paizo.com Favorited Posts by darthmarupaizo.com Favorited Posts by darthmaru2021-10-21T21:27:31Z2021-10-21T21:27:31ZRe: Forums: Homebrew and House Rules: Spry Striker (Fighter Archetype)darthmaruhttps://paizo.com/threads/rzs2tsk5?Spry-Striker#32016-10-03T12:26:08Z2016-10-03T04:01:32Z<p>A small upgrade</p>
<p><b>Spry Striker (Fighter)</b>
<br />
The spry striker is an agile combatant who sacrifices the protection of heavier armors to increase speed and mobility.
<br />
<b>Weapon and Armor Proficiency:</b> A spry striker is not proficient with medium armor, heavy armor or tower shields.
<br />
<b>Skills:</b> Acrobatics (Dex) and Escape Artist [Dex] are class skills for the spy striker.
<br />
<b>Nimble:</b> At 1st level, a spry striker gains Dodge as a bonus feat. This feat is in addition to the fighter bonus combat feat acquired at 1st level.
<br />
<b>Uncanny Dodge (Ex):</b> At 2nd level, a spry striker gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A spry striker with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her. If a spry striker already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
<br />
<b>Advanced Armor Training:</b> A spry striker adds the following Advanced Armor Training to her options:
<br />
AC Bonus (Ex): When a spry striker wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus to AC applies against touch attacks. She loses this bonus while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load. A spry striker can choose this option up to four times.
<br />
<b>Improved Uncanny Dodge (Ex):</b> At 5th level and higher, a spry striker can no longer be flanked. This defense denies a rogue the ability to sneak attack the spry striker by flanking her, unless the attacker has at least four more rogue levels than the target has fighter levels. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.</p>A small upgrade
Spry Striker (Fighter)
The spry striker is an agile combatant who sacrifices the protection of heavier armors to increase speed and mobility.
Weapon and Armor Proficiency: A spry striker is not proficient with medium armor, heavy armor or tower shields.
Skills: Acrobatics (Dex) and Escape Artist [Dex] are class skills for the spy striker.
Nimble: At 1st level, a spry striker gains Dodge as a bonus feat. This feat is in addition to the fighter bonus combat feat acquired at 1st...darthmaru2016-10-03T04:01:32ZForums: Homebrew and House Rules: Dread (Necromancy Subschool)darthmaruhttps://paizo.com/threads/rzs2twsd?Dread#12017-11-26T19:54:31Z2016-09-18T19:16:23Z<p>Hello, I've been working in a way to build a dread necromancer using the wizard/arcanist classes. I believe some of the old class abilities would be great as feats or arcane discoveries, but I decided to start by creating another subschool option. I really need your help for balance porpuses. Here it is:</p>
<p><b>Dread</b></p>
<p><b>Associated School:</b> Necromancy.</p>
<p><b>Replacement Power:</b> The following school power replaces the grave touch power and life sight power of the necromancy school.</p>
<p><b>Charnel Touch (Su):</b> As a standard action, you can make a melee touch attack against a living foe that deals 1d6 points of negative energy damage +1 for every two wizard levels. This touch heals undead creature, restoring 1 hit point +1 for every two wizard levels. A wizard can use the spectral hand spell to deliver this attack from a distance. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.</p>
<p><b>Channel Negative Energy (Su):</b> At 8th level, you gain the supernatural ability to channel negative energy like a cleric. Using this ability consumes his power over undead ability. A wizard uses his level as his effective cleric level when channeling negative energy. In addition, he uses his intelligence instead of charisma to calculate the save DC of this ability.</p>
<p>It's very simple and functional. What do you think?</p>Hello, I've been working in a way to build a dread necromancer using the wizard/arcanist classes. I believe some of the old class abilities would be great as feats or arcane discoveries, but I decided to start by creating another subschool option. I really need your help for balance porpuses. Here it is:
Dread
Associated School: Necromancy.
Replacement Power: The following school power replaces the grave touch power and life sight power of the necromancy school.
Charnel Touch (Su): As a...darthmaru2016-09-18T19:16:23ZForums: Homebrew and House Rules: Dread (Necromancy Subschool)darthmaruhttps://paizo.com/threads/rzs2tws0?Dread#12017-03-15T20:13:56Z2016-09-18T16:17:49Z<p>Hello, I've been working in a way to build a dread necromancer using the wizard/arcanist classes. I believe some of the old class abilities would be great as feats or arcane discoveries, but I decided to start by creating another subschool option. I really need your help for balance porpuses. Here it is:</p>
<p><b>Dread</b></p>
<p><b>Associated School:</b> Necromancy.</p>
<p><b>Replacement Power:</b> The following school power replaces the grave touch power and life sight power of the necromancy school.</p>
<p><b>Charnel Touch (Su):</b> As a standard action, you can make a melee touch attack against a living foe that deals 1d6 points of negative energy damage +1 for every two wizard levels. This touch heals undead creature, restoring 1 hit point +1 for every two wizard levels. A wizard can use the spectral hand spell to deliver this attack from a distance. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.</p>
<p><b>Channel Negative Energy (Su):</b> At 8th level, you gain the supernatural ability to channel negative energy like a cleric. Using this ability consumes his power over undead ability. A wizard uses his level as his effective cleric level when channeling negative energy. In addition, he uses his intelligence instead of charisma to calculate the save DC of this ability.</p>
<p>It's very simple and functional. What do you think?</p>Hello, I've been working in a way to build a dread necromancer using the wizard/arcanist classes. I believe some of the old class abilities would be great as feats or arcane discoveries, but I decided to start by creating another subschool option. I really need your help for balance porpuses. Here it is:
Dread
Associated School: Necromancy.
Replacement Power: The following school power replaces the grave touch power and life sight power of the necromancy school.
Charnel Touch (Su): As a...darthmaru2016-09-18T16:17:49ZForums: Homebrew and House Rules: Spry Striker (Fighter Archetype)darthmaruhttps://paizo.com/threads/rzs2tsk5?Spry-Striker#12018-12-31T23:29:12Z2016-07-19T14:21:41Z<p>Hello. I was trying to make an agile fighter, but none of the archetypes available suits it the way I wanted, so I ended uo creating this one. I would like to ask for your opinion about it.</p>
<p><b>Spry Striker (Fighter)</b>
<br />
The spry striker is an agile combatant who sacrifices the protection of heavier armors to increase speed and mobility. </p>
<p><b>Weapon and Armor Proficiency:</b> A spry striker is not proficient with medium armor, heavy armor or tower shields.</p>
<p><b>Skills:</b> Acrobatics (Dex), Escape Artist (Dex), Sleight of Hand (Dex), and Stealth (Dex) are all class skills for the spy striker.</p>
<p><b>Uncanny Dodge (Ex):</b> At 2nd level, a spry striker gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A spry striker with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her. If a spry striker already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.</p>
<p><b>Nimble (Ex):</b> At 3rd level, a spry striker gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the spry striker to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). This ability replaces armor training I, II, III, and IV. </p>
<p><b>Improved Uncanny Dodge (Ex):</b> At 5th level and higher, a spry striker can no longer be flanked. This defense denies a rogue the ability to sneak attack the spry striker by flanking her, unless the attacker has at least four more rogue levels than the target has fighter levels. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.</p>Hello. I was trying to make an agile fighter, but none of the archetypes available suits it the way I wanted, so I ended uo creating this one. I would like to ask for your opinion about it.
Spry Striker (Fighter)
The spry striker is an agile combatant who sacrifices the protection of heavier armors to increase speed and mobility.
Weapon and Armor Proficiency: A spry striker is not proficient with medium armor, heavy armor or tower shields.
Skills: Acrobatics (Dex), Escape Artist (Dex),...darthmaru2016-07-19T14:21:41ZRe: Forums: Conversions: Red Mage - From Final Fantasy (Magus Archetype)darthmaruhttps://paizo.com/threads/rzs2pfdw?Red-Mage-From-Final-Fantasy#472015-07-27T15:48:29Z2015-07-27T14:30:49Z<p>Another try</p>
<p><b>Red Mage (Magus)</b>
<br />
Red mages are magus who blends arcane and divine magic in a single art. They focus on utility spells rather than raw power.</p>
<p><b>Spells:</b> A red mage uses the bard spell list, rather than the magus spell list.</p>
<p><b>Skills:</b> All Knowledge skills (Int) and Linguistics (Int) are class skill for the red mage.</p>
<p><b>Weapon and Armor Proficiency:</b> A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with light armor and the buckler. A red mage can cast red mage spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Also, she may use spell combat while using a buckler. Like any other arcane spellcaster, a red mage wearing medium armor, heavy armor or a shield other than the buckler incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass red mage still incurs the normal arcane spell failure chance for arcane spells received from other classes. </p>
<p><b>Red Magic:</b> A red mage blends arcane and divine magic through an ancient art called red magic. This knowledge is acquired through research and experimentation and not through the power of faith. At 1st level, a red mage chooses one 0-level spell and one 1st level spell from the wizard spell list and adds to her spell list. The spells must be from the evocation school. She adds an additional evocation spell, of any level she can cast, every time she gains a new red mage level. </p>
<p><b>Magus Arcana (Su):</b> A red mage gains access to the following magus arcana. </p>
<p><b>Divine Blending:</b> When a red mage selects this arcana, she must select one spell from the cleric spell list that is at least one level lower than the highest magus spell level she can cast. She adds this spell to her spellbook and list of red mage spells known as a red mage spell one level higher than its cleric spell level. She can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level red mage spell she can cast. A red mage can select this magus arcana more than once.</p>
<p><b>Spell Blending:</b> Instead of choosing spells from the wizard spell list, the red mage selects spells from the magus spell list.</p>
<p><b>Shields (Ex):</b> At 13th level, a red mage gains proficiency with shields (except tower shields). A red mage can cast magus spells while using a shield without incurring the normal arcane spell failure chance. Additionally, she may use spell combat while using a shield. This ability replaces heavy armor.</p>
<p><b>Dualcast (Su):</b> At 19th level, the red mage gains the Quickened Magic magus arcana. Unlike the normal ability, the red mage can use it a number of times per day equal to her Intelligence modifier. If she already has Quickened Magic magus arcana, she adds to the number of times per day she can use it. This ability replaces Greater Spell Access.</p>Another try
Red Mage (Magus)
Red mages are magus who blends arcane and divine magic in a single art. They focus on utility spells rather than raw power.
Spells: A red mage uses the bard spell list, rather than the magus spell list.
Skills: All Knowledge skills (Int) and Linguistics (Int) are class skill for the red mage.
Weapon and Armor Proficiency: A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with...darthmaru2015-07-27T14:30:49ZRe: Forums: Conversions: Red Mage - From Final Fantasy (Magus Archetype)darthmaruhttps://paizo.com/threads/rzs2pfdw?Red-Mage-From-Final-Fantasy#462015-07-13T18:53:17Z2015-07-13T18:35:24Z<p>More changes</p>
<p><b>Red Mage (Magus)</b>
<br />
Red mages are magus who blends arcane and divine magic in a single art. They focus on utility spells rather than raw power. </p>
<p><b>Spells:</b> A red mage uses the bard spell list, rather than the magus spell list. </p>
<p><b>Skills:</b> All Knowledge skills (Int) and Linguistics (Int) are class skill for the red mage. </p>
<p><b>Weapon and Armor Proficiency:</b> A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with light armor and the buckler. A red mage can cast magus spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing medium armor, heavy armor or a shield other than the buckler incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass red mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.</p>
<p><b>Red Magic:</b> A red mage blends arcane and divine magic through an ancient art called red magic. This knowledge is acquired through research and experimentation and not through the power of faith. At 1st level, a red mage chooses one 0-level spell and one 1st level spell from the wizard spell list and adds to her spell list. The spells must be from the evocation school. She adds an additional evocation spell, of any level she can cast, every time she gains a new red mage level. </p>
<p><b>Magus Arcana (Su):</b> A red mage gains access to the following magus arcana.</p>
<p><b>Divine Blending:</b> When a red mage selects this arcana, she must select one spell from the cleric spell list that is at least one level lower than the highest magus spell level she can cast. She adds this spell to her spellbook and list of red mage spells known as a red mage spell one level higher than its cleric spell level. She can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level red mage spell she can cast. A red mage can select this magus arcana more than once.</p>
<p><b>Spell Blending:</b> Instead of choosing spells from the wizard spell list, the red mage selects spells from the magus spell list.</p>
<p><b>Dualcast (Su):</b> At 7th level, a red mage gains the ability to cast two spells at the same time. As a full round action, she may cast two spells, both spells must have a casting time equal to 1 standard action or lower. A red mage can only use dualcast with spells at least 2 level lowers than her higher level spells. For example, at 7th level she may use dualcast with 0-level spells and 1st level spells. A red mage can only use dualcast with spells that are on the magus spell list. This ability replaces knowledge pool. </p>
<p><b>Shields (Ex):</b> At 7th level, a red mage gains proficiency with shields (except tower shields). A red mage can cast magus spells while using a shield without incurring the normal arcane spell failure chance. Additionally, she may use spell combat while using a shield. This ability replaces medium armor.</p>
<p><b>Medium Armor (Ex):</b> At 13th level, a red mage gains proficiency with medium armor. A red mage can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. This ability replaces heavy armor.</p>More changes
Red Mage (Magus)
Red mages are magus who blends arcane and divine magic in a single art. They focus on utility spells rather than raw power.
Spells: A red mage uses the bard spell list, rather than the magus spell list.
Skills: All Knowledge skills (Int) and Linguistics (Int) are class skill for the red mage.
Weapon and Armor Proficiency: A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with...darthmaru2015-07-13T18:35:24ZRe: Forums: Conversions: Red Mage - From Final Fantasy (Magus Archetype)darthmaruhttps://paizo.com/threads/rzs2pfdw?Red-Mage-From-Final-Fantasy#422015-07-12T01:33:21Z2015-07-11T23:48:48Z<p><b>ERRATA</b></p>
<p><b>Weapon and Armor Proficiency:</b> A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with light armor and the buckler. A red mage can cast <b>magus spells</b> while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing medium armor, heavy armor or a shield other than the buckler incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass red mage still incurs the normal arcane spell failure chance for arcane spells received from other classes. </p>
<p><b>Red Magic:</b> A red mage blends arcane and divine magic through an ancient art called red magic. Red mages gains access to a few divine spells, but this knowledge is acquired through research and experimentation and not through the power of faith. At 1st level, a red mage add the following spells to the magus's spell list: 0—detect poison, <b>stabilize</b>; 1st—cure light wounds, remove fear, remove sickness; 2nd—cure moderate wounds, delay poison, <b>lesser restoration</b>, remove paralysis; 3rd—cure serious wounds, remove blindness-deafness, remove curse, remove disease; 4th—cure serious wounds, neutralize poison, restoration; 5th—cleanse, mass cure light wounds, raise dead; 6th—heal, mass cure moderate wounds. Additionally, instead of the normal two spells she gains through level, a red mage gains three spells. Divine spells casted by a red mage are considered arcane spells. This ability replaces spellstrike.</p>ERRATA
Weapon and Armor Proficiency: A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with light armor and the buckler. A red mage can cast magus spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing medium armor, heavy armor or a shield other than the buckler incurs a chance of arcane spell failure if...darthmaru2015-07-11T23:48:48ZRe: Forums: Conversions: Red Mage - From Final Fantasy (Magus Archetype)darthmaruhttps://paizo.com/threads/rzs2pfdw?Red-Mage-From-Final-Fantasy#412015-07-11T21:07:29Z2015-07-11T20:37:15Z<p>A few changes</p>
<p><b>Red Mage (Magus)</b>
<br />
Red mages are magus who blends arcane and divine magic in a single art. They focus on utility spells rather than raw power. </p>
<p><b>Skills:</b> All Knowledge skills (Int) and Linguistics (Int) are class skill for the red mage. </p>
<p><b>Weapon and Armor Proficiency:</b> A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with light armor and the buckler. A red mage can cast bard spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing medium armor, heavy armor or a shield other than the buckler incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass red mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.</p>
<p><b>Red Magic:</b> A red mage blends arcane and divine magic through an ancient art called red magic. Red mages gains access to a few divine spells, but this knowledge is acquired through research and experimentation and not through the power of faith. At 1st level, a red mage add the following spells to the magus's spell list: 0—detect poison; 1st—cure light wounds, lesser restoration, remove fear, remove sickness; 2nd—cure moderate wounds, delay poison, remove paralysis; 3rd—cure serious wounds, remove blindness-deafness, remove curse, remove disease; 4th—cure serious wounds, neutralize poison, restoration; 5th—cleanse, mass cure light wounds, raise dead; 6th—heal, mass cure moderate wounds. Additionally, instead of the normal two spells she gains through level, a red mage gains three spells. Divine spells casted by a red mage are considered arcane spells. This ability replaces spellstrike. </p>
<p><b>Magus Arcana (Su):</b> A red mage gains access to the following magus arcana.</p>
<p><b>Divine Blending (Ex):</b> When a red mage selects this arcana, she must select one spell from the cleric spell list that is of a magus spell level she can cast. She adds this spell to his spellbook and list of magus spells known as a magus spell of its cleric spell level. She can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell she can cast. A red mage can select this magus arcana more than once.</p>
<p><b>Dualcast (Su):</b> At 7th level, a red mage gains the ability to cast two spells at the same time. As a full round action, she may cast two spells, both spells must have a casting time equal to 1 standard action or lower. A red mage can only use dualcast with spells at least 2 level lowers than her higher level spells. For example, at 7th level she may use dualcast with 0-level spells and 1st level spells. A red mage can only use dualcast with spells that are on the magus spell list. This ability replaces knowledge pool. </p>
<p><b>Shields (Ex):</b> At 7th level, a red mage gains proficiency with shields (except tower shields). A red mage can cast magus spells while using a shield without incurring the normal arcane spell failure chance. Additionally, she may use spell combat while using a shield. This ability replaces medium armor.</p>
<p><b>Medium Armor (Ex):</b> At 13th level, a red mage gains proficiency with medium armor. A red mage can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. This ability replaces heavy armor.</p>
<p><b>Greater Spell Access (Su):</b> At 19th level, the red mage gains access to an expanded spell list. She learns and places 7 spells from the wizard’s spell list and 7 spells from the cleric spell list into her spellbook as magus spells of their wizard and cleric level. She gains two of each of the following wizard and cleric spells not on the magus spell list: 0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. She can ignore the somatic component of these spells, casting them without the normal chance of spell failure.</p>A few changes
Red Mage (Magus)
Red mages are magus who blends arcane and divine magic in a single art. They focus on utility spells rather than raw power.
Skills: All Knowledge skills (Int) and Linguistics (Int) are class skill for the red mage.
Weapon and Armor Proficiency: A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with light armor and the buckler. A red mage can cast bard spells while wearing light...darthmaru2015-07-11T20:37:15ZRe: Forums: Conversions: Red Mage - From Final Fantasy (Magus Archetype)darthmaruhttps://paizo.com/threads/rzs2pfdw?Red-Mage-From-Final-Fantasy#402015-07-07T19:57:44Z2015-07-07T19:13:01Z<p><b>Red Mage (Magus)</b></p>
<p>Red mages are magus who blends arcane and divine magic in a single art. They focus on utility spells rather than raw power. </p>
<p><b>Skills:</b> All Knowledge skills (Int) and Linguistics (Int) are class skill for the red mage. </p>
<p><b>Weapon and Armor Proficiency:</b> A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with light armor and the buckler. A red mage can cast bard spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing medium armor, heavy armor or a shield other than the buckler incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass red mage still incurs the normal arcane spell failure chance for arcane spells received from other classes. </p>
<p><b>Red Magic:</b> A red mage blends arcane and divine magic through an ancient art called red magic. Red mages gains access to a few divine spells, but this knowledge is acquired through research and experimentation and not through the power of faith. At 1st level, a red mage add the following spells to the magus's spell list: 0—detect poison; 1st—cure light wounds, lesser restoration, remove fear, remove sickness; 2nd—cure moderate wounds, delay poison, remove paralysis; 3rd—cure serious wounds, remove blindness-deafness, remove curse, remove disease; 4th—cure serious wounds, neutralize poison, restoration; 5th—cleanse, mass cure light wounds, raise dead; 6th—heal, mass cure moderate wounds. Additionally, instead of the normal two spells she gains through level, a red mage gains three spells. Divine spells casted by a red mage are considered arcane spells. This ability replaces spellstrike. </p>
<p><b>Magus Arcana (Su):</b> A red mage gains access to the following magus arcana.</p>
<p><b>Divine Blending (Ex):</b> When a red mage selects this arcana, she must select one spell from the cleric spell list that is of a magus spell level she can cast. She adds this spell to his spellbook and list of magus spells known as a magus spell of its cleric spell level. She can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell she can cast. A red mage can select this magus arcana more than once.</p>
<p><b>Dualcast (Su):</b> At 7th level, a red mage gains the ability to cast two spells at the same time. As a full round action, she may cast two spells, both spells must have a casting time equal to 1 standard action or lower. A red mage can only use dualcast with spells at least 2 level lowers than her higher level spells. For example, at 7th level she may use dualcast with 0-level spells and 1st level spells. A red mage can only use dualcast with spells that are on the magus spell list. This ability replaces medium armor. </p>
<p><b>Medium Armor (Ex):</b> At 13th level, a red mage gains proficiency with medium armor and light shields. A red mage can cast magus spells while wearing medium armor and using a light shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing heavy armor, heavy shield or tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component. This ability replaces heavy armor.</p>
<p><b>Greater Spell Access (Su):</b> At 19th level, the red mage gains access to an expanded spell list. She learns and places 7 spells from the wizard’s spell list and 7 spells from the cleric spell list into her spellbook as magus spells of their wizard and cleric level. She gains two of each of the following wizard and cleric spells not on the magus spell list: 0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. She can ignore the somatic component of these spells, casting them without the normal chance of spell failure.</p>Red Mage (Magus)
Red mages are magus who blends arcane and divine magic in a single art. They focus on utility spells rather than raw power.
Skills: All Knowledge skills (Int) and Linguistics (Int) are class skill for the red mage.
Weapon and Armor Proficiency: A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with light armor and the buckler. A red mage can cast bard spells while wearing light armor and using...darthmaru2015-07-07T19:13:01ZRe: Forums: Conversions: Red Mage - From Final Fantasy (Magus Archetype)darthmaruhttps://paizo.com/threads/rzs2pfdw?Red-Mage-From-Final-Fantasy#382015-07-07T19:57:22Z2015-07-07T04:06:19Z<p><b>Dualcast (Su):</b> At 2nd level, a red mage gains the ability to cast two spells at the same time. As a full round action, she can cast two spells, both spells must have a casting time equal to 1 standard action or lower. Also, both must be at least one level lower than the highest-level magus spell she can cast. A red mage can only use dualcast with spells that are on the magus spell list. This ability replaces spellstrike.</p>Dualcast (Su): At 2nd level, a red mage gains the ability to cast two spells at the same time. As a full round action, she can cast two spells, both spells must have a casting time equal to 1 standard action or lower. Also, both must be at least one level lower than the highest-level magus spell she can cast. A red mage can only use dualcast with spells that are on the magus spell list. This ability replaces spellstrike.darthmaru2015-07-07T04:06:19ZRe: Forums: Conversions: Red Mage - From Final Fantasy (Magus Archetype)darthmaruhttps://paizo.com/threads/rzs2pfdw?Red-Mage-From-Final-Fantasy#322015-07-06T20:12:56Z2015-07-06T20:00:21Z<p>Another try</p>
<p><b>Red Mage (Magus Archetype)</b></p>
<p>Red mages are magus who blends arcane and divine magic in a single art. They focus on utility spells rather than raw power. </p>
<p><b>Skills:</b> All Knowledge skills (Int) and Linguistics (Int) are class skill for the red mage. </p>
<p><b>Weapon and Armor Proficiency:</b> A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with light armor and the buckler. A red mage can cast bard spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing medium armor, heavy armor or a shield other than the buckler incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass red mage still incurs the normal arcane spell failure chance for arcane spells received from other classes. </p>
<p><b>Red Magic:</b> A red mage blends arcane and divine magic through an ancient art called red magic. Red mages gains access to a few divine spells, but this knowledge is acquired by research and experimentation and not through the power of faith. Add the following spells to the red mage's spell list: 0—detect poison; 1st—cure light wounds, lesser restoration, remove fear, remove sickness; 2nd—cure moderate wounds, delay poison, remove paralysis; 3rd—cure serious wounds, remove blindness-deafness, remove curse, remove disease; 4th—cure serious wounds, neutralize poison, restoration; 5th—cleanse, mass cure light wounds; 6th—heal, mass cure moderate wounds. Divine spells casted by a red mage are considered arcane spells. </p>
<p><b>Dualcast (Su):</b> At 2nd level, a red mage gains the ability t cast two spells at the same. As a full round action, she can cast two spells, both spells must have a casting time equal to 1 standard action or lower. This ability replaces spellstrike. </p>
<p><b>Magus Arcana (Su):</b> A red mage gains access to the following magus arcana.</p>
<p><b>Divine Blending (Ex):</b> When a red mage selects this arcana, he must select one spell from the cleric spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its cleric spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. A red mage can select this magus arcana more than once.</p>
<p><b>Shields (Ex):</b> At 7th level, a red mage gains proficiency with shields (except tower shields). A red mage can cast magus spells while using a shield without incurring the normal arcane spell failure chance. This ability replaces medium armor.</p>
<p><b>Medium Armor (Ex):</b> At 13th level, a red mage gains proficiency with medium armor. A red mage can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. This ability replaces heavy armor.</p>
<p><b>Greater Spell Access (Su):</b> At 19th level, the red mage gains access to an expanded spell list. She learns and places 7 spells from the wizard’s spell list and 7 spells from the cleric spell list into her spellbook as magus spells of their wizard and cleric level. She gains two of each of the following wizard and cleric spells not on the magus spell list: 0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. She can ignore the somatic component of these spells, casting them without the normal chance of spell failure.</p>
<p>Xethik, I've fixed the things you pointed, thank you.</p>Another try
Red Mage (Magus Archetype)
Red mages are magus who blends arcane and divine magic in a single art. They focus on utility spells rather than raw power.
Skills: All Knowledge skills (Int) and Linguistics (Int) are class skill for the red mage.
Weapon and Armor Proficiency: A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with light armor and the buckler. A red mage can cast bard spells while...darthmaru2015-07-06T20:00:21ZRe: Forums: Conversions: Red Mage - From Final Fantasy (Magus Archetype)darthmaruhttps://paizo.com/threads/rzs2pfdw?Red-Mage-From-Final-Fantasy#282015-07-06T20:12:52Z2015-07-06T04:39:34Z<p>Did a few changes, what do you think? </p>
<p><b>Red Mage (Magus)</b></p>
<p>Red mages are magus who blends arcane and divine magic in a single art. They focus on utility spells rather than raw power. </p>
<p><b>Spells:</b> The red mage uses the bard spell list, rather than the magus spell list. </p>
<p><b>Skills:</b> All Knowledge skills (Int) and Linguistics (Int) are class skill for the red mage. </p>
<p><b>Weapon and Armor Proficiency:</b> A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages are also proficient with light armor and shields (except tower shields). A red mage can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a red mage wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass red mage still incurs the normal arcane spell failure chance for arcane spells received from other classes. </p>
<p><b>Red Magic (Ex):</b> A red mage adds all evocation spells from the sorcerer/wizard spell list to his spell list. At 2nd level, he adds all 0-level evocation spells to his spellbook. Additionally, instead of the normal two spells he gains through level, a red mage gains three spells, but one must be an evocation spell from the sorcerer/wizard spell list.
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A red mage's highest level of spells is 6th. Sorcerer/wizard spells of 7th level and above are not on the red mage class spell list, and a red mage cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of sorcerer/wizard spells of 7th level or higher. This ability replaces spellstrike.</p>
<p><b>Magus Arcana (Su):</b> A red mage gains access to the following magus arcana.</p>
<p><b>Divine Blending (Ex):</b> When a red mage selects this arcana, he must select one spell from the cleric spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its cleric spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. A red mage can select this magus arcana more than once.</p>
<p><b>Dualcast (Su):</b> At 13th level, a red mage gains the Quickened Magic magus arcane. He can use it an additional time at 16th level, and again at 19th level. This ability replaces heavy armor.</p>
<p><b>Greater Spell Access (Su):</b> At 19th level, the red mage gains access to an expanded spell list. He learns and places 7 spells from the wizard’s spell list and 7 spells from the cleric spell list into his spellbook as bard spells of their wizard and cleric level. He gains two of each of the following wizard and cleric spells not on the magus spell list:
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0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level. He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.</p>Did a few changes, what do you think?
Red Mage (Magus)
Red mages are magus who blends arcane and divine magic in a single art. They focus on utility spells rather than raw power.
Spells: The red mage uses the bard spell list, rather than the magus spell list.
Skills: All Knowledge skills (Int) and Linguistics (Int) are class skill for the red mage.
Weapon and Armor Proficiency: A red mage is proficient with all simple weapons, plus the longbow, shortbow and all martial swords. Red mages...darthmaru2015-07-06T04:39:34ZForums: Conversions: Necromancer (Dread Necromancer from Heroes of Horror)darthmaruhttps://paizo.com/threads/rzs2qxkb?Necromancer#12017-11-26T19:50:29Z2014-04-25T15:44:36Z<p>Hello, I've been working on this class for quite some time. I'd really like your opinion about that. </p>
<p><b>Necromancer</b></p>
<p>A specialist wizard who calls himself a necromancer or a cleric with the death domain has significant power over undead and the forces of negative energy, but a necromancer is their true master. A practitioner of vile and forbidden arts, the necromancer roots about in graveyards, searching out moldering components for his obscene spells. He calls upon restless, tormented spirits of the dead, seeking their arcane secrets. He might be a consummate villain, or perhaps a tortured hero whose obsession with death leads him along questionable moral path.
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<b>Role:</b> A necromancer is similar to other arcane spellcasters such as wizards, sorcerer, or witches. He does not learn spells as quickly as wizards do, nor have access to such a great variety of spells, but he excels at her primary repertoire- necromantic, evil, and fear-related spells. He is a combat caster, with more resilience than a wizard or sorcerer and a definite emphasis on combat-oriented necromantic spells.
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<b>Alignment:</b> Any non-good.
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<b>Hit Die:</b> d6.
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<b>Base Attack Bonus:</b> Poor.
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<b>Good Save:</b> Will. </p>
<p><b>Class Skills</b>
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The necromancer’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Cha), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
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<b>Skill Ranks per Level:</b> 2 + Int modifier. </p>
<p><b>NECROMANCER</b>
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1st Cantrips, Charnel Touch, Power Over Undead
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2nd Lich Body DR 2
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3rd Channel Negative Energy
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4th Advanced Learning, Mental Bastion +2
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5th Fear Aura
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6th Lich Body DR 4, Scabrous Touch 1/Day
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7th Arcane Bond
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8th Advanced Learning, Undead Mastery
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9th Negative Energy Resistance
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10th Lich Body DR 6, Light Fortification 25%
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11th Scabrous Touch 2/Day
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12th Advanced Learning
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13th Enervating Touch
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14th Lich Body DR 8, Mental Bastion +4
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15th Improved Fear Aura
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16th Advanced Learning, Scabrous Touch 3/Day
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17th Greater Enervating Touch, Light Fortification 50%
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18th Lich Body DR 10
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19th Craft Wondrous Item
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20th Advanced Learning, Lich Transformation </p>
<p><b>Class Features</b>
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The following are class features of the necromancer. </p>
<p><b>Weapon and Armor Proficiency:</b> Necromancers are proficient with all simple weapons and with one martial weapon of his choice. His choice of martial weapon is made when the character takes his first level of necromancer and cannot be changed. Necromancers are also proficient with light armor, but not with shields. The somatic components required for a necromancer spells are simple, so members of this class can cast necromancer spells while wearing light armor without incurring the normal arcane spell failure chance. He still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a necromancer wears medium armor or heavy armor, or uses a shield, he incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has somatic component.</p>
<p><b>Spells:</b> A necromancer casts arcane spells drawn from the necromancer spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a necromancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a necromancer's spell is 10 + the spell level + the necromancer's Charisma modifier.</p>
<p>Like other spellcasters, a necromancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.</p>
<p>A necromancer begins play knowing four 0-level spells and two 1st-level spells of his choice. When a necromancer gains access to a new level of spells, he automatically knows all the spells for that level given on the necromancer's spell list. Necromancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level. (Unlike spells per day, the number of spells a necromancer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the necromancer spell list, or they can be unusual spells that the necromancer has gained some understanding of through study.</p>
<p>Unlike a wizard or a cleric a necromancer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. </p>
<p><b>Cantrips:</b> Necromancers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. </p>
<p><b>Charnel Touch (Su):</b> Negative energy flows through a necromancer’s body. As a standard action, you can make a melee touch attack against a living foe that deals 1d6 points of damage of negative energy +1 for every two necromancer levels. This touch heals undead creature, restoring 1 hit point +1 for every two necromancer levels. A necromancer can use the spectral hand spell to deliver this attack from a distance. You can use this ability a number of times per day equal to 3 + your Charisma modifier. </p>
<p><b>Power over Undead (Su):</b> A necromancer receives Command Undead as a bonus feat. He can channel energy a number of times per day equal to 3 + his Charisma modifier, but only to use the selected feat. He can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 his necromancer level + his Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.</p>
<p><b>Lich Body:</b> Starting at 2nd level, a necromancer begins his journey into undeath. The first symptom is his body's increased resilience to physical harm. He gains DR 2/bludgeoning and magic. As the necromancer increases in level, this DR increases in effectiveness, to DR 4 at 6th level, DR 6 at 10th level, DR 8 at 14th level, and DR 10 at 18th level.</p>
<p><b>Channel Negative Energy (Su):</b> When a necromancer reaches 3rd level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes his power over undead ability. A necromancer uses his level as his effective cleric level when channeling negative energy. </p>
<p><b>Advanced Learning (Ex):</b> At 4th level, a necromancer can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of a level no higher than that of the highest-level spell the necromancer already knows. Once a new spell is selected, it is added to that dread necromancer's spell list and can be cast just like any other spell he knows. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. A necromancer gains an additional new spell at 8th, 12th, 16th, and 20th level.</p>
<p><b>Mental Bastion:</b> Starting at 4th level, a necromancer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 14th level.</p>
<p><b>Fear Aura (Su):</b> Beginning at 5th level, a necromancer radiates a 5-foot-radius fear aura as a free action. Creatures in the area must succeed on a Will save (DC 10 + 1/2 his class level + his Charisma modifier) or become shaken for a number of rounds equal to 1/2 the necromancer's level. At 15th level, the fear aura’s radius increases to 20 feet and persists for a number of rounds equal to his necromancer level. A creature that successfully saves cannot be affected by the same necromancer’s fear aura for 24 hours. This is a mind-affecting fear effect.</p>
<p><b>Scabrous Touch (Su):</b> Starting at 6th level, once per day a dread necromancer can use his charnel touch to inflict disease on a creature he touches. This ability works like the contagion spell, inflicting the disease of his choice immediately, with no incubation period, unless the target makes a successful Fortitude save (DC10 + 1/2 his class level + his Charisma modifier). The DC for subsequent saving throws to resist the effects of the disease depends on the disease inflicted.</p>
<p>Activating this class feature is a swift action. The effect lasts until the necromancer makes a successful charnel touch attack. The spectral hand spell enables a necromancer to deliver a scabrous touch attack from a distance.</p>
<p>A necromancer can use this ability once per day at 6th level, twice per day at 11th level, and three times per day at 16th level.</p>
<p><b>Arcane Bond (Ex or Sp):</b> At 7th level, a necromancer gains an arcane bond, as a wizard equal to the necromancer level. The necromancer levels stack with any wizard levels he possesses when determining the powers of his familiar or bonded object. Once per day, his bonded item allows him to cast any one of his spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.</p>
<p>If a necromancer chooses a familiar, he receives additional options besides the standard familiar list. The necromancer may choose one of the following creatures: imp (devil), quasit (demon), vargouille, or ghostly visage. All these creatures are described in the Bestiary except for the ghostly visage, an undead symbiont described on the Fiend Folio.</p>
<p>A necromancer's familiar gains the usual familiar benefits, with two exceptions. Its type does not change, and it does not gain the exceptional ability to speak with other creatures of its kind. A necromancer's familiar can use its ability to deliver touch spells such as its master's charnel touch, scabrous touch, or enervating touch attack. The master must use a standard action to imbue the touch attack into his familiar.</p>
<p><b>Undead Mastery:</b> A necromancer gains Undead Master as a bonus feat, even if he would not normally qualify for this feat. Besides its normal benefit, when a necromancer casts the control undead spell, the spell targets up to (2 + his Charisma bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell.</p>
<p>In addition, all undead creatures created by a necromancer gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die.</p>
<p>If he already has this feat, he can choose any item creation feat or metamagic feat he qualifies for in its place.</p>
<p><b>Negative Energy Resistance:</b> Beginning at 9th level, a necromancer gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.</p>
<p><b>Light Fortification:</b> Starting at 10th level, a necromancer gains 25% resistance to critical hits; this is the equivalent of the light fortification armor special ability. At 17th level, this fortification increases to 50%.</p>
<p><b>Enervating Touch (Su):</b> When a necromancer reaches 12th level, he gains the ability to bestow negative levels when he uses his charnel touch attack. Each day, he can bestow a total number of negative levels equal to 1/2 his class level, but no more than two negative levels with a single touch. The saving throw to remove the negative levels has a DC of 10 + 1/2 his class level + his Charisma modifier.</p>
<p>Activating this class feature is a swift action. The effect lasts until he makes a successful charnel touch attack.</p>
<p>A necromancer can use the spectral hand spell to deliver this attack from a distance.</p>
<p>Beginning at 17th level, the number of negative levels a necromancer can bestow per day increases to equal his class level.</p>
<p><b>Craft Wondrous Item:</b> At 19th level, the necromancer gains Craft Wondrous Item as a bonus feat. This helps him prepare the phylactery required to become a lich. If he already has this feat, he can choose any item creation feat or metamagic feat he qualifies for in its place.</p>
<p><b>Lich Transformation:</b> When a necromancer attains 20th level, he undergoes a hideous transformation and becomes a lich. His type changes to undead, and he gains all the traits of the undead. A necromancer need not pay gold to create his phylactery.</p>
<p><b>Necromancer Spells</b>
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Necromancers gain access to the following spells. While most of these spells are found in the Core Rulebook, those marked with an asterisk (•) appear in Heroes of Horror.</p>
<p><b>0-Level Necromancer Spells –</b> acid splash, arcane mark, bleed, detect magic, detect poison, disrupt undead, ghost sound, light, mage hand, mending, message, open/close, putrefy food and drink, read magic, resistance, ray of frost, spark, touch of fatigue.</p>
<p><b>1st-Level Necromancer Spells -</b> bane, bestow wound•, cause fear, chill touch, curse water, deathwatch, decompose body, detect undead, doom, hide from undead, inflict light wounds, interrogation, ray of enfeeblement, ray of sickening, restore corpse, sculpt corpse, summon undead I•, undetectable alignment, undine's curse.</p>
<p><b>2nd-Level Necromancer Spells -</b> blindness/deafness, brow gasher, command undead, darkness, death candle, death knell, enemy's heart, false life, fester, gentle repose, ghoul touch, inflict moderate wounds, lesser animate dead, pernicious poison, pox pustules, scare, sentry skull, skinsend, spectral hand, steal voice, summon swarm, summon undead II•, unshakable chill.</p>
<p><b>3rd-Level Necromancer Spells -</b> animate dead, bestow curse, contagion, crushing despair, deadly juggernaut, eldritch fever, fungal infestation, halt undead, haunting choir, healing thief, howling agony, inflict serious wounds, ki leech, malediction, marionette possession, nap stack, ray of exhaustion, sands of time, speak with dead, summon undead III•, toxic gift, vampiric touch.</p>
<p><b>4th-Level Necromancer Spells -</b> absorb toxicity, aura of doom, bloody claws, death ward, dispel magic, enervation, evard's black tentacles, familiar melding, fear, giant vermin, greater false life, inflict critical wounds, phantasmal killer, plague carrier, poison, rest eternal, shadow projection, summon undead IV•, summoner conduit.</p>
<p><b>5th-Level Necromancer Spells -</b> blight, cloudkill, fire in the blood•, insect plague, lesser astral projection, lesser planar binding, magic jar, mark of justice, mass inflict light wounds, nightmare, oath of blood•, old salt's curse, possess object, slay living, spawn ward, suffocation, summon undead V•, symbol of pain, undeath to death, unhallow, waves of fatigue.</p>
<p><b>6th-Level Necromancer Spells -</b> acid fog, circle of death, create undead, eyebite, geas/quest, greater contagion, greater dispel magic, harm, major curse, mass fester, mass inflict moderate wounds, planar binding, symbol of fear, unwilling shield, waves of exhaustion. </p>
<p><b>7th-Level Necromancer Spells -</b> black mark, control undead, destruction, epidemic, finger of death, greater harm•, mass inflict serious wounds, plague storm, song of discord, symbol of weakness, temporary resurrection, vile death•.</p>
<p><b>8th-Level Necromancer Spells -</b> clone, create greater undead, dimensional lock, greater planar binding, horrid wilting, mass inflict critical wounds, orb of the void, symbol of death, temporal stasis, trap the soul.</p>
<p><b>9th-Level Necromancer Spells -</b> astral projection, cursed earth, energy drain, imprison soul•, mass harm•, mass suffocation, plague of undead•, soul bind, wail of the banshee.</p>
<p>To make the spell list I used: Core Rulebook, Advanced Player's Guide, Advanced Race Guide, Ultimate Magic, Ultimate Combat and Heroes of Horror.</p>Hello, I've been working on this class for quite some time. I'd really like your opinion about that.
Necromancer
A specialist wizard who calls himself a necromancer or a cleric with the death domain has significant power over undead and the forces of negative energy, but a necromancer is their true master. A practitioner of vile and forbidden arts, the necromancer roots about in graveyards, searching out moldering components for his obscene spells. He calls upon restless, tormented spirits...darthmaru2014-04-25T15:44:36ZRe: Forums: Conversions: Red Mage - From Final Fantasy (Magus Archetype)darthmaruhttps://paizo.com/threads/rzs2pfdw?Red-Mage-From-Final-Fantasy#182014-03-18T20:29:58Z2014-03-15T19:22:47Z<p>Another version. Hope you like it. </p>
<p><b>Red Mage (Magus Archetype)</b>
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Some people want to learn divine magic to support and heal those in need. Some want to learn arcane magic to control and destroy the enemies from afar. Some wish to become great warriors, forging their names in the battle field. But there are some who wish to do everything at once. These skilled individuals are known as Red Mages. </p>
<p><b>Red Magic:</b> The red mage learns arcane magic the same way a wizard does, through academic studies, research and seeking forgotten lore. However, they also understand the science of faith and secrets of the divine magic. Through that understanding, the red mage becomes capable of manipulating a limited portion of divine magic purely by science, and not through a deity. This fusion is called red magic.
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Starting at the 2nd level, a red mage become capable of casting a limited number of divine spells, he automatically add those to his spellbook. He can cast those spells as magus spells and treat those as arcane spells. </p>
<p>Add the following spells to the red mage's spell list: </p>
<p>0-Detect Poison, Guidance, Stabilize.</p>
<p>1st-Cure Light Wounds, Remove Fear, Remove Sickness.</p>
<p>2nd-Cure Moderate Wounds, Delay Poison, Lesser Restoration, Remove Paralysis.</p>
<p>3rd- Cure Serious Wounds, Remove Blindness / Deafness, Remove Disease, Silence.</p>
<p>4th- Cure Critical Wounds, Neutralize Poison, Remove Curse, Restoration.</p>
<p>5th- Cleanse, Mass Cure Light Wounds.</p>
<p>6th- Mass Cure Moderate Wounds, Raise Dead.</p>
<p>This ability replaces spellstrike. </p>
<p><b>Magus Arcana (Su):</b> A red mage gains access to the following magus arcana.</p>
<p><b>Divine Blending (Ex):</b> When a red mage selects this arcana, he must select one spell from the cleric spell list that is at least one level lower than the highest magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell one level higher than its cleric spell level. He can instead select two spells to add in this way, but both must be at least two levels lower than the highest-level magus spell he can cast. A magus can select this magus arcana more than once.</p>Another version. Hope you like it.
Red Mage (Magus Archetype)
Some people want to learn divine magic to support and heal those in need. Some want to learn arcane magic to control and destroy the enemies from afar. Some wish to become great warriors, forging their names in the battle field. But there are some who wish to do everything at once. These skilled individuals are known as Red Mages.
Red Magic: The red mage learns arcane magic the same way a wizard does, through academic studies,...darthmaru2014-03-15T19:22:47ZRe: Forums: Conversions: Red Mage - From Final Fantasy (Magus Archetype)darthmaruhttps://paizo.com/threads/rzs2pfdw?Red-Mage-From-Final-Fantasy#172014-09-10T01:07:57Z2013-11-18T02:42:38Z<p>I marked as favorite, press f5, and then the option to edit appears. </p>
<p>Diminished spellcasting is a good option. I'll test the two versions and see which one works better.</p>I marked as favorite, press f5, and then the option to edit appears.
Diminished spellcasting is a good option. I'll test the two versions and see which one works better.darthmaru2013-11-18T02:42:38ZRe: Forums: Conversions: Red Mage - From Final Fantasy (Magus Archetype)darthmaruhttps://paizo.com/threads/rzs2pfdw?Red-Mage-From-Final-Fantasy#122013-04-07T23:13:36Z2013-03-03T16:08:34Z<p>Did some major changes.</p>
<p><b>Red Mage</b></p>
<p><b>Skills:</b> Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int) and Linguistics (Int) are class skills for a red mage.</p>
<p><b>Weapon and Armor Proficiency:</b> A red mage is proficient with all simple weapons, plus the longsword, rapier, and shortsword. A red mage is also proficient with light armor and the buckler. He can cast magus spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or another type of shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.</p>
<p><b>Red Magic:</b> The red mage learns arcane magic the same way a wizard does, through academic studies, research and seeking forgotten lore. However, they also understand the science of faith and secrets of the divine magic. Through that understanding, the red mage becomes capable of manipulating a limited portion of divine magic purely by science, and not through a deity. This fusion is called red magic.
<br />
Starting at the 2nd level, a red mage chooses one orison and one 1st level spell from the cleric spell list and add those to his spellbook. Each time he gains access to a new spell level, he adds one cleric spell of that level to his spellbook. Divine spells casted by the red mage are treated as arcane spells. This ability replaces spellstrike. </p>
<p><b>Magus Arcana (Su):</b> A red mage gains access to the following magus arcana.</p>
<p>Divine Blending (Ex): When a red mage selects this arcana, he must select one spell from the cleric spell list that is of a red mage spell level he can cast. He adds this spell to his spellbook and list of red mage spells known as a red mage spell of its cleric spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level red mage spell he can cast. While casting those spells, a red mage treats them as arcane spells. A red mage can select this magus arcana more than once. </p>
<p><b>Lightning Reflexes:</b> At 7th level, a red mage gains lightning reflexes as a bonus feat. This ability replaces medium armor proficiency. </p>
<p><b>Dualcast (Su):</b> At 13th level, a red mage learns how to cast an arcane and divine spells at the same time. As a full-round action, by spending 2 arcane points, a red mage can cast one spell of each type. However, one of those spells must be at least one level lower than the other. The red mage can’t use this ability to cast two arcane or two divine spells. This ability replaces heavy armor proficiency. </p>
<p>See ya.</p>Did some major changes.
Red Mage
Skills: Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int) and Linguistics (Int) are class skills for a red mage.
Weapon and Armor Proficiency: A red mage is proficient with all simple weapons, plus the longsword, rapier, and shortsword. A red mage is also proficient with light armor and the buckler. He can cast magus spells while wearing light armor and using a buckler without incurring the normal arcane spell failure chance. Like any other arcane...darthmaru2013-03-03T16:08:34ZForums: Conversions: Red Mage - From Final Fantasy (Magus Archetype)darthmaruhttps://paizo.com/threads/rzs2pfdw?Red-Mage-From-Final-Fantasy#12015-09-10T13:58:48Z2013-01-30T22:11:35Z<p>Hello, I'm trying to build an archetype based on the red mage from final fantasy serie. I need opinions to know if the archetype is ok or too strong. Here we go.</p>
<p><b>Red Mage</b></p>
<p>Some people want to learn divine magic to support and heal those in need. Some want to learn arcane magic to control and destroy the enemies from afar. Some wish to become great warriors, forging their names in the battle field. But there are some who wish to do everything at once. These skilled individuals are known as Red Mages. </p>
<p><b>Skills:</b> Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int) and Linguistics (Int) are class skills for a red mage.</p>
<p><b>Weapon and Armor Proficiency:</b> A red mage is proficient with all simple weapons, plus the longsword, rapier, and shortsword. A red mage is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or shields incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.</p>
<p><b>Red Magic:</b> The red mage learns arcane magic the same way a wizard does, through academic studies, research and seeking forgotten lore. However, they also understand the science of faith and secrets of the divine magic. Through that understanding, the red mage becomes capable of manipulating a limited portion of divine magic purely by science, and not through a deity. This fusion is called red magic.
<br />
Starting at the 2nd level, a red mage chooses one orison and one 1st level spell from the cleric spell list and add those to his spellbook. He can cast those spells as magus spells. At each new magus level, he may add one cleric spell of any spell level or levels that he can cast (based on his new magus level) for his spellbook. This ability replaces spellstrike. </p>
<p><b>Magus Arcana (Su):</b> A red mage gains access to the following magus arcana.</p>
<p>Divine Blending (Ex): When a red mage selects this arcana, he must select one spell from the cleric spell list that is of a magus spell level he can cast. He adds this spell to his spellbook and list of magus spells known as a magus spell of its cleric spell level. He can instead select two spells to add in this way, but both must be at least one level lower than the highest-level magus spell he can cast. A red mage can select this magus arcana more than once.</p>
<p><b>Dualcast (Su):</b> At 13th level, a red mage gains the Quickened Magic magus arcana. He can use it a number of times per day equal to his Intelligence modifier, but he must cast different spells. This ability replaces heavy armor proficiency. </p>
<p><b>Greater Spell Access (Su):</b> This ability works exactly like the magus ability, but the red mage can choose spells from the cleric and wizard spell list. </p>
<p>This is it.</p>Hello, I'm trying to build an archetype based on the red mage from final fantasy serie. I need opinions to know if the archetype is ok or too strong. Here we go.
Red Mage
Some people want to learn divine magic to support and heal those in need. Some want to learn arcane magic to control and destroy the enemies from afar. Some wish to become great warriors, forging their names in the battle field. But there are some who wish to do everything at once. These skilled individuals are known as...darthmaru2013-01-30T22:11:35ZRe: Forums: Homebrew and House Rules: [Re-Post] True Necromancer Wizard Archtypedarthmaruhttps://paizo.com/threads/rzs2nav9?RePost-True-Necromancer-Wizard-Archtype#22012-08-27T16:24:22Z2012-08-25T04:25:53Z<p>I really liked the idea of this archetype, but there are too much abilities. Based on this one, I came out with the following: </p>
<p>A specialist wizard who calls himself a necromancer or a cleric with the death domain has significant power over undead and the forces of negative energy, but the true necromancer is their real master. He calls upon restless, tormented spirits of the dead, seeking their arcane secrets and bind diverse forms of necromancy in a very unique art. </p>
<p><b>Prerequisite:</b> A Wizard must be of a non-good alignment and must be a Necromancer Wizard with the Undead focused school to take this archetype.</p>
<p><b>Spellcasting:</b> The True Necromancer's spellcasting functions like that of any other wizard; however, due to their intense focus on the black arts of Necromancy, they neglect their traditional realms of arcane study even more than other necromancers. The True Necromancer chooses 4 restricted schools instead of the 2 a normal specialist chooses. However, in return for this sacrifice, the True Necromancer adds all necromancy spells from all spell lists to their class spell list. These spells are treated and cast as any other spells the True Necromancer could learn and cast, despite their list of origin. So these spells remain arcane, remain intelligence based, etc. Any of these spells, including those that are ordinarily divine can be learned from any kind of written text, even if those texts are not wizard/sorcerer or arcane texts. So a True Necromancer could learn the spell "destruction" from a divine scroll despite the fact a normal wizard could not do the same. These spells can also be chosen as bonus spells gained from leveling up. If a spell added this way already appears on the wizard/sorcerer spell list, it can be learned by a True Necromancer as a spell of the lowest level it appears on all spell lists. So a True Necromancer could learn Animate Dead as a level 3 spell instead of a level 4 spell, for example. </p>
<p><b>Dark Channeling (Su):</b> While a standard Necromancer wizard can only use his channel energy attempts to use the Command Undead feat, the True Necromancer' learns to channel energy just like the servants of the divine. The True Necromancer loses the limited channel energy he gains from being a necromancy specialist (but keeps the command undead feat) and instead gains the ability to channel negative energy as an evil cleric of his class level a number of times per day equal to 3 + his charisma modifier. He can use this ability in any and all ways a cleric can, and can take any channeling feats, including feats such as alignment channel that alter this ability. This class feature alters the Arcane School wizard class feature.</p>
<p><b>Dark Art (Ex or Su):</b> The True Necromancer’s knowledge of the forbidden arts is vast, but commonly manifests in the form of a corpse companion or improved battle prowess. At 1st level, the true necromancer must choose one of the following abilities: </p>
<p><b>Corpse Companion (Su):</b> With a ritual requiring 8 hours, a true necromancer can animate a single skeleton or zombie whose hit dice do not exceed his wizard level. This corpse companion automatically follows his commands and does not need to be controlled by him. He cannot have more than one companion at a time. It does not count against the number of hit dice of undead controlled by other methods. He can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its hit dice cannot exceed half his wizard level. He can dismiss his companion as a standard action, which destroys it. </p>
<p><b>Reaper (Ex):</b> A True Necromancer becomes proficient with simple weapons and with one melee martial weapon of his choice. He is also proficient with light armor, but not with shields. While wearing light armor, a true necromancer can cast spells of the necromancy and universal school without incurring the normal arcane spell failure chance. He still incurs the normal arcane spell failure chance for arcane spells from the other schools and derived from other classes. In addition, if a true necromancer wears medium or heavy armor, or uses a shield, he incurs the same chance of arcane spell failure as normal.
<br />
This ability replaces Arcane Bond. </p>
<p>I tried to transport the feeling of the dread necromancer to this archetype. I think that the other abilities of the class and those created by Takhisis would be great as arcane discoveries. What do you think?</p>I really liked the idea of this archetype, but there are too much abilities. Based on this one, I came out with the following:
A specialist wizard who calls himself a necromancer or a cleric with the death domain has significant power over undead and the forces of negative energy, but the true necromancer is their real master. He calls upon restless, tormented spirits of the dead, seeking their arcane secrets and bind diverse forms of necromancy in a very unique art.
Prerequisite: A Wizard...darthmaru2012-08-25T04:25:53ZRe: Forums: Conversions: Sacred Fist (Cleric Archetype)darthmaruhttps://paizo.com/threads/rzs2nrxt?Sacred-Fist#122012-09-04T05:40:15Z2012-03-17T21:56:27Z<p>Sacred Fist (Version 3)</p>
<p>Here we go again:</p>
<p>Sacred Fists are clerics who are also martial artists, found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. They are strong in faith, will and body.</p>
<p>Alignment: Any Lawful.</p>
<p>Weapon and Armor Proficiency: Sacred Fists are proficient with brass knuckles, cestus, club, dagger, quarterstaff, sling and their deity’s favored weapon. They are proficient with light armor, but not with shields. </p>
<p>Class Skills: The Sacred Fist’s class skills are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex) and Swim (Str). </p>
<p>Skill Ranks per level: 4 + Int modifier.</p>
<p>Diminished Spellcaster: A Sacred Fists chooses only one domain from her deity’s list of domains, and her number of non-domain spells per day for each spell level is one less than normal (for example, a 4th level Sacred Fist has three orisons, two 1st level spells, one 1st level domain spell, one 2nd level spell, and one 2nd level domain spell). If this reduces the number of spells per day for that level to 0, she gains only the bonus spells she would be entitled to, based on her Wisdom score for that level, plus her domain spell for that level. </p>
<p>Unarmed Strike: At 1st level, a Sacred Fist gains Improved Unarmed Strike as a bonus feat. This ability follows the rules presented in the monk’s class features. A Sacred Fist deals more damage with her unarmed strikes than a normal person would. At 1st level, a medium size Sacred Fist deals 1d4 points of damage. At 4th level, and every five levels thereafter, her unarmed strikes increases by one step, to a maximum of 1d10 at 14th level. </p>
<p>Martial Discovery: Throughout her extensive training in martial arts a Sacred Fist improves her mind, body and spirit. She develops techniques that allow her to learn special abilities. Most of those are normal feats, but some of them are monk abilities that only a Sacred Fist can learn. </p>
<p>A Sacred Fist gains a martial discovery at 2nd level and every four levels thereafter (to a maximum of five at 18th level). These martial discoveries must be chosen from the following list: Combat Reflexes, Deflect Arrows, Dodge, Endurance, Improved Grapple and Lightning Reflexes. At 6th level, a Sacred Fist may also choose from the following discoveries: High Jump, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Maneuver Training and Mobility. At 10th level, the following discoveries are added to the list: Diamond Body, Improved Critical, Purity of Body, Snatch Arrow and Spring Attack. A Sacred Fist need not have any of the prerequisites normally required for these feats to select them. </p>
<p>Sacred Ki (Su): At 4th level, the Sacred Fist learns the secrets of the ki energy. But unlike the monk, she manifests it through the power of her faith. A Sacred Fist can spend uses of her channel energy per day to use ki abilities. As long as she has at least 1 use of channel energy unspent, she can make a ki strike. At 4th level, a Sacred Fist’s unarmed attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 14th level, her unarmed attacks are treated as evil or good weapons (depending of the Sacred Fist’s alignment) for the purpose of overcoming damage reduction. </p>
<p>By spending 1 use of channel energy, a Sacred Fist can increase her speed by 20 feet for 1 round. Also, a Sacred Fist can spend 1 use to give herself a +4 insight bonus on Concentration checks for 1 round. Each of these powers is activated as a swift action. This ability functions as ki pool for the purpose of qualifying for prerequisites. Also, a Sacred Fist counts 1/2 of her total Sacred Fist level as her monk level for the purpose of qualifying for feats. If she has levels in monk, these levels stack.</p>
<p>AC Bonus (Ex): A Sacred Fist’s is highly trained at dodging blows, and she has a sixth sense that allows her to avoid even unanticipated attacks. When unencumbered and wearing light or no armor, a Sacred Fist gains a +1 bonus to her AC and CMD. This bonus increases to +2 at 11th level and to +3 at 17th level. Additionally, when unarmored, a Sacred Fist adds her wisdom modifier to her AC and CMD. </p>
<p>This bonus to AC applies even against touch attacks or when the Sacred Fists are flat-footed. She loses the bonus when she is immobilized or helpless, when she wears any armor heavier than light armor, when she carries a shield, or when she carries a medium or heavy load.</p>Sacred Fist (Version 3)
Here we go again:
Sacred Fists are clerics who are also martial artists, found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. They are strong in faith, will and body.
Alignment: Any...darthmaru2012-03-17T21:56:27ZForums: Conversions: Sacred Fist (Cleric Archetype)darthmaruhttps://paizo.com/threads/rzs2nrxt?Sacred-Fist#12013-10-24T01:14:26Z2012-03-13T03:10:36Z<p>I would like to have your opinion about this archetype. This is not a conversion of the prestige class, I just took the concept and rebuild it as an archetype. This is the final version, but still waiting for a playtest review. ==Revisited 10/23/2013== </p>
<p><b>Sacred Fist(Cleric Archetype)</b>
<br />
(Final Version)</p>
<p>Sacred Fists are clerics who are also martial artists, found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred Fists have forsworn the use of weapons and armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. They are strong in faith, will and body.</p>
<p><b>Alignment:</b> Any lawful.</p>
<p><b>Weapon and Armor Proficiency:</b> Sacred fists are proficient with all simple weapons, light armor, and shields (except tower shields). Sacred fists are also proficient with the favored weapon of their deities.</p>
<p><b>Skills:</b> The Sacred fist’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
<br />
<b>Skill Ranks per Level:</b> 4 + Int modifier.</p>
<p><b>Diminished Spellcaster:</b> A Sacred Fists chooses only one domain from his deity’s list of domains, and his number of non-domain spells per day for each spell level is one less than normal (for example, a 4th level Sacred Fist has three orisons, two 1st level spells, one 1st level domain spell, one 2nd level spell, and one 2nd level domain spell). If this reduces the number of spells per day for that level to 0, he gains only the bonus spells he would be entitled to, based on his Wisdom score for that level, plus his domain spell for that level. </p>
<p><b>Unarmed Strike:</b> At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. This ability follows the rules presented in the monk’s class features. A sacred fist deals more damage with her unarmed strikes than a normal person would. She deals damage with her unarmed strike as if she were a monk of her cleric level -3. However, at the 1st level, she deals damage as a 1st level monk of her size. If the sacred fist has levels in monk, this ability stacks with levels to determine how much damage she can do with her unarmed strikes. A sacred fist who selects the Two-Weapon Fighting feat gain additional benefits. She applies her full Strength bonus to her damage rolls for all successful attacks made with Two-Weapon Fighting while fighting unarmed. She uses her normal base attack bonus while using this feat.</p>
<p><b>Martial Talent:</b> Throughout her extensive training in martial arts a sacred fist improves her mind, body and spirit. She develops techniques that allow her to learn special abilities. Most of those are normal feats, but some of them are monk abilities that only a sacred fist can learn. A sacred fist gains a martial talent at 1st level, then again at 5th level and every five levels thereafter (to a maximum of five at 20th level). These must be chosen from the following list: Blind-Fight, Combat Casting, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, and Lightning Reflexes. At 5th level, a sacred fist may also choose from the following: Maneuver Training•, Still Mind•, and Two-Weapon Fighting. At 10th level, a sacred fist may also choose from the following: High Jump•Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility, and Purity of Body•. At 15th level, a sacred fist may also choose from the following: Diamond Body•, Improved Critical, Snatch Arrows, and Spring Attack. At 20th level, a sacred fist may also choose from the following: Timeless Body•, and Tongue of the sun and moon•. Martial talents marked with an asterisk (•) are monk abilities. A sacred fist need not have any of the prerequisites normally required for these feats to select them.</p>
<p><b>Ki Pool (Su):</b> At 6th level, a sacred fist gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the sacred fist’s ki pool is equal to 1 / 3 her cleric level + her wisdom modifier. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the sacred fist possesses levels in another class that grants points to a ki pool, ki points gained from the sacred fist class stack with those gained from the other class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is permanent. The sacred fist can use ki points from this pool to power the abilities of every class he possesses that grants a ki pool. As long as she has at least 1 point in her ki pool, a sacred fist can make a ki strike. At 6th level, ki strike allows her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 8th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypass hardness. </p>
<p>By spending 1 point from her ki pool, a sacred fist adds +1 to the DC of the next spell she casts on her turn. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a sacred fist can spend 1 point from her ki pool to treat her unarmed attacks as a good weapon (if she channels positive energy) or evil weapon (if she channels negative energy) for 1 round. Each of these powers is activated as a swift action.</p>
<p>That'a all, thank you.</p>I would like to have your opinion about this archetype. This is not a conversion of the prestige class, I just took the concept and rebuild it as an archetype. This is the final version, but still waiting for a playtest review. ==Revisited 10/23/2013==
Sacred Fist(Cleric Archetype)
(Final Version)
Sacred Fists are clerics who are also martial artists, found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred...darthmaru2012-03-13T03:10:36ZForums: Conversions: Maverick (Archetype) from Deadlands d20darthmaruhttps://paizo.com/threads/rzs2npc4?Maverick-from-Deadlands-d20#12013-11-27T17:15:08Z2012-02-28T18:37:10Z<p>Hello, </p>
<p>I've been working on a conversion for the maverick class from deadlands d20. I took the concept of the class and made it as a rogue archetype, but now I'm stucked and don't know what to do. I would really apreciate your help. </p>
<p><b>Maverick (Rogue Archetype)</b></p>
<p>The maverick is a gambler, educated in the ways of the world. They may be smooth-talking diplomat, or light-fingered pick pocket. They might make their living fleecing tinhorns at the card table or serving as spies in the service of those who can pay. Whatever their specialty, they counts on their keen minds, amazing reflexes, good looks, and the old-fashioned luck to keep their scalp on their head.</p>
<p><b>Weapon and Armor Proficiency:</b> Mavericks are proficient with all simple weapons and one-handed firearms. They are proficient with light armor, but not with shields. </p>
<p><b>Rogue Talents:</b> A maverick adds the following to her rogue talents list:</p>
<p><b>Card Thrower (Su):</b> A maverick with this talent gains the Arcane Strike and Deadly Dealer feats while throwing cards. The caster level for this ability is equal to the rogue's level. A maverick must have at least four ranks in the Sleight of hands skill before selecting this talent.</p>
<p><b>Grit (Ex):</b> This ability functions the same way as the original described in the Ultimate Combat book. However, you can pick this ability without taking the Firearm Training talent, but it only works with one-handed firearms.</p>
<p><b>Lucky Grit (Ex):</b> A maverick can use her Charisma modifier instead of Wisdom modifier to determine the maximum amount of grit points per day. A rogue must have the Grit talent before choosing this one.</p>
<p><b>Master Thrower (Ex):</b> A maverick that selects this talent can apply grit abilities and regain grit points while using throwing weapons as if using a firearm. </p>
<p><b>Professional:</b> A maverick that selects this talent gains Skill Focus as a bonus feat. A maverick can select this talent multiple times. Its effects do not stack and must be applies to a new skill.</p>
<p><b>Gambler’s Fate (Ex):</b> At the 3rd level, a maverick can reroll any Bluff, Perception or Sense Motive skill check she has just made.
<br />
This reroll is made at a -5 penalty. She must take the second result, even if it is worse. A maverick can use this ability only once on any given skill check. She can use this ability once per day at the 3rd level, plus one additional time per day for every 3 levels beyond 3rd. This ability replaces trap sense. </p>
<p><b>Gambler’s Luck (Su):</b> At 8th level, a maverick gains a bonus equal to her charisma bonus (if any) on all saving throws. This ability replaces improved uncanny dodge.</p>
<p><b>Rogue Talents:</b> The following rogue talents complement the maverick archetype: canny observer••, charmer••, convincing lie•, fast fingers••, and grit•. </p>
<p><b>Advanced Talents:</b> The following advanced rogue talents complement the maverick archetype: another day••, defensive roll, hard to fool•, skill mastery, and slippery mind.</p>Hello,
I've been working on a conversion for the maverick class from deadlands d20. I took the concept of the class and made it as a rogue archetype, but now I'm stucked and don't know what to do. I would really apreciate your help.
Maverick (Rogue Archetype)
The maverick is a gambler, educated in the ways of the world. They may be smooth-talking diplomat, or light-fingered pick pocket. They might make their living fleecing tinhorns at the card table or serving as spies in the service of...darthmaru2012-02-28T18:37:10Z