage.
Iaijutsu Focus
At 15th level, When you attack an opponent during a surprise round or before your opponent has taken any actions in combat, you add your Intelligence bonus to your attack and damage rolls.

MYRMIDON:

MYRMIDON
Bonus Proficiency
You gain proficiency in heavy armor and shields.
Fighting Style
You gain the Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC.
Arcane Armor
You gain the ability to enchant your armor. You can use your reaction to spend 1 sorcery point to increase the bonus to AC your armor grants you by an amount equal to half your proficiency bonus for 1 minute. When you cast mage armor or shield of faith, you can spend 1 sorcery point and increase the bonus to your AC the spell grants by an amount equal to your proficiency bonus.
MYRMIDON SPELLS
Myrmidon Level Spells
3rd armor of agathys, shield of faith
5th blur, enlarge/reduce
9th crusader’s mantle, protection from energy
13th fire shield, stoneskin
17th insect plague, telekinesis
Uncanny Dodge
At 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. You can spend 2 sorcery points to negate the damage.
Battle Mind
At 11th level, you can maintain Concentration on a number of spells equal to half your proficiency bonus. You must be the sole target of these spells. You can spend 1 sorcery point to double your proficiency bonus on Constitution saving throws to maintain Concentration.
War Magic
At 15th level, you can use your reaction to spend 1 sorcery point to give yourself advantage on saving throws until the end of your next turn.

SPELLTHIEF:

SPELLTHIEF
Bonus Proficiencies
You gain proficiency in one of the following skills: Deception, Sleight of Hand, Stealth.
You gain proficiency in one of the following tools: disguise kit, poisoner’s kit, or thieves’ tools.
Fighting Style
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Steal Spell
When you hit a spellcaster with two different weapons during the same round, you can use your reaction to force the spellcaster to make a Charisma saving throw. If the spellcaster fails, you steal one of its spells. Make an Intelligence (Arcana) skill check with a DC equal to the spellcaster’s spellcasting ability score. If you succeed, you learn all the spells currently prepared or known by the spellcaster; you may choose which spell to steal. If you fail, you steal a random spell of a random level (including cantrips). The highest level spell you can steal is equal to half your magus level (maximum 9th level).
When you steal a spell, you remove the selected spell from the target’s list of prepared spells or list of spells known until the next time the target prepares spells. You can cast the stolen spell once or choose to expend the stolen spell to cast a spell you have prepared of the same or lower level of the stolen spell. When you cast a stolen spell, you use your own spell saving DC or spell attack bonus, if applicable.
You can maintain a number of stolen spell levels equal to your magus level at any given time. You can choose to lose a spell in order to make room to steal a new spell; losing a spell requires no action.

SPELLTHIEF SPELLS
Myrmidon Level Spells
3rd charm person, disguise self
5th invisibility, pass without trace
9th major image, slow
13th greater invisibility, phantasmal killer
17th seeming, telekinesis

Steal Resistance
At 7th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its resistance against one kind of damage. Make an Intelligence (Arcana) skill check with a DC equal to the creature’s Constitution score. If you succeed, you learn all kinds of resistance the creature has; you may choose which resistance to steal. If you fail, you steal a random resistance from the creature.
When you steal a creature’s resistance, you gain resistance to that kind of damage until you finish a long rest or you choose to give it up; the creature loses that resistance until it finishes a long rest.
You can maintain a number of resistances equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a resistance in order to steal a different resistance; losing a resistance requires no action.
Steal Spell Resistance
At 11th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its spell resistance.
When you steal a creature’s spell resistance, you gain spell resistance until you finish a long rest or you choose to lower it; the creature loses its spell resistance until it finishes a long rest.
Steal Immunity
At 15th level, when you hit a creature with two different weapons during the same round, you can use your reaction to force the creature to make a Charisma saving throw. If the creature fails, you steal its immunity against one kind of damage. Make an Intelligence (Arcana) skill check with a DC equal to the creature’s Constitution score. If you succeed, you learn all kinds of immunity the creature has; you may choose which immunity to steal. If you fail, you steal a random immunity from the creature.
When you steal a creature’s immunity, you gain immunity to that kind of damage until you finish a long rest or you choose to give it up; the creature loses that immunity until it finishes a long rest.
You can maintain a number of immunities equal to your Intelligence modifier (minimum 1) at any given time. You can choose to lose a immunity in order to steal a different immunity; losing an immunity requires no action.


WITCHBLADE:

WITCHBLADE
Fighting Style
When you select the Witchblade archetype you gain the Great Weapon Fighting Style. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Witchblade’s Curse
At 3rd level, you can use your reaction to spend 1 sorcery point and grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent.
WITCHBLADE SPELLS
Witchblade Level Spells
3rd hex, witchbolt
5th blindness/deafness, crown of madness
9th bestow curse, vampiric touch
13th confusion, Evard’s black tentacles
17th contagion, hold monster
Jinx
At 7th level, you can use your reaction to grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent, and your opponent must be able to see or hear you.
Steal Luck
At 11th level, when you use your Jinx ability, you gain inspiration.
Horrid Jinx
At 15th level, when you use your Jinx ability, your opponent subtracts your proficiency bonus from its affected rolls. When you use the inspiration gain from your Steal Luck ability, you add your proficiency to the affected rolls.

MAGUS ARCANA:

MAGUS ARCANA
Accurate Strike
You can spend 1 sorcery point as a bonus action and you double your proficiency bonus on your attack rolls until the beginning of your next turn.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day wen you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your magus level (rounded up), and none of the spell slots can be of a level that you cannot cast.
For example, if you’re a 6th-level magus, you can recover up to three levels of spell slots. You can recover either a 2nd level slot and a 1st level slot, or three 1st level slots, but you could not recover a 3rd level slot because your highest level spell slot is 2nd.
Arcane Smite
Prerequisite: Charisma 13+
You add a number of paladin spells equal to your proficiency bonus to your spellbook. These paladin spells must have the word “Smite” in its title and be of a spell level you can cast. When your proficiency bonus increases, you may add an additional paladin spell to your spellbook.
Arcane Tradition
Select one school of magic. You gain the Arcane Tradition abilities of the selected school of magic as if you were a wizard of the same level as your magus level.
Bonus Feat
You gain one of the following feats. You must meet any prerequisites of the selected feat.
Elemental Adept, Mage Slayer, Magic Initiate, Ritual Caster, Spell Sniper, or War Caster.
An Aegis may select Shield Master, an Arcane Archer may select Sharp Shooter, Duskblade may select Defensive Duelist, a Kensai may select Grappler, a Myrmidon may select Heavy Armor Master, a Spellthief may select Dual Weapon Wielding, and a Witchblade may select Great Weapon Mastery.
Critical Strike
When you score a critical hit with a melee weapon, you can use your reaction to cast a spell that targets the opponent you scored the critical hit against.
Dispelling Strike
You can spend 1 sorcery point as a bonus action to imbue your weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a dispel magic with a spell slot equal to half your magus level. Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
Hasted Assault
You can spend 1 sorcery point as a bonus action and gain the benefits of haste on yourself for a number of rounds equal to your Intelligence modifier (minimum 1 round).
Maneuver Mastery
You add double your proficiency bonus on Strength (Athletics) and Dexterity (Acrobatics) checks made to grapple or shove an opponent. You may spend 1 sorcery point as a bonus action to add your Intelligence modifier on Strength (Athletics) and Dexterity (Acrobatics) checks until the beginning of your next turn.
Metamagic
You gain one Metamagic option as described in the sorcerer class. You may select this Magus Arcana multiple times. Each time you do, you must select a different kind of Metamagic option.
Prescient Defense
You can spend 1 sorcery point and use your reaction to Dodge until the end of your next turn.
Shining Blade
You add the following spells to your magus spellbook: dancing lights, light, faerie fire, guiding bolt, moonbeam, daylight, flame strike.
Tactical Striker
You use your Intelligence modifier in place of your Strength modifier or Dexterity modifier when you make attack and damage rolls with melee or ranged weapon attacks.
Wand Wielder
When you use your action to use a wand, you may use your bonus action to do one of the following: make a single melee attack, cast a cantrip, or use a different wand.

MAGUS SPELL LIST:

MAGUS SPELL LIST
Cantrips (0 level)
acid splash, blade ward, chill touch, dancing lights, fire bolt, light, mage hand, minor image, poison spray, prestidigitation, ray of frost, resistance, sacred flame, shillelagh, shocking grasp, thorn whip, true strike
1st Level
burning hands, chromatic orb, color spray, detect magic, expeditious retreat, feather fall, grease, heroism, identify, jump, magic missile, ray of sickness, shield, silent image, sleep,thunderwave, unseen servant, witch bolt.
2nd Level
alter self, blur, darkness, darkvision, enhance ability, enlarge/reduce , flaming sphere, glitterdust, gust of wind, invisibility, levitate, Melf’s acid arrow, magic weapon, mirror image, misty step, pyrotechnics, ray of enfeeblement, scorching ray, see invisibility, shatter, spider climb, web
3rd Level
blink, counterspell, crusader’s mantle, dispel magic, elemental weapon, fireball, fly, gaseous form, haste, lightning bolt, major image, phantom steed, protection from energy, sleet storm, slow, stinking cloud, vampiric touch, water breathing, wind wall.
4th Level
dimension door, Evard’s black tentacles, fire shield, greater invisibility, ice storm, phantasmal killer, polymorph, stoneskin, wall of fire
5th Level
Bigby’s hand, cloudkill, cone of cold, telekinesis, wall of force, wall of stone

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Lorathorn wrote:
I can't WAIT for Magus!

I just need to work on the spell list.

And maybe the Spellthief archetype....

archetypes:

Aegis: Shield master

Arcane Archer: ranged mastery

Duskblade: standard sword & spell melee combatant

Kensai: Unarmed spell combat

Myrmidon: Armor master, self-buffer

Witchblade: De-buffer and curse weaver

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Drejk wrote:
SmiloDan wrote:

I'm kind of concerned with messing with the action economy too much. 2 Reactions for levels 10-16 and 3 at 17+ might be a bit much on a regular basis. I haven't done ANY playtesting yet...

I meant something like fighter's surge: you can make one additional reaction beyond your normal one reaction per turn. Once you used you cannot it until you have a short rest. Or maybe give it two uses per short rest, but no more than once per day.

That's a neat idea, and kind of what I was trying to do. You get one or two (at 9th) or three (at 17th) extra reactions for 1 round, but then need a short rest to recharge it.

At 20th level, you can use 4 reactions each round.

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Lorathorn wrote:
The Combat commander tactic seems weak, considering that you can instead use your action to basically give an extra attack or cantrip, and you can spend a reaction to give them advantage anyhow.

This ability is meant to synergize with the Marshal ability to affect multiple allies. Similar to the Wolf Totem barbarian power.

Lorathorn wrote:

The wording to True Inspiration seems tricky. Inspiration is not a reroll, but rather it grants advantage. Maybe allow for three d20?

Good point. And excellent idea! :-D

Lorathorn wrote:


Beacon of healing does not specify whether you can use both aspects of it (allies touch you, you heal an ally) before a short or long rest, or if it is either or.

Both. I'll work on the language.

Lorathorn wrote:


As for the Hexblade, I like it, but I wish that you could grant disadvantage earlier than 7th level. I also am not a fan of abilities that grant inspiration, since it is meant to encourage role playing. Maybe granting a luck reroll as per the luck feat?

I might be able to squeeze it in at 3rd level. Maybe at the cost of a spell slot? And then slot-less at 7th? I like the luck re-roll idea.

Lorathorn wrote:


Otherwise, I love it! Excellent way to thematically tie in all of those otherwise disparate class archetypes! Bravo!

Wait til you see my magus! ;=)

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I'm kind of concerned with messing with the action economy too much. 2 Reactions for levels 10-16 and 3 at 17+ might be a bit much on a regular basis. I haven't done ANY playtesting yet...

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Oops!

It should read:

REACTIONARY
At 20th level, you do not need to take a short rest or a long rest between uses of your Combat Reflexes class feature.

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Is your main concern not getting 9th level spells?

Why not go Fighter 1/Sorcerer 9/Eldritch Knight 10? And get a Spell Storing weapon?

The plain old vanilla magus can "channel" spells (Spellstrike) from 2nd level on. And pretty much at will.

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WARLORD

The warlord leads his allies in battle.

LEVEL FEATURES
1. Commanding Action, Strategic Reactions
2. Fighting Style, Warlord Tactics
3. Warlord Archetype
4. Ability Score Improvement
5. Extra Attack
6. Warlord Tactic
7. Archetype Feature
8. Ability Score Improvement
9. Swift Commanding Action
10. Combat Reflexes, Warlord Tactic
11. Archetype Feature
12. Ability Score Improvement
13. Sudden Commanding Action
14. Warlord Tactic
15. Archetype Feature
16. Ability Score Improvement
17. Greater Commanding Action
18. Warlord Tactic
19. Ability Score Improvement
20. Reactionary

CLASS FEATURES

HIT POINTS
Hit Dice: 1d10 per warlord level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warlord level after 1st

PROFICIENCIES
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None

Saving Throws: Constitution, Charisma
Skills: Choose two skills from Animal Handling, Athletics, Deception, History, Intimidation, Insight, Performance, Persuasion

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
(a) a martial weapon and a shield or (b) two martial weapons
(a) a dungeoneers’s pack or (b) an explorer’s pack
(a) Leather armor or (b) or scale armor

COMMANDING ACTION
At 1st level, you can use your action to grant an ally within 60 feet of you the ability to use their reaction to make a single melee or ranged attack, or to cast a cantrip. You must be able to see or hear your ally, and your ally must be able to see or hear you.

STRATEGIC REACTION
At 1st level, you can use your reaction to grant an ally within 60 feet of you advantage on an ability check, attack roll, or saving throw. You must be able to see or hear your ally, and your ally must be able to see or hear you.

FIGHTING STYLE
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

WARLORD TACTICS
At 2nd level, you gain two of the following Tactics. At levels 6, 10, 14, and 18, you gain an additional Tactic.

WARLORD TACTICS:

Bolster Ally
You can use your reaction to grant an ally (not yourself) resistance against a single attack. You must be able to see or hear your ally, and your ally must be able to see or hear you.

Combat Commander
You can use your Commanding Action to grant an ally adjacent to a creature you are adjacent to advantage on attack rolls against that creature.

Cunning Action
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Help actions.

Defending Commander
You can use your Commanding Action to allow an ally (not yourself) to use their reaction to take the Dodge action.

Healing Surge
You can use your Commanding Action to allow an ally to use their reaction to spend a Hit Die.

Improve Critical
You can use your reaction when an ally rolls a critical hit and allow your ally to roll an additional damage die.

Precise Strike
You can use your reaction to grant an ally a bonus to damage equal to your proficiency bonus until the end of your next turn.

Protect Ally
You can use your reaction to grant an adjacent ally (not yourself) a bonus equal to your proficiency bonus on a single saving throw.

Quick Start
You add your proficiency bonus to your initiative rolls. When is initiative is rolled, you choose an ally (including yourself) and grant that ally advantage on initiative rolls.

Rally
You can use your Commanding Action to allow an ally to use their reaction to use the Dash or Disengage action.

Retaliatory Strike
When an ally is struck by a creature you threaten, you can use your reaction to make a melee attack against that creature.

Shield Ally
You can use your reaction to grant an adjacent ally a bonus to their AC equal to your proficiency bonus against a single attack.

Skill Mastery
You can use your reaction to add your proficiency bonus to an ally’s (not including you) ability check.

True Inspiration
When you spend inspiration, you have advantage on the re-roll. If you give inspiration to an ally, they have advantage on the re-roll.

ARCHETYPES
At 3rd level, you choose an archetype that you strive to emulate: Beacon, Cavalier, Hexblade, Marshall, or Witch-hunter. These archetypes are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

SWIFT COMMANDING ACTION
Beginning at 9th level, you can use your bonus action to use Commanding Action.

COMBAT REFLEXES
Beginning at 10th level, you can use a number of reactions equal to half your proficiency bonus during your turn. Once you use this feature, you cannot use it again until you take a short or long rest.

SUDDEN COMMANDING ACTION
Beginning at 13th level, you can use your reaction to use Commanding Action.

GREATER COMMANDING ACTION
At 17th level, you can use your Commanding Action ability to grant an ally within 60 feet of you the ability to use their reaction to use the Attack action, or to cast a spell. You must be able to see or hear your ally, and your ally must be able to see or hear you.

REACTIONARY
At 20th level, you do not need to take a short rest or a long rest between uses of your Reactionary class feature.

ARCHETYPES

BEACON:

BEACON
The Beacon archetype represents a shining symbol of valor that inspires allies with magical might.
Beacon Magic
Your commanding presence is magically enhanced. You cast spells from the Beacon spell list, as detailed below.
Cantrips
At 3rd level, you learn 2 cantrips. You learn an additional cantrip at 9th level and 15th level.
Spell Slots
You gain a number of spell slots equal to your proficiency bonus. The level of your spell slots is equal to 1/3 your warlord level. To cast one of your Beacon spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 6th level, you have three 2nd-level spell slots. To cast a 1st-level spell bless, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the Beacon spell list. At 4th level, and every level thereafter, you learn one additional spell of at least 1st level of your choice. You must have spell slots of the level of the spell you choose.
Spellcasting Ability
Charisma is your spellcasting ability for your Beacon spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Beacon spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your Beacon spells.

Shared Magic
At 7th level, when you cast a spell that affects at least one ally, you can spend 1 extra spell slot and affect an additional number of allies equal to your Charisma modifier (at least 1).

Sudden Magic
At 11th level, you can use your reaction to cast a spell by spending 2 spell slots.

Beacon of Healing
At 15th level, you can use your action to transform into a golden-white shining being of energy for 1 minute. Adjacent allies can use a bonus action to touch you and heal a number of hit points equal to 2d10 + your Charisma modifier; any excess hit points healed are treated as temporary hit points that last up to 1 hour. Each round, you can use your reaction to heal an ally within 60 feet of you for a number of hit points equal to 2d10 + your Charisma modifier. Once you use this feature, you cannot use it again until you take a short or long rest.

BEACON SPELLS
Cantrips (0-level)
dancing lights, friends, guidance, light, produce flame, resistance, sacred flame, thaumaturgy
1st Level
bless, color spray, command, divine favor, faerie fire, guiding bolt, heroism, protection from evil and good, sanctuary, shield of faith
2nd Level
aid, calm emotions, continual flame, enthrall, moonbeam, warding bond, zone of truth
3rd Level
aura of vitality, beacon of hope, crusader’s mantle, daylight, hypnotic pattern, mass healing word, spirit guardians
4th Level
aura of life, aura of purity, death ward, fire shield
5th Level
circle of power, mass cure wounds, Rary’s telepathic bond
6th Level
eyebite, globe of invulnerability, heroes’ feast, sunbeam, true seeing, wind walk

CAVALIER:

CAVALIER
The Cavalier archetype exemplifies mounted combat.

Cavalier’s Steed
At 3rd level, you gain special mount that accompanies you on your adventures and is trained to carry you into combat. Choose a steed, such as a warhorse, a pony, a camel, an elk, or a mastiff (your DM might allow other beasts to serve as your steed). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your warlord level, whichever is higher.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your Commanding Action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
When you mount your Cavalier’s Steed, it only costs you 5 feet of movement. If an effect moves your mount against its will, or knocks you prone while mounted, you have advantage on the DC 10 Dexterity saving throw to avoid falling off your mount.

Powerful Charge
Beginning at 7th level, when you attack while mounted on your steed and your steed takes the Dash action, your weapon does an additional die of damage.

Fearsome Charge
Beginning at 11th level, when you attack while mounted on your steed and your steed takes the Dash action, the target of your attack must make a Wisdom saving throw opposed by your Charisma (Intimidation) check or become frightened for 1 minute. The target may make a new Wisdom saving throw at the end of its turn to end this effect.

Harrowing Charge
Beginning at 15th level, when you attack while mounted on your steed and your steed takes the Dash action, all opponents within 30 feet of the path of your steed’s movement must make a Wisdom saving throw opposed by your Charisma (Intimidation) check or be frightened for 1 round.

HEXBLADE:

HEXBLADE
Hexblades use curses and jinxes to hinder their opponents on the battlefield.

Hexblade Magic
Your foreboding presence is magically enhanced. You cast spells from the Hexblade spell list, as detailed below.
Cantrips
At 3rd level, you learn 2 cantrips. You learn an additional cantrip at 9th and 15th level.
Spell Slots
You gain a number of spell slots equal to your proficiency bonus. The level of your spell slots is equal to 1/3 your warlord level. To cast one of your Hexblade spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 6th level, you have three 2nd-level spell slots. To cast a 1st-level spell bane, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the Hexblade spell list. At 4th level, and every level thereafter, you learn one additional spell of at least 1st level of your choice. You must have spell slots of the level of the spell you choose.
Spellcasting Ability
Charisma is your spellcasting ability for your Hexblade spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Hexblade spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Hexblade spells.

Jinx
At 7th level, you can use your reaction to grant an opponent within 60 feet of you disadvantage on an ability check, attack roll, or saving throw. You must be able to see or hear your opponent, and your opponent must be able to see or hear you.

Steal Luck
At 11th level, when you use your Jinx ability, you gain inspiration.

Horrid Jinx
At 15th level, when you use your Jinx ability, your opponent subtracts your proficiency bonus from its affected rolls. When you use the inspiration gain from your Steal Luck ability, you add your proficiency to the affected rolls.

HEXBLADE SPELLS
Cantrips (0-level)
blade ward, chill touch, mage hand, minor illusion, poison spray, prestidigitation, ray of frost, resistance, shillelagh, thorn whip, true strike, vicious mockery
1st Level
armor of Agathys, bane, command, compelled duel, disguise self, dissonant whispers, ensnaring strike, entangle, false life, hellish rebuke, hex, inflict wounds, ray of sickness, Tasha’s hideous laughter, witch bolt
2nd Level
blindness/deafness, cloud of daggers, crown of madness, darkness, darkvision, hold person, magic weapon, pass without trace, ray of enfeeblement, silence, spike growth, spiritual weapon, suggestion, web
3rd Level
animate dead, bestow curse, counterspell, dispel magic, fear, feign death, nondetection, remove curse, sleet storm, slow, stinking cloud, vampiric touch
4th Level
blight, compulsion, confusion, Evard’s black tentacles, grasping vine, phantasmal killer, polymorph
5th Level
anti-life shell, Bigby’s hand, cloudkill, contagion, dominate person, dream, geas, hold monster, insect plague, mislead, modify memory
6th Level
create undead, eyebite, flesh to stone, globe of invulnerability, harm, magic jar, mass suggestion, Otto’s irresistible dance, wall of thorns

MARSHAL:

MARSHAL
Marshals excel at commanding forces on the field of battle.

Aura of Command
Beginning at 3rd level, whenever you use the following Warlord Tactics, you may target a number of allies of your choice up to your warlord level + your Charisma modifier instead of a single ally.
Bolster Ally, Combat Commander, Defending Commander, Healing Surge, Precise Strike, Protect Ally, Quick Start, Rally, Shield Ally, Skill Mastery.
In addition, the number of additional Warlord Tactics you gain at levels 6, 10, 14, and 18 double.

Tactical Advantage
At 7th level, when you grant an ally or allies advantage, they add your proficiency bonus to their rolls. Once you use this feature, you cannot use it again until you take a short or long rest.

Extra Action
At 11th level, you can use your action to grant a number of your allies equal to your proficiency bonus an extra action on their next turn. Once you use this feature, you cannot use it again until you take a short or long rest.

Fifteen
At 15th level, when you use Commanding Action, you can affect a number of allies equal to your proficiency bonus. Once you use this feature, you cannot use it again until you take a short or long rest.

WITCH HUNTER:

WITCH HUNTER
Witch Hunters track down outlaw magic-users.

Spell Hunter
At 3rd level, you gain proficiency in Arcana and can cast detect magic as a ritual. You can use Intelligence (Arcana) in place of Wisdom (Survival) to track creatures capable of casting spells or using magic, and you double your proficiency bonus when doing so.

Disrupt Spells
Beginning at 3rd level, when an opponent begins to cast a spell, you can use your reaction to make an attack against that opponent. If you hit, you add your proficiency bonus to the damage and your opponent must make a Constitution saving throw (DC = 10 or half the damage you cause, whichever number is higher) or lose the spell.

Spell Reaver
Beginning at 7th level, you gain a number of spell slots equal to your proficiency bonus. You can use these spell slots to cast counterspell or dispel magic. The level of your spell slots is equal to half your warlord level. You regain expended spell slots after a long rest. Charisma is your spellcasting ability for these spells.

Spell Resistant
Beginning at 11th level, you have advantage on saving throws against spells.

Greater Spell Reaver
Beginning at 15th level, you can cast antimagic field or mindblank using your spell slots.

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Albion, The Eye wrote:


clippety clip

I GMed the first chapter of Kingmaker, so I created my dude at 4th level for chapter 2 of Kingmaker.

The party was a cavalier/fighter, a ranger archer w/ cat, a rogue/witch/arcane trickster, an occasional NPC healer, and my dwarf barbarian/magus. Occasionally an alchemist and a utility wizard (actually he GMed when I played, so maybe no wizard). So we had a lot of firepower.

I was a pretty good damage dealer, but my AC was pretty crappy when I rage/enlarge nova-ed (-2 AC rage, -2 AC enlarge, -1 AC loss of qualification for Dodge).

But most things went squish before they got more than a couple hits on me.

It was a very versatile build. I got giant rage for lots of weak squishies, or tank (boosting defense) for BBEG. Also, I learned a Diplomacy check at -2 can work as agro. :-P Pearls of Power were very cool. I think I had 2 of them.

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Taking a (brief) break from Leviathan by Scott Westerfeld to read Armada by Ernest Cline

So far, there are no floating cities, abdead duelists, or crayfishfolk.

Yet.

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But other than that...?

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For Kingmaker, I made a dwarf barbarian 1/magus 7 wielding a dwarven waraxe.

I took the level in barbarian mostly for the speed boost (I had tried playing a Small, Slow tank in another campaign, and it was a disaster!), but really enjoyed the extra class points and skills (Acrobatics and Perception in particular) and the Rage, of course.

It was a 25 point buy, so I had something like
16 Str, 13 Dex (14 at 4th), 14 Con, 14 Int (15 at 8th), 10 Wis, 6 Cha

Traits: Berserker of the Society/Magical Lineage (shocking grasp)

Feats:
1. Power Attack
3. Dodge
5. Combat Reflexes
6. Arcane Strike
7. Intensify Spell

Spells commonly used:
enlarge person, shocking grasp, burning hands, shield, mirror image, frigid something, bear's endurance, bull's strength
Didn't get to use fly or haste yet.

Main tactic was to cast enlarge person and activate Arcane Strike or Enchant Weapon and then rage and wield the dwarven waraxe two-handed and Power Attacking, which was like 2d8+14.

Also, spell combat and spellstrike, of course. Never got to try that arcane mark trick. Sounds good for a dwarf if I can leave runes on my foes.

Obviously, I wasn't crit fishing. :-P

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What about ill omen?

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And regarding character growth, granting a bonus tool or skill proficiency, or a new language, whenever a character's proficiency bonus increases.

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Zombieneighbours wrote:

So, I am currently looking at level progression for my campaign. Having just put together the outline of the first adventure I want to run for the campaign I can see that one adventure day has taken the PCs from first to second level, without any exp rewards for quest or non-combat encounters.

So I checked out the charts and it turns out that even by 20th level, levelling happens in the space of about one and a bit adventure days.

This is not a state of affairs I am especially happy with.

At the same time, I am not that keen on the idea of my PCs being stuck at level 1 or 2 for very long.

So here is the idea I am going to try out. Every time a PC levels up, their EXP drops to zero.

At the same time as significantly slowing advancement into high levels, it, I'll be adding in lots of things to allow other areas of advancement and character development, such as encouraging the training of tool proficiency and languages, and the development of social rank.

Hi!

Levels 1-3, especially 1 & 2, are supposed to go by fairly quickly. They're apprentice levels, and basically exist to "teach" you how to play your class.

Look at kobolds--they have 2 hit dice! And are CR 1/8 (I think).

So, the very early levels are supposed to fly by, and then it slows for levels 4-11 (the sweet spot), and then accelerates again.

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It might work as a summoner archetype. Or maybe hunter.

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We learned how to make scrolls in our down time.

Potions of healing are actually in the PH equipment list, but everything else is a lot more rare.

Wands are very different than PF ones. Fewer charges, but usually recharge daily. Like 7 charges, regain 1d6 after a long rest.

So far, no wands of clw. :-P But Short Rests do what they did. In combat healing can be a bit hairy with large parties, but there are more AoE healing effects (Preserve Life, Mass Healing Word, Mass Cure Wounds), so that's good.

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The Chronicles has such a large cast, it might work better as a SoIaF rather than LOTR.

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So you get extra XP instead of gp?

;-)

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