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Sajan

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Hello. I've been working on this for quite some time. I would like to know if its well balanced.

Hexblade

BAB: Good.
Good Saves: Fort and Will.
HD: d10

1.Forced Omens, Hexblade’s Curse 1/Day
2.Arcane Resistance
3.Bonus Feat, Mettle
4.Hexblade’s Curse 2/Day, Summon Familiar
5.Medium Armor
6.Bonus Feat
7.Hexblade’s Curse 3/Day
8.Aura of Unluck 1/Day
9.Bonus Feat, Greater Curse
10.Hexblade’s Curse 4/Day
11.Mass Curse
12.Aura of Unluck 2/Day, Bonus Feat
13.Hexblade’s Curse 5/Day
14.Greater Aura of Unluck
15.Bonus Feat
16.Aura of Unluck 3/Day, Hexblade’s Curse 6/Day
17.Dire Curse
18.Bonus Feat
19.Hexblade’s Curse 7/Day, Mass Greater Curse
20.Aura of Unluck 4/Day, Death Sentence

CLASS SKILLS
The hexblade’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

CLASS FEATURES
The following are class features of the hexblade.

Weapon and Armor Proficiency: Hexblades are proficient with all simple and martial weapons, with light armor but not with shields. Because the somatic components required for hexblade spells are simple, a hexblade can cast hexblade spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells derived from other classes.

Forced Omens (Sp): A foreboding sense of doom travels with the hexblade, as candle lights flicker, fresh food turns green, or the air becomes stale. At will, a hexblade can use prestidigitation, as the spell.

Hexblade's Curse (Su): Once per day, as a swift action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade's curse takes a -2 penalty on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. Spell resistance does not apply to a hexblade's curse, but a successful Will save (DC 10 + 1/2 hexblade's class level + Charisma modifier) reduces the effect by half and cuts the duration to just 1 round.
At 4th level, and at every three levels thereafter, the hexblade may curse one additional time per day, as indicated on Table: Hexblade, to a maximum of seven times per day at 19th level. Multiple hexblade's curses don't stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade's curse for 24 hours.
Any effect that removes or dispels a curse eliminates the effect of a hexblade's curse.
A hexblade can utter only one hexblade's curse per round, even if he gets multiple curses per day.

Arcane Resistance (Su): At 2nd level, a hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects.

Bonus Feat: At 3th level, and every three levels thereafter, a hexblade gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be from the following list: Arcane Strike, Combat Casting, Eschew Materials, Greater Spell Focus, Greater Spell Penetration, Silent Spell, Spell Focus, Spell Penetration, Still Spell, or any Hex feat. He must meet the prerequisites for these feats as normal.

Mettle (Ex): At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.

Summon Familiar (Ex): At 4th level, a hexblade gains a familiar, using his hexblade level -3 as his effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature.

Spells: Beginning at 4th level, a hexblade gains the ability to cast a small number of arcane spells which are drawn from hexblade spell list. A hexblade can cast any spell he knows without preparing ahead of time. To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hexblade’s spell is 10 + the spell level + the hexblade’s Charisma modifier.
Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily allotment is given on the class table above. In addition, he receives bonus spells per day if he has a high Charisma score.
A hexblade’s selection of spells in extremely limited. At fourth level, a hexblade gains knowledge of two 1st-level spells of his choice. At each new hexblade level, he gains knowledge of one or more new spells from the hexblade spell list, as indicated on the table below.
Upon reaching 7th level, and every three hexblade levels gained thereafter (10th; 13th; 16th; and 19th), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged.
A hexblade may swap only a single spell at any given time, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a paladin or a ranger, a hexblade 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. To regain his daily spell slots, a hexblade must spend 1 hour each day in quiet meditation where he clears his mind and refreshes his arcane energies. Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is equal to his hexblade level -3.

Spells per Day
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 1 - - -
5th 2 - - -
6th 2 - - -
7th 2 1 - -
8th 2 2 - -
9th 3 2 - -
10th 3 2 1 -
11th 3 2 2 -
12th 3 3 2 -
13th 4 3 2 1
14th 4 3 2 2
15th 4 3 3 2
16th 4 4 3 2
17th 5 4 3 2
18th 5 4 3 3
19th 5 4 4 3
20th 5 5 4 4

Spells Known
Level 1st 2nd 3rd 4th
1st - - - -
2nd - - - -
3rd - - - -
4th 2 - - -
5th 2 - - -
6th 3 - - -
7th 3 2 - -
8th 4 2 - -
9th 4 3 - -
10th 5 3 2 -
11th 5 4 2 -
12th 6 4 3 -
13th 6 5 3 2
14th 6 5 4 2
15th 6 6 4 3
16th 6 6 5 3
17th 6 6 5 4
18th 6 6 6 4
19th 6 6 6 5
20th 6 6 6 5

Medium Armor (Ex): At 5th level, a hexblade gains proficiency with medium armor. A hexblade can cast hexblade spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a hexblade wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Aura of Unluck (Su): At 8th level, once per day, a hexblade can create a baleful aura of misfortune. Any melee or ranged attack (including spells) made against the hexblade while this aura of unluck is active has a 20% miss chance (similar to concealment) and any sneak attacks or critical hits inflicted on the hexblade have a 20% chance to be negated (similar to fortification).
Activating the aura is an immediate action, and the aura lasts for a number of rounds equal to 3 + the hexblade's Charisma modifier. At 12th level, and at every four levels thereafter, the hexblade may activate the aura one additional time per day.

Greater Curse (Su): At 9th level, the hexblade’s Curse ability improves. If the target fails his saving throw, he suffers a penalty of -4 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save reduces the effect by half and cuts the duration to just 1 round.

Mass Curse (Su): At 11th level, the hexblade can choose to affect all targets in a 20-foot radius burst with his hexblade's curse ability (but not his greater curse ability). At 19th level, the hexblade can choose to affect all targets in a 20-foot radius burst with his greater curse ability (but not his dire curse ability).

Greater Aura of Unluck (Su): At 14th level, when activating his aura of unluck, the miss chance increases to 50% instead of 20%.

Dire Curse (Su): At 17th level, the hexblade’s curse ability once again grows more potent. If the target fails his saving throw, he suffers a penalty of -6 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save reduces the effect by half and cuts the duration to just 1 round.

Death Sentence (Su): At 20th level, the hexblade becomes the true curse master. He can alter his hexblade’s curse to a more deadly variation. By spending a daily use of his curse ability, he can put a death sentence on an opponent. The target of a death sentence automatically suffers the effect of the hexblade's curse, no save allowed. At the 2nd round, the affliction improves to greater curse. At the 3rd round, it improves to dire curse. Finally, at the beginning of the 4th round, the target makes a Fortitude save (DC 10 + 1/2 hexblade's class level + Charisma modifier) or die. Once a creature has been targeted by a death sentence and passes the save, that creature is immune to the hexblade's death sentence for 24 hours.

HEXBLADE SPELLS
Hexblades gain access to the following spells. While most of these spells are found in the Core Rulebook, those marked with an asterisk (*) appear in Complete Warrior.

1st-Level Hexblade Spells - alarm, arcane mark, augment familiar*, cause fear, charm person, comprehend languages, crafter's curse, detect magic, detect poison, disguise self, endure elements, entropic shield, expeditious retreat, feather fall, hideous laughter, hold portal, identify, jump, lesser confusion, light, magic aura, magic weapon, memory lapse, mount, obscuring mist, phantom threat*, protection from chaos/evil/good/law, ray of enfeeblement, read magic, shadow weapon, silent image, sleep, undetectable alignment, unseen servant, vanish, ventriloquism.

2nd-Level Hexblade Spells - alter self, arcane lock, bear’s endurance, blindness/deafness, bull’s strength, darkness, darkvision, eagle’s splendor, enthrall, false life, fog cloud, ghostly disguise, glide, glitterdust, invisibility, knock, levitate, locate object, magic mouth, make whole, mirror image, obscure object, phantom trap, protection from arrows, pyrotechnics, rage, resist energy, scare, see invisibility, shatter, spider climb, steal voice, summon swarm, touch of idiocy, unnatural lust, whispering wind.

3rd-Level Hexblade Spells - arcane sight, beast shape I, clairaudience/clairvoyance, charm monster, confusion, deep slumber, deeper darkness, dispel magic, fly, greater magic weapon, hold person, hound of doom*, invisibility sphere, magic circle against chaos/evil/good/law, major image, nondetection, phantom steed, poison, protection from energy, ray of exhaustion, repel vermin, sands of time, slow, stinking cloud, vampiric touch, wind wall.

4th-Level Necromancer Spells - baleful polymorph, beast shape II, bestow curse, break enchantment, contact other plane, crushing despair, cursed blade*, detect scrying, dimension door, dominate person, elemental body I, enervation, familiar melding, fear, greater false life, greater invisibility, hallucinatory terrain, locate creature, malicious spite, phantasmal killer, polymorph, rusting grasp, scrying, sending, shadow step, solid fog.


Did some changes based on the original class.

Tinker (Rogue)

Weapon and Armor Proficiency: Tinkers are proficient with all simple weapons plus the hand crossbow, light hammer, repeating crossbow, sap, short sword, and warhammer. They are proficient with light armor, but not with shields.

Skills: Fly, knowledge (engineering), and use technologic device are class skills for the tinker.

Bonus Feat: At 1st level and every 4 levels thereafter, the tinker gains a bonus feat. This feat must be a technology feat or the following: Cooperative Crafting, Craftsman, Gunsmithing, Expert Driver, Improved Iron Will, Iron Will, Master Craftsman, Packrat, Rapid Reload, Siege Commander, Siege Engineer, Siege Gunner, and Skilled Driver. A tinker must meet all prerequisites for her bonus feats. This ability replaces sneak attack gained at 1st, 5th, 9th, 13th, and 17th levels.

Rogue Talents: A tinker adds the following to her rogue talents list:

Bomb Bouncing (Ex): A tinker learns an esoteric technique developed by mad goblin tinkers and passed along to their brethren — the art of bomb throwing. When throwing a grenade-like weapon, a tinker with the bomb bouncing ability imparts a spin to the object that doubles the thrown object’s range increment.

Scavenge (Ex): A tinker can put together devices out of random piles of spare parts or whatever wires and gears she happens to be carrying in her pockets at the time. A tinker who succeeds at a Perception check with a DC 15 + the craft DC can gather random materials sufficient to substitute for raw materials equal to half the tinker’s level x 50 gp.

Coolness under Fire (Ex): At 3rd level, a tinker has employed her skills in dangerous situations often enough that she learns how to remain calm in combat even when operating complex controls or working to repair delicate machinery. Once per day, the tinker can take 10 on any roll that involves the operation of technological devices, vehicles, siege engine, and any craft checks, even when circumstances would otherwise prevent it. This ability cannot be used for attack rolls when operating a weapon such a firearms or siege weapons. At 6th level, and at every three levels thereafter, the tinker may use coolness under fire one additional time per day, to a maximum of six times per day at 18th level. This ability replaces trap sense.

Cobble (Ex): Tinkers prefer to spend days, weeks or even months constructing the devices they design. When adventuring, though, tinkers are often forced to throw together a device more quickly. A tinker of 3rd level or higher can make Craft (technological device) checks for progress on a device’s construction once per hour, rather than the normal once per week. However, after the device is complete, the device’s Malfunction Rating is increased by +5. Further, it will continue to increase by +1 each time the device is operated, and no repair or upgrade can decrease it. At 3rd level, the tinker may use the cobble ability once per week. The tinker may use this ability an additional time at 5th level and every four levels thereafter, to a maximum of five times at 19th level. This ability replaces sneak attack gained at 3rd, 7th, 11th, 15th, and 19th levels.

Energy Resistance (Ex): Tinkers are exposed to raw and powerful energies in the course of their work, and often develop a degree of resistance to one kind or another. Upon reaching 4th level, a tinker may select a single type of energy — acid, cold, electricity, fire or sonic — and gain 5 points of resistance to that type of energy. At 8th level, and at every four levels thereafter, the tinker gains an additional 5 points of energy resistance. This resistance may be of the same type, or spread across multiple energy types. As it is not a supernatural or spell-like ability, a tinker’s energy resistance stacks with resistance gained from spells such as protection from energy and resist energy. This ability replaces uncanny dodge.

Improved Evasion (Ex): At 8th level, a tinker gains improved evasion. This works like evasion, except that while the tinker still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless tinker does not gain the benefit of improved evasion. This ability replaces improved uncanny dodge.

Master Tinker (Ex): At 20th level, a tinker becomes a real master on her art.
She can use Coolness under fire at will. Also, once per day, a tinker may take 20 on any roll that involves the operation of technological devices, vehicles, siege engine, and any craft checks, even when circumstances would otherwise prevent it.
Finally, while using cobble, the malfunction rating is increased by +2 instead of +5.
This ability replaces master strike.


Hello, this is my attempt to convert the tinker class to pathfinder. I thought that would be a good idea to make it as an rogue archetype instead of a base class. I tried to build it in a way that could be used without using the technology rules presented in the WOWd20, but can be used with GM approval. Hope you like it.

Tinker

Tinkers are among the smartest of the adventurers setting out to explore and conquer the world. The creators of incredible inventions from steam saws to siege engines, their devices allow them to overcome nearly any situation – and if they don’t have the device they need, they just might be able to design and create a new one on the spot.

Weapon and Armor Proficiency: Tinkers are proficient with all simple weapons plus the hand crossbow, light hammer, repeating crossbow, sap, and short sword. They are proficient with light armor, but not with shields.

Skills: A tinker adds knowledge (engineering) to her class skills.

Bonus Feat: At 1st level and every 4 levels thereafter, the tinker gains a bonus feat. This feat must be from the following list: Cooperative Crafting, Craftsman, Gunsmithing, Exotic Weapon (Firearms), Expert Driver, Iron Will, Master Craftsman, Rapid Reload, Siege Commander, Siege Engineer, Siege Gunner, and Skilled Driver. A tinker must meet all prerequisites for her bonus feats. This ability replaces sneak attack gained at 1st, 5th, 9th, 13th, and 17th levels.

Rogue Talents: A tinker adds the following to her rogue talents list:

Packrat (Ex): Tinkers tend to carry about packs and pouches full of heavy tools, spare parts and inventions both finished and incomplete. In doing so, they quickly develop the ability to shoulder casually otherwise crushing burdens. A tinker calculates her carrying capacity as if she possessed 5 bonus points of Strength.

Scavenge (Ex): A tinker can put together devices out of random piles of spare parts or whatever wires and gears she happens to be carrying in her pockets at the time. A tinker who succeeds at a Perception check with a DC 15 + the craft DC can gather random materials sufficient to substitute for raw materials equal to half the tinker’s level x 50 gp.

Scavenge Materials (Ex): You are adept at making do with whatever materials come to hand. You may build an item using raw materials equivalent to only 1/10 the item’s market value. The Craft check DC needed to build the item increases by +10. A tinker must have the scavenge talent before selecting this talent.

Coolness under Fire (Ex): At 3rd level, a tinker has employed her skills in dangerous situations often enough that she learns how to remain calm in combat even when operating complex controls or working to repair delicate machinery. Once per day, the tinker can take 10 on any roll that involves the operation of technological devices, vehicles, siege engine, and any craft checks, even when circumstances would otherwise prevent it. This ability cannot be used for attack rolls when operating a weapon such a firearms or siege weapons. At 6th level, and at every three levels thereafter, the tinker may use coolness under fire one additional time per day, to a maximum of six times per day at 18th level. This ability replaces trap sense.

Sneak Attack: At 3rd level, a tinker gains sneak attack. The tinker's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the tinker flanks her target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every four rogue levels thereafter, to a maximum of 5d6 at 19th level.

Energy Resistance (Ex): Tinkers are exposed to raw and powerful energies in the course of their work, and often develop a degree of resistance to one kind or another. Upon reaching 4th level, a tinker may select a single type of energy — acid, cold, electricity, fire or sonic — and gain 5 points of resistance to that type of energy. At 8th level, and at every four levels thereafter, the tinker gains an additional 5 points of energy resistance. This resistance may be of the same type, or spread across multiple energy types. As it is not a supernatural or spell-like ability, a tinker’s energy resistance stacks with resistance gained from spells such as protection from energy and resist energy. This ability replaces uncanny dodge.

Improved Evasion (Ex): At 8th level, a tinker gains improved evasion. This works like evasion, except that while the tinker still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless tinker does not gain the benefit of improved evasion. This ability replaces improved uncanny dodge.

Advanced Rogue Talents: A tinker adds the following to her rogue talents list:

Golem Breaker (Ex): Tinkers knows how to find the frailest parts of a construction to make them collapse, but some of them can apply that knowledge against constructs. A tinker with this talent can make sneak attacks against constructs.

Master Tinker (Ex): At 20th level, a tinker becomes a real master on her art. She can use Coolness under fire at will. Also, once per day, a tinker may take 20 on any roll that involves the operation of technological devices, vehicles, siege engine, and any craft checks, even when circumstances would otherwise prevent it. This ability replaces master strike.


Love it!


Could you please take a look at this?

http://paizo.com/threads/rzs2qxkb?Necromancer


Could you please take a look at this?

http://paizo.com/threads/rzs2qxkb?Necromancer


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 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.
Role: 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.
Alignment: Any non-good.
Hit Die: d6.
Base Attack Bonus: Poor.
Good Save: Will.

Class Skills
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).
Skill Ranks per Level: 2 + Int modifier.

NECROMANCER
1st Cantrips, Charnel Touch, Power Over Undead
2nd Lich Body DR 2
3rd Channel Negative Energy
4th Advanced Learning, Mental Bastion +2
5th Fear Aura
6th Lich Body DR 4, Scabrous Touch 1/Day
7th Arcane Bond
8th Advanced Learning, Undead Mastery
9th Negative Energy Resistance
10th Lich Body DR 6, Light Fortification 25%
11th Scabrous Touch 2/Day
12th Advanced Learning
13th Enervating Touch
14th Lich Body DR 8, Mental Bastion +4
15th Improved Fear Aura
16th Advanced Learning, Scabrous Touch 3/Day
17th Greater Enervating Touch, Light Fortification 50%
18th Lich Body DR 10
19th Craft Wondrous Item
20th Advanced Learning, Lich Transformation

Class Features
The following are class features of the necromancer.

Weapon and Armor Proficiency: 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.

Spells: 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.

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.

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.

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.

Cantrips: 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.

Charnel Touch (Su): 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.

Power over Undead (Su): 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.

Lich Body: 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.

Channel Negative Energy (Su): 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.

Advanced Learning (Ex): 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.

Mental Bastion: 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.

Fear Aura (Su): 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.

Scabrous Touch (Su): 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.

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.

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.

Arcane Bond (Ex or Sp): 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.

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.

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.

Undead Mastery: 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.

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.

If he already has this feat, he can choose any item creation feat or metamagic feat he qualifies for in its place.

Negative Energy Resistance: 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.

Light Fortification: 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%.

Enervating Touch (Su): 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.

Activating this class feature is a swift action. The effect lasts until he makes a successful charnel touch attack.

A necromancer can use the spectral hand spell to deliver this attack from a distance.

Beginning at 17th level, the number of negative levels a necromancer can bestow per day increases to equal his class level.

Craft Wondrous Item: 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.

Lich Transformation: 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.

Necromancer Spells
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.

0-Level Necromancer Spells – 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.

1st-Level Necromancer Spells - 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.

2nd-Level Necromancer Spells - 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.

3rd-Level Necromancer Spells - 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.

4th-Level Necromancer Spells - 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.

5th-Level Necromancer Spells - 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.

6th-Level Necromancer Spells - 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.

7th-Level Necromancer Spells - 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*.

8th-Level Necromancer Spells - 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.

9th-Level Necromancer Spells - astral projection, cursed earth, energy drain, imprison soul*, mass harm*, mass suffocation, plague of undead*, soul bind, wail of the banshee.

To make the spell list I used: Core Rulebook, Advanced Player's Guide, Advanced Race Guide, Ultimate Magic, Ultimate Combat and Heroes of Horror.


Another version of the archetype, based on the crusader archetype. Hope you like it.

Sacred First (Cleric Archetype)
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: Lawful good or lawful neutral.

Weapon and Armor Proficiency: Sacred fists are proficient with all simple weapons, plus the brass knuckles, cestus and the favored weapon of their deities. They are proficient with light armor, but not with shields.

Skills: 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).

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 his domain spell for that level.

Channel Energy (Su): A sacred fist must channel positive energy.

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. 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.

Martial Talent: 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, Dodge, 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*, Mobility, and Purity of Body*. At 15th level, a sacred fist may also choose from the following: Diamond Body*, Improved Critical, 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.

Ki Pool (Su): 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. By spending 1 point from his ki pool, a sacred fist can do one of the following:

Increase his speed by 20 feet for 1 round,

Give himself a +4 dodge bonus to AC for 1 round,

Deal an extra 2d6 points of damage against evil opponents for 1 round.

Each of these powers is activated as a swift action.


Red Magic Upgrade:

0-Detect Poison, Guidance, Stabilize.

1st-Cure Light Wounds, Remove Fear, Remove Sickness.

2nd-Cure Moderate Wounds, Delay Poison, Lesser Restoration, Remove Paralysis.

3rd- Cure Serious Wounds, Remove Blindness / Deafness, Remove Disease, Silence.

4th- Cure Critical Wounds, Neutralize Poison, Remove Curse, Restoration.

5th- Breath of Life, Cleanse, Mass Cure Light Wounds.

6th- Greater Restoration, Mass Cure Moderate Wounds, Raise Dead.

This ability replaces spellstrike.

Thank you The Golux.


I forgot to mention that. He uses int for both.

Breath of life as 5th or 6th level spell?


Another version. Hope you like it.

Maverick (Rogue)

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.

Rogue Talents: A maverick adds the following to her rogue talents list:

Card Thrower (Su): A maverick with this talent gains Arcane Strike and Deadly Dealer feats while throwing cards. The caster level for this ability is equal to the maverick’s rank in the use magic device skill. A maverick must have at least four ranks in the Sleight of hands skill before selecting this talent.

Master Thrower (Ex): A maverick that selects this talent can apply grit abilities and regain grit points while using throwing weapons as if using a firearm.

Professional: 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.

Gambler’s Fate (Ex): At the 3rd level, a maverick can reroll any Bluff, Perception or Sense Motive skill check she has just made. 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.

Gambler’s Luck (Su): 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.

Rogue Talents: The following rogue talents complement the maverick archetype: canny observer**, charmer**, convincing lie*, fast fingers**, and grit*.

Advanced Talents: The following advanced rogue talents complement the maverick archetype: another day**, defensive roll, hard to fool*, skill mastery, and slippery mind.


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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, 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.
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.

Add the following spells to the red mage's spell list:

0-Detect Poison, Guidance, Stabilize.

1st-Cure Light Wounds, Remove Fear, Remove Sickness.

2nd-Cure Moderate Wounds, Delay Poison, Lesser Restoration, Remove Paralysis.

3rd- Cure Serious Wounds, Remove Blindness / Deafness, Remove Disease, Silence.

4th- Cure Critical Wounds, Neutralize Poison, Remove Curse, Restoration.

5th- Cleanse, Mass Cure Light Wounds.

6th- Mass Cure Moderate Wounds, Raise Dead.

This ability replaces spellstrike.

Magus Arcana (Su): A red mage gains access to the following magus arcana.

Divine Blending (Ex): 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.


New Rogue Talent:

Card Thrower (Su): 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.


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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.


Updated the first post with some changes.


I've edited the first post of the archetype with some updates. Hope you like it.


I'll try to find it, thank you.


New feat based on Stunning fist and one of Lasher's prestige class ability.

Stunning Snap (Combat)
You may stun opponents with a deft crack of your whip.
Prerequisites: Dex 13, Exotic Weapon (Whip), Whip Mastery, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Snap forces a foe damaged by your whip to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Dex modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.


I don't know this book.


Did some changes.


Hello, I'm trying to convert the lasher prestige class to an archetype. This is something like a beta version and I would appreciate some opinions. Here we go:

LASHER (Fighter Archetype)

Lashers use the whip as an extension of themselves. A whip in the hands of a lasher is like onto a living thing, obeying theirs every command. Their ability with the whip makes them deadly warriors to be reckoned with.

Weapon and Armor Proficiency: A lasher is not proficient with heavy armor, or tower shield. Instead she gains Exotic Weapon Proficiency (Whip) feat.

Skills: Acrobatics (Dex), Bluff (Cha), Escape Artist (Dex), and Sleight of Hands (Dex) are class skills for a lasher.

Whip Mastery: At 1st level, a lasher gains the Whip Mastery feat as bonus feat. This ability replaces the 1st-level fighter bonus combat feat.

Third Hand (Ex): At 2nd level, a lasher gains a +1 bonus to CMB on disarm and trip checks with any kind of whip. This bonus increases by +1 for every four levels after 2nd. This ability replaces Bravery.

Whip Training (Ex): At 5th level, a lasher gains a +1 bonus on attack and damage rolls with whips of any kind. This bonus increases by +1 for every four levels beyond 5th. This ability replaces Weapon Training 1.

Whip Lash (Ex): At 9th level, a lasher gains the sneak attack ability, but the extra damage applies only to attacks made with a whip. She deals an extra 1d6 points of damage at 9th level, and this damage increases to 2d6 at 13th level, and to 3d6 at 17th level. If she already has the sneak attack ability from another class the bonuses stack. This ability replaces weapon training 2, 3, and 4.

That's it for now.


Did some new changes in the archetype.

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.

Skills: Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (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 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.

Red Magic: 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.

Starting at the 2nd level, a red mage chooses a number of orisons and 1st level spell from the cleric spell list equal to half his intelligence modifier (minimum 1) and add those to his spellbook. Each time he gains access to a new spell level, he adds the same amount of cleric spell of that level to his spellbook. Divine spells casted by the red mage are treated as arcane spells. This ability replaces spellstrike.

Magus Arcana (Su): A red mage gains access to the following magus arcana.

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.

Bonus Feat: A red mage adds lightning reflexes and improved lightning reflexes to his list of bonus feats.

Uncanny Dodge (Ex): At 7th level, a red mage gains uncanny dodge, as the rogue class feature of the same name. This ability replaces medium armor proficiency.

Canny Defense (Ex): At 13th level, when a red mage is wielding a one handed melee weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his magus level (rather than his duelist level) affects his Armor Class. This ability replaces heavy armor proficiency.


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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 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.

Red Magic: 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.
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.

Magus Arcana (Su): A red mage gains access to the following magus arcana.

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.

Lightning Reflexes: At 7th level, a red mage gains lightning reflexes as a bonus feat. This ability replaces medium armor proficiency.

Dualcast (Su): 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.

See ya.


It will become too powerful with access to cleric and wizard spells, I think that bard spells is good enough.

I was thinking about give it back the bard spell list, keep medium armor at 13th level and replace spellstrike by uncanny dodge, what do you think?


Here we go again.

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 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.

Magus Arcana (Su): A red mage gains access to the following magus arcana.

Harmonic Blending (Ex): When a red mage selects this arcana, he must select one spell from the bard 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 bard 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.

Lightning Reflexes: At 7th level, a red mage gains lightning reflexes as a bonus feat. This ability replaces medium armor proficiency.

Improved Lightning Reflexes: At 13th level, a red mage gains improved lightning reflexes as a bonus feat. This ability replaces heavy armor.

He is now back to his magus spell list but can access bard spells through Harmonic Blending. Decided to exclude divine blending to limit his spell access, and receives lightning reflexes instead of light shield proc(or medium armor). I still don't know about if its better keep improved lightning reflexes or give him medium armor on 13th level. What do you think?


I don’t know if I want to take spell combat and spell strike out. But if I did, what could replace it? I was thinking about let the red mage use the magus spell list but give him access to cure spells like the bard, but again, what could I take out to balance it?

I was also thinking about leave the red mage with only light armor and replace medium and heavy. At first I wanted to give lightning reflexes and improved lightning reflexes by those two,what do you think? I’ll add a note about the buckler on the next update.

Thanks for the help.


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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 Red Mages.

Skills: Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (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. 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.

Red Magic: 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.
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.

Magus Arcana (Su): A red mage gains access to the following magus arcana.

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.

Dualcast (Su): 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.

Greater Spell Access (Su): This ability works exactly like the magus ability, but the red mage can choose spells from the cleric and wizard spell list.

This is it.


What do you think about this to replace Channel Bolt?

Ki Pool (Su): At 8th level, a sacred fist gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the sacred fist’s ki pool is equal to 1 / 3 his cleric level + his 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 he has at least 1 point in his ki pool, a sacred fist can make a ki strike as a monk whose level is equal to his cleric level -3. As a swift action, he may spend 1 point of ki to gain one of the following benefits.

Ki Magic: Add +1 to the DC of the next spell he casts on his turn.

Ki Speed: Increases his speed by 20 feet for 1 round.

Ki Insight: Gain a +4 insight bonus on Spellcraft checks for 1 round.

The Shigenjo, oracle archetype from the advanced race guide, learns this ability at 7th level. I thougth it would be nice to replace channel bolt by this. About channel bolt, I was thinking about leave it as a feat or replace it by channel energy from the beginning and leave channel energy (channel bolt) with the standard progression. What do you think?


Paths of Prestige is on my list, but I didn't get it yet. When I was designing the archetype I got stuck on which monk abilities I should choose. Considering that it is a class with 9 level spells and a lot of boost spells, full base attack would be overpower. Also, I don't think that stunning fist would be a necessity.


Zonr_0 wrote:

One of my players wanted to try this out for a character in a campaign I'm running. You're more then welcome to follow along on our Obsidian Portal once the campaign begins running soon.

http://www.obsidianportal.com/campaigns/fateful-journey

I'm honored!


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 must be of a non-good alignment and must be a Necromancer Wizard with the Undead focused school to take this archetype.

Spellcasting: 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.

Dark Channeling (Su): 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.

Dark Art (Ex or Su): 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:

Corpse Companion (Su): 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.

Reaper (Ex): 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.
This ability replaces Arcane Bond.

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?


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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 must be of a non-good alignment and must be a Necromancer Wizard with the Undead focused school to take this archetype.

Spellcasting: 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.

Dark Channeling (Su): 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.

Dark Art (Ex or Su): 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:

Corpse Companion (Su): 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.

Reaper (Ex): 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.
This ability replaces Arcane Bond.

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?


I would create him as a monster!


I've been working on a factotum's conversion and I found this one by Michael Klawitter. I used some of the changes made by him and tried to fulfil dead levels. This is the result:

FACTOTUM

1-Inspiration, Cunning Insight, Trapfinding
2-Arcane Dilettante, Cunning Knowledge
3-Brains Over Brawn, Cunning Strike +1d6
4-Cunning Defense
5-Cunning Brilliance, Opportunistic Piety
6-Bonus Feat
7-Cunning Strike +2d6
8-Cunning Surge
9-Opportunistic Piety (+1 use)
10-Cunning Brilliance
11-Cunning Breach, Cunning Strike +3d6
12-Bonus Feat
13-Cunning Dodge, Opportunistic Piety (+1 use)
14-Improved Cunning Insight
15-Cunning Brilliance, Cunning Strike +4d6
16-Improved Cunning Defense
17-Opportunistic Piety (+1 use), Skill Mastery
18-Bonus Feat
19-Cunning Strike +5d6
20-Ultimate Brilliance

Inspiration: A factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to get a basic understanding of spells. He offers prayers to a variety of different deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.
To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points equal to half his factotum level (minimum 1) plus his intelligence modifier.

Cunning Insight (Ex): Before making an attack roll, damage roll, combat maneuver roll, initiative roll, or saving throw, a factotum can spend 1 inspiration point to gain a competence bonus on the roll equal to his Intelligence modifier. Cunning insight does not require an action, and he can use it as often as he wishes during his turn or others turns — provided that he has the inspiration points to spend. Because this ability provides a competence bonus, it doesn’t stack with itself.

Trapfinding (Ex): A factotum adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A factotum can use Disable Device to disarm magic traps.

Arcane Dilettante (Ex): At 2nd level, a factotum acquires a vague understanding of magic. He knows that with a few weird hand gestures and an array of grunts and bizarre words, he can conjure up something that looks like a spell. By spending 1 inspiration point, he can mimic a spell as a spell-like ability.

At the start of each day, a factotum chooses a number of spells from the sorcerer/wizard spell list based on his factotum level. He can choose one spell at 2nd level, and he gains additional spells as shown on the spell table. The maximum level of spell he can choose, according to his class level, is also shown on the table. He can select any sorcerer/wizard spell up to that level, but he can prepare only one spell of his maximum level. His caster level equals his factotum level. The Difficulty Class for a saving throw against his spell is 10 + spell level + his Int modifier.

Once a factotum has used a spell, he cannot use it again until he has rested for eight hours. After resting for this time, he chooses new spells and loses any unused spells from the previous day, though he can select the same spell on consecutive days. He cannot prepare the same spell multiple times to use it more than once during the same day.

Once a factotum has used a spell, he cannot use it again until he has rested for eight hours. After resting for this time, he chooses new spells and loses any unused spells from the previous day, though he can select the same spell on consecutive days. He cannot prepare the same spell multiple times to use it more than once during the same day.

He must provide the necessary material components of spells as normal.
If a factotum wishes to enhance a spell with metamagic feat, he must apply the feat when he prepares the spell. In addition, he must be capable of using a spell of the modified spell’s level.

Level-Spell Level-Number of Spells
1--
2-0-1 spell
3-1-
4-1-2 spells
5-2-
6-2-3 spells
7-2-
8-3-4 spells
9-3-
10-4-5 spells
11-4-
12-4-6 spells
13-5-
14-5-7 spells
15-6-
16-6-8 spells
17-6-
18-7-9 spells
19-7-
20-7-10 spells

Cunning Knowledge (Ex): At 2nd level, when making a check involving a skill in which he has at least 1 rank, a factotum can spend 1 inspiration point to gain a competence bonus on the skill check equal to his class level. Because this ability provides a competence bonus, it doesn’t stack with itself. He can use it a number of times per day equal to his intelligence modifier.

Brains over Brawn (Ex): At 3rd level, a factotum use his Intelligence modifier instead of strength and dexterity modifier on strength checks, dexterity checks, and skills based on strength and dexterity.

Cunning Strike (Ex): With a quick study of a vulnerable opponent’s defenses, a factotum can spot the precise area he needs to hit to score a telling blow. Starting at 3rd level, he can spend 1 inspiration point to make extra damage, like the sneak attack ability. The extra damage is 1d6 at 3rd level, and increases by 1d6 every four factotum’s level thereafter. He must spend the inspiration point to activate this ability before making the attack roll. When determining if he can use sneak attack against a target that has uncanny dodge, a factotum uses his factotum level as his rogue level.

Cunning Defense (Ex): At 4th level, a factotum studies his opponents and learns to anticipate their attacks. Starting at 3rd level, he can spend 1 inspiration point to gain his Intelligence bonus as a dodge bonus to Armor Class and CMD checks for 1 round. Using this ability is a free action usable once per round. He gains this benefit even while wearing medium or heavy armor.

Cunning Brilliance (Ex): At 5th level, a factotum can copy abilities from other classes. At the start of each day, he can choose an extraordinary class ability of any basic class. The ability must be available to a member of that class equal to the Factotums level -4. At 10th level the Factotum can copy an additional extraordinary ability and again at 15th level, both at his factotum’s level -4. The Factotum uses the same penalty to determine his effective level on that ability.
If the ability is passive this ability is always active for the factotum. If this ability is usable multiple times per day the Factotum may spend 3 Inspiration points to use it once per encounter. If it is usable at will the Factotum must spend 2 Inspiration points to use the ability.

Opportunistic Piety (Su): Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, a factotum can spend 1 inspiration point to channel divine energy as a standard action that does not provoke attacks of opportunity.
He can use this ability a number of times per day equal to 3 + his Wisdom bonus (if any), and can use this energy to heal injuries or harm undead. This ability works like channel energy and the factotum is considered a cleric of the same level when using it.
He gains one extra daily use of this ability at 9th level, 13th level, and 17th level. He cannot use opportunistic piety if he has exhausted his daily uses, even if he has the inspiration points to spend.

Bonus Feat: The factotum gains a bonus feat. He must meet the prerequisites for this feat. At the start of each day, he can choose to change his bonus feat to any other feat for which he meet the prerequisites.

Cunning Surge (Ex): Starting at 8th level, a factotum learns to push himself when needed. By spending 3 inspiration points, he can take an extra standard action during his turn.

Improved Cunning Insight (Ex): When the factotum spend inspiration points to make a reflex saving throw while wearing light armor or no armor, he gains the benefit of the evasion ability. Also, if he spends inspiration points to make an attack roll and score a critical hit, he keeps the competence bonus on attack roll made to confirm critical hits.

Cunning Breach (Su): Starting at 11th level, a factotum’s broad knowledge allows him to study an opponent and gain a brief flash of insight to breach her defenses. By spending 2 inspiration points as a free action, a factotum can ignore a single target’s spell resistance and damage reduction for 1 round.

Cunning Dodge (Ex): Starting at 13th level, a factotum’s luck, reflexes, and intuition allow him to avoid an attack or spell that would otherwise defeat him. If a factotum takes damage that would reduce him to 0 or fewer hit points, he can spend 4 inspiration points as an immediate action to ignore the damage. He dodges out of the way, takes cover from a spell, or otherwise escapes. He can use this ability once per day.

Improved Cunning Insight (Ex): At 14th level, at the start of each day, a factotum may choose between melee and ranged attacks. If he chooses melee, he may use his intelligence modifier on all melee attack rolls instead of strength for the rest of the day. If he chooses ranged, he may use his intelligence modifier on all ranged attack rolls instead of dexterity for the rest of the day. He cannot use Cunning Insight with the type of attack he chooses for the day, but he can use it normally for the other.

Improved Cunning Defense (Ex): At 16th level, a factotum gains his Intelligence bonus as a dodge bonus to his Armor Class. He no longer needs to spend an inspiration point to gain this benefit. Unlike the standard cunning defense ability, he does not gain this ability when wearing medium or heavy armor.

Skill Mastery: At 17th level, a factotum becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so.

Ultimate Brilliance (Ex): At 20th level, a factotum becomes the ultimate jack of all trades. His sharp mind and keen sense of his surroundings allows him to duplicate almost any ability he witness. This ability follows the rule of cunning brilliance with the following changes:

-The factotum can copy an additional ability (totaling 4 abilities).

-At the start of each day, he can choose between extraordinary abilities and supernatural abilities at his factotum’s level -4.

-If the ability is passive or usable at will, these abilities are always active for the factotum. If this ability is usable multiple times per day the Factotum may spend 1 Inspiration points to use it once per encounter.

What do you think?

Credits goes to Michael Klawitter.


One more try:

Swashbuckler

Bab: Good.
Saves: Good Fort and Ref/ Poor Will

Class Skills
The Swashbuckler’s class skills are Acrobatic (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Cha), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.

1 - Canny Defense, Weapon Finesse
2 - Precise Strike +1d6
3 - Bonus Feat
4 - Evasion
5 - Improved Reaction +2, Improved Flanking
6 - Precise Strike +2d6, Uncanny Dodge
7 - Acrobatic Charge, Bonus Feat
8 - Find the Mark
9 - Bonus Feat
10 - Improved Reaction +4, Precise Strike +3d6
11 - Bonus Feat
12 - Improved Uncanny Dodge
13 - Deflect Arrows
14 - Precise Strike +4d6
15 - Bonus Feat, Improved Reaction +6
16 - Improved Evasion
17 - Acrobatic Mastery
18 - Precise Strike +5d6
19 - Bonus Feat
20 - Exceptional Reflexes

Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons. They are proficient with light armor and the buckler.

Canny Defense (Ex): At 1st level, when wearing light armor or no armor and not using a shield (except for a buckler), a swashbuckler adds 1 point of Intelligence bonus (if any) per swashbuckler class level to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a swashbuckler is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

Weapon Finesse (Ex): While proficient in all martial weapons, dexterous swashbucklers are particularly effective with light weapons. At 1st level, a swashbuckler gets Weapon Finesse as a bonus feat.

Precise Strike (Ex): At 2nd level, the swashbuckler gains the ability to strike precisely with a light or one handed piercing weapon, dealing extra damage. When making a precise strike, a swashbuckler cannot attack with a weapon in his other hand or use a shield. He may use it whenever his opponent is denied her dexterity bonus to Armor Class (whether the target actually has a dexterity bonus or not) or when he flanks his opponent. This extra damage is indicated on the swashbuckler’s table. A swashbuckler’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to a precise strike. Should the swashbuckler score a critical hit with precise strike, this extra damage is not multiplied. This ability functions as the rogue’s sneak attack for the purpose to qualify for feats and rogue talents.

Bonus Feat: At 3rd level, and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. A swashbuckler can also select a Rogue Talent instead of a Combat Feat. He treats his swashbuckler levels as rogue levels for the purpose of qualifying for Rogue Talents.

Evasion (Ex): The swashbuckler is adept at avoiding unusual attacks. Starting at 4th level, if he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used if the swashbuckler is wearing light or no armor. A helpless swashbuckler does not gain the benefit of evasion.

Improved Flanking (Ex): At 5th level, a swashbuckler who is flanking an opponent gains +4 bonus on attacks instead of +2 while using any light or one-handed piercing weapon that is covered under the weapon finesse feat. Other characters flanking with the swashbuckler don’t gain this increased bonus.

Improved Reaction (Ex): At 5th level, a swashbuckler gains +2 on initiative checks. At 10th level, the bonus increases to +4 and the swashbuckler can always take 10 on initiative checks. At 15th level, the bonus increases to +6. This bonus stacks with the benefit provided by the Improved Initiative feat.

Uncanny Dodge (Ex): Starting at 6th level, a swashbuckler can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his dexterity bonus to Ac if immobilized. A swashbuckler with this ability can still lose his dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him. If a swashbuckler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Acrobatic Charge (Ex): At 7th level, a swashbuckler gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain.

Find the Mark (Ex): At 8th level, the swashbuckler gains Improved Critical feat while using any light or one-handed piercing weapon that is covered under the weapon finesse feat.

Improved Uncanny Dodge (Ex): At 12th level and higher, a swashbuckler can no longer be flanked. This defense denies a rogue the ability to sneak attack the swashbuckler by flanking him, unless the attacker has at least four more rogue levels than the target has swashbuckler levels.

Deflect Arrows (Ex): At 13th level, the swashbuckler may use any light or one-handed piercing weapon that is covered under the weapon finesse feat to deflect ranged attacks. This ability functions exactly as the feat of the same name, except that the swashbuckler uses a weapon instead of his bare hands.

Improved Evasion (Ex): At 16th level, a swashbuckler gains improved evasion. This works like evasion, except that while the swashbuckler still takes no damage on a successful reflex saving throw against attacks, he henceforth takes only half damage on failed save. A helpless swashbuckler does not gain the benefit of this ability.

Acrobatic Skill Mastery (Ex): At 17th level, a swashbuckler becomes so certain in the use of his acrobatic skills that he can use them reliably even under adverse conditions. When making acrobatic checks, a swashbuckler may take 10 even if stress and distraction would normally prevent him from doing so.

Exceptional Reflexes (Ex): At 20th level, the swashbuckler’s sense of danger and reflexes becomes honed to a hair trigger. The swashbuckler always acts first in combat, and may make full actions in the surprise round. If two or more swashbuckler with this ability is in combat, they roll initiative normally to determine which of them acts first between them. Also, while wielding a melee weapon, he keeps his Canny Defense bonus in the surprise rounds.

I'm thinking about transform the others class features of the Duelist prestige class into swashbuckler's unique feats. With this version of the class I tried to clean it up (there was to many abilities) and make a decent substitute for the duelist. Waiting for opinions.


OK. Thank you guys.


Hello,

I was thinking about to give to the player’s of my new campaign the possibility to get two medium saves instead of one good save. For example: a fighter could have fort and ref as medium saves instead of fort as good save. Here’s the medium save progression:

Lvl Bonus
1 ..+1
2 ..+1
3 ..+2
4 ..+2
5 ..+3
6 ..+3
7 ..+3
8 ..+4
9 ..+4
10 .+5
11 .+5
12 .+5
13 .+6
14 .+6
15 .+7
16 .+7
17 .+7
18 .+8
19 .+8
20 .+9

So, here’s the question, is this unbalanced? Should I create a feat to do this or its fine as a class option for a first level character?


Artificer class would be a great addition.


Much better now!

I would like to suggest some things:

Nimble Swashbuckler could be gained at 1st level, It's not a powerful ability.

If its not unbalanced, I would trade Weapon focus and Improved Weapon Focus by this:

Finesse Focus: At 4th level, a swashbuckler receives weapon focus feat as a bonus feat, but he applies the benefit on all piercing melee weapons that is covered under the weapon finesse feat.

Improved Finesse Focus: At 11th level, a swashbuckler receives improved weapon focus feat as a bonus feat, but he applies the benefit on all piercing melee weapons that is covered under the weapon finesse feat.

What do you think?


Some changes:

1 - Evade +1, Weapon Finesse
2 - Thrust +1d6, Uncanny Dodge
3 - Improved Reaction +2, Rogue Talent
4 - Bonus Feat, Evade +2
5 - Evasion, Weapon Training
6 - Thrust +2d6
7 - Improved Uncanny Dodge, Rogue Talent
8 - Bonus Feat, Find the Mark
9 - Evade +3, Improved Reaction
10 - Acrobatic Charge, Thrust +3d6
11 - Rogue Talent
12 - Bonus Feat
13 - Deflect Arrows
14 - Evade +4, Thrust +5d6
15 - Advanced Talents, Improved Reaction +4
16 - Bonus Feat
17 - Acrobatic Mastery
18 - Thrust +5d6
19 - Evade +5, Rogue Talent
20 - Bonus Feat, ???(maybe Crippling Critical from Duelist)

New Class Features

Improved Reaction (Ex): At 3rd level, a swashbuckler gains a +2 bonus on initiative checks. At 9th level, the bonus increases to +3. At 15th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

Find the Mark (Ex): At 8th level, the swashbuckler gains Improved Critical feat while using any piercing melee weapon that is covered under the weapon finesse feat.

Acrobatic Charge (Ex): At 10th level, a swashbuckler gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. Depending on the circumstance, he may still need to make appropriate checks to successfully move over the terrain.

Advanced Talents: At 15th level, a swashbuckler can choose one advanced talent in place of a rogue talent. He can choose another advanced talent at 19th level.


I'll try to answer everyone:

Kexle: I really like your suggestions. I’ve posted this version knowing that it wasn’t good enough and I wanted opinions to know what I could do to make it playable. I’ll soon post a new version based on your post. Thank you.

Kalavas: I like the concept of this class, but I think that it’s a little unbalanced too, that’s what I’m trying to fix, but I need help. I came with the possibility to drop Thrust to a maximum of 5d6 and drop Find the Mark and Improved Mark (I’m very uncomfortable with those two).

Tarinor: Both classes have swashbucklers like archetypes, but I need a full class to run my next campaign.

Wildonion: Could you write about this houserule? It might help me a lot.


I like the concept of the swashbuckler presented in TOS, still, it looked incomplete to me and weak in comparison to the core classes. Because of that, I tried to improve the class a little bit, but I neet help to balance it.

Swashbuckler

BAB: Good.
Saves: Good Fort and Ref / Poor Will.

Class Skills
The Swashbuckler’s class skills are Acrobatic (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Cha), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str). Skill Ranks per Level: 4 + Int modifier.

1 - Evade +1, Weapon Finesse
2 - Thrust +1d6, Uncanny Dodge
3 - Bonus Feat, Rogue Talent
4 - Evade +2
5 - Evasion, Thrust +2d6, Weapon Training
6 - Bonus Feat
7 - Improved Uncanny Dodge, Rogue Talent
8 - Find the Mark, Thrust +3d6
9 - Bonus Feat, Evade +3
10 - Improved Evasion
11 - Rogue Talent, Thrust +4d6
12 - Bonus Feat
13 - Acrobatic Skill Mastery, Deflect Arrows
14 - Evade +4, Thrust +5d6
15 - Bonus Feat, Rogue Talent
16 - Improved Mark
17 - Slippery Mind, Thrust +6d6
18 - Bonus Feat
19 - Evade +5, Rogue Talent
20 - Thrust +7d6, Weapon Mastery

Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons. They are proficient with light armor and the buckler.

Evade (Ex): A swashbuckler is a fluid combatant, relying on quickness rather than heavy armor to deflect blows. When wearing light armor or no armor, the swashbuckler adds his Evade bonus to his armor class. This is considered a dodge bonus and whenever the swashbuckler is denied his Dexterity bonus to armor he also loses his Evade bonus. Evade may be substituted for the dodge feat as a prerequisite for other feats (for example, a swashbuckler with evade +1 need not take the dodge feat in order to select the Mobility feat).

Weapon Finesse (Ex): While proficient in all martial weapons, dexterous swashbucklers are particularly effective with light weapons. The swashbuckler gets Weapon Finesse as a bonus feat.

Thrust (Ex): At 2nd level, the swashbuckler learns how to exploit an opening, dealing extra damage. The swashbuckler may thrust whenever his opponent is denied her dexterity bonus to her armor class (whether the target actually has a dexterity bonus or not) or when he flanks his opponent. This extra damage is indicated on the table below. Should the swashbuckler score a critical hit with a thrust, this extra damage is not multiplied.
A swashbuckler may only thrust with a piercing melee weapon that is covered under the weapon finesse feat. The thrust bonus stacks with the rogue’s sneak attack and similar abilities.
The swashbuckler must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A swashbuckler cannot thrust while striking a creature with concealment. Creatures immune to sneak attack are also immune to thrust ability.

Uncanny Dodge (Ex): Starting at 2nd level, a swashbuckler can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his dexterity bonus to Ac if immobilized. A swashbuckler with this ability can still lose his dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a swashbuckler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Bonus Feat: At 3rd level, and every 3 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats. A swashbuckler counts 1/2 his total swashbuckler level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Rogue Talent (Ex): As the swashbuckler gains experience, he learns a number of talents that aid him and confound his foes. At 3th level, a swashbuckler gains one rogue talent. He gains am additional rogue talent for every 4 levels of swashbuckler attained after 3rd level. A swashbuckler cannot select an individual talent more than once.

Evasion (Ex): At 5th level the swashbuckler is adept at avoiding unusual attacks. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used if the swashbuckler is wearing light or no armor. A helpless swashbuckler does not gain the benefit of evasion.

Weapon Training (Ex): At 5th level, a swashbuckler receives weapon training as per the fighter special ability, but he must select the light blades group. He gains this benefit with only this group, but the bonus increases normally, as shown on the fighters’ ability.

Improved Uncanny Dodge (Ex): A swashbuckler of 7th level or higher can no longer be flanked. This ability functions exactly like the rogue’s ability.

Find the Mark (Ex): At 8th level, the swashbuckler increases his threat range by one when using any melee weapon with which he has weapon finesse. A weapon that would threaten a critical on 20 would now do so on a 19-20, and one which threatens on a 19-20 would now do so on 18-20. This ability works with other abilities which increases threat ranges.

Improved Evasion (Ex): At 10th level, the swashbuckler’s evasion improves. In addition to take no damage on successful saves, the swashbuckler now takes only half damage on failed saves.

Acrobatic Skill Mastery (Ex): At 13th level, a swashbuckler becomes so certain in the use of his acrobatic skills that he can use them reliably even under adverse conditions. When making acrobatic checks, a swashbuckler may take 10 even if stress and distraction would normally prevent him from doing so.

Deflect Arrows (Ex): At 13th level, the swashbuckler may use any weapon covered under the weapon finesse feat to deflect ranged attacks. This ability functions exactly as the feat of the same name, except that the swashbuckler uses a weapon instead of his bare hands.

Improved Mark (Ex): At 16th level, the swashbuckler becomes even more adept at finding marks. The threat range now improves by two when the swashbuckler uses his Find the Mark ability.

Slippery Mind (Ex): At 17th level, a swashbuckler receives a second chance to wriggle free from a magical effect that would otherwise control or compel him. If a swashbuckler is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the rapier, dagger, or hand crossbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

That's all.


Added Lucky Grit and Master Thrower Rogue Talents.


Added Timeless Body and Tongue of the Sun and Moon to the Martial Discovery List and Code of Conduct to make things more balanced. I also have the intend to create some feats for the archetype soon.


I've edited the first post to change it to the final version of the archetype.

So, this is the end for now. Thanks to all of you who have helped me.

I also worked on another archetype, the maverick (rogue). If you could take a look and tell me what you think, I would be very grateful:

http://paizo.com/forums/dmtz5bt0?Maverick-from-Deadlands-d20#1

Thank you again.


No problem, it will be great to know the result of a playtest.

Thank you for the help and coments.


I prefer channel at reduced rate because it helps to slow down a bit the frequency a sacred fist learns abilities.

With these late changes, do you think that it's ok? Game Over?


The archetype receives too many abilities, I think that diminishing channel energy is the most logic thing to do. I thought about something like this:

Channel Energy (Su): A sacred fist’s channel energy is less potent than the standard cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every three sacred fist levels beyond 1st, to a maximum of 7d6 at the 19th level. Beyond that, this ability functions exactly like the cleric ability.

I didn't want to give a 20th level power to the archetype for the following reasons:

1: It's a cleric archetype, and the cleric doesn't receive 20th level powers, I don't think the archetype should have one.

2: The archetype already has too many abilities as it is. To give something else would make it more powerful than I originally intended it to be, when compared to the original class.

I feel that maybe this will be the last modification it really needs. I had no intention to change BAB, Saves or anything that defines the cleric as a class, and Beckett pointed out the reasons why in a great way.

Thanks for all the help, I hope to count on you again if I create other projects like this in the future. Soon enough I'll post the final version, always taking into consideration all the comments you may have (even after this post).


Sacred Fist
(Version 4)

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 Lawful.

Weapon and Armor Proficiency: Sacred fists are proficient with brass knuckles, cestus, club, dagger, quarterstaff, sling and their deity’s favored weapon. They are not proficient with any armor or shields.

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).

Skill Ranks per level: 4 + Int modifier.

Diminished Spellcaster: A Sacred Fist 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.

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.

As long as she has at least 1 channel energy daily use 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.

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 unarmored and unencumbered, the sacred fist adds her Wisdom bonus (if any) to her AC and her CMD. In addition, sacred fists gain +1 bonus to AC and CMD at 5th level. This bonus increases to +2 at 11th level and to +3 at 17th level. These bonuses to AC apply 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, when she carries a shield, or when she carries a medium or heavy load.

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.

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 Casting, 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 Lightning Reflexes, Improved Trip, Maneuver Training and Mobility. At 10th level, the following 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.

* High Jump’s additional effect can be activated by spending 1 channel energy daily use.

Channel Bolt: At 8th level, a sacred fist can channel energy in the form of a bolt allowing her to strike a single target at a greater distance. As a standard action, she can use her channel energy ability as a ranged touch attack with a 100 ft. max range.
In all other respects the bolt functions as a daily use of channel energy ability, but it can only be used to harm, regardless of what type of energy the Cleric normally Channels or if the target is Living or Undead.

-----------------------------

I excluded Sacred Ki because clerics already have spells up to 9th level and they also have channel energy to worry about. If I kept Sacred Ki as it was, the class would be way too powerful and complex. Furthermore, there are multiclass feats that already cover ki abilities (check "The Genius Guide To Feats Of Multiclassing"), thus making the presence of sacred ki pretty much useless.


Pc version really sucks, I know that. I've changed Channel Bolt to be an automatic hit (like a spell) and can only be used to do damage. Here's the updated version, but I think that the description is confusing (english is not my native language). I really could use some help to improve it.

Channel Bolt: At 8th level, a sacred fist can channel energy in the form of a bolt allowing her to strike a single target at a greater distance. As a standard action, she can use her channel energy ability as targeted bolt with 100 ft. range rather than an area effect. In all other respects the bolt functions as a daily use of channel energy ability, but it can only be used to harm.

Thanks again.

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