Best 3.5 classes


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Lantern Lodge

DSRMT wrote:

Ok, I'm looking for peoples opinions on what the best, non-standard classes from 3.5 are to bring into Pathfinder.

I know that any classes CAN be converted, but I just wanna see what people think are most worth it.

I'm looking for classes
- that easily balance with other Pathfinder classes
- aren't excessively redundant with other classes (Favoured Soul & Oracle)
- have good flavor

My personal first two choices are
Dread Necromancer (Heroes of Horror)
- I know there were a lot of Necromancers, I just always preferred this one
Artificer (Eberron)
- actually, pretty much everything from that setting is good for me, lol

The pirate class from Mongoose's Conan RPG was the best version of a swashbuckler type concept I can think of. It would require some tweaking for pathfinder.


Perhaps I missed it, but no one has said warlock.

I really liked the flavor of warlocks. Love or hate their mechanics they has a lot of stlye.

I made a fey lineage warlock. Same basic powers, but he was chaotic instead of evil. For sheer entertainment value I made him SUPER GAY. His arcane blasts were psychadellic colored and had the smell of cinnamon rolls. It was a lot of fun.


If you're looking for classes that would balance well with PF, then take a look at Monte Cooks, Arcana Evolved.

Akashic - basically a skill monkey monk type class, with abilities based on "akashic memory".

Champion - paladin-esque type character that takes up and embodies a specific cause, such as evil, good, death, light, life, justice, and so forth.

Greenbond - a nature loving MAGE.

Magister - Mage that has even greater magical capacity than the mage.

Oathsworn - Warrior class that sets a goal or task for self and then sets out to complete the goal or task regardless of obstacles, sort of a cross between monk and an inquisitor (if the task was uncovering whatever an inquisitor seeks).

Runethane - a cross between a mage and rune caster

Totem Warrior - I'd say a cross between a Ranger and Barbarian, with class abilities and hit die determined by their chosen totem.

Unfettered - a combat oriented thief, or "...a swashbuckling
dervish, expert in using quickness and agility in combat rather
than simple brute force..."

Warmain - the warrior's warrior, armor focused fighter with d12 for hit points.

He also had a Magus analog, The Mageblade (a bit more powerful in my opinion) and a Witch. What's really nice, is there are archetypes associated with each class. Anyone of these classes could stand side by side with PF classes and add to and not step on anyone's toes.


wesF wrote:

Perhaps I missed it, but no one has said warlock.

I really liked the flavor of warlocks. Love or hate their mechanics they has a lot of stlye.

I made a fey lineage warlock. Same basic powers, but he was chaotic instead of evil. For sheer entertainment value I made him SUPER GAY. His arcane blasts were psychadellic colored and had the smell of cinnamon rolls. It was a lot of fun.

That discussion just took place within the last 10 post or so. :)

Go back one page.


wraithstrike wrote:
wesF wrote:

Perhaps I missed it, but no one has said warlock.

I really liked the flavor of warlocks. Love or hate their mechanics they has a lot of stlye.

I made a fey lineage warlock. Same basic powers, but he was chaotic instead of evil. For sheer entertainment value I made him SUPER GAY. His arcane blasts were psychadellic colored and had the smell of cinnamon rolls. It was a lot of fun.

That discussion just took place within the last 10 post or so. :)

Go back one page.

I found it after I posted it. ;-)


Cartigan wrote:


Then there's the Dragonfire Adept which no one ever mentions and it's the more awesome version of the Warlock.

Just looked that up, nice indeed.

RPG Superstar 2012 Top 32

hexa3 wrote:
Cartigan wrote:


Then there's the Dragonfire Adept which no one ever mentions and it's the more awesome version of the Warlock.
Just looked that up, nice indeed.

A fun, dragon-themed campaign might be fun with a dragon shaman, dragonfire adept, and draconic bloodline sorcerer in the party. Some of the barbarian rage powers can be "re-skinned" as draconic powers, such as claws and bite, elemental powers, etc. A dragon-bane ranger, maybe a cleric of some kind, maybe a rogue archetype that converts sneak attack damage to some kind of energy damage and replaces trap sense with some kind of energy resistance? Ditto with paladin: maybe smite does energy damage and replace mercies or some of the auras with an energy resistance progression of some kind.

Dark Archive

A fey or aberration or genie or undead or celestial or protean/slaad-based 'Warlock' that is as different from the base Warlock as the Dragonfire Adept is could be interesting. It's fun to look at the Dragonfire Adept not as a class in and of itself, but as a showcase for what you can do by reflavoring the base assumptions of the Warlock around a different creature type / pact source.

SmiloDan wrote:
A fun, dragon-themed campaign might be fun with a dragon shaman, dragonfire adept, and draconic bloodline sorcerer in the party. Some of the barbarian rage powers can be "re-skinned" as draconic powers, such as claws and bite, elemental powers, etc.

Two *insane* feats in Dragon Magic add Cleric and Bard to that list;

Dragonfire Channeling (expend Turn/Rebuke attempts to produce a 30 ft cone of fire (or whatever) from your holy symbol), making for ridiculously effective dragon-themed Clerics (as you can take Earth and Fire as Domains, and have *three* pools of T/R uses to expend for these dragonfire channelings, and each time you take Extra Turning, you get to add 4-12 more daily 'flame channels,' depending on how many T/R granting Domains you took).

Dragonfire Inspiration (replace the +1 to hit from bardic inspiration for a +1d6 fire (or whatever) property for all of the weapons / attacks of your allies. By itself, it's sexy. Combined with Song of the Heart (ECS), Inspirational Boost (SpC) and the badge of Courage (MIC), you can have a low-level Bard giving all of his allies +4d6 fire damage with their ranged / melee / unarmed attacks)

Neither feat is really insane in a vacuum, but combined with other sources of T/R attempts (including core domains like Air, Earth, Fire, Water and Plant, or, the existential horror that are Nightsticks), or various feats, spells, magic items and / or masterwork / special instruments to increase bardic inspiration pluses, they get gross fast.

A dragon-meld themed Totemist/Incarnum-user could also be very cool, with a custom set of melds based on the 10 true dragon types (and some other dragonoids, like wyverns or dragon turtles).

Similarly, a dragon-themed Binder, who is limited to choosing between a dozen or so custom draconic vestiges like Ashardalon or Dragotha or whatever, could be fun, too.

Liberty's Edge

meatrace wrote:
Carbon D. Metric wrote:
meatrace wrote:


Saying that the Cavalier is better than anything makes me chuckle.
That tells me you've apparently never been on EITHER side of their lance. A well equipped and smart cavalier can dish out scarier hits than a pally.

On a crit, and a mounted charge. So basically no they can't.

Cavalier is a laughably bad class that could have been good if more thought had been put into it.

I know hyperbole is fun, but lets look at facts.

Take Bob the cavalier. Let's say he has an 18 Str.

Lance is double damage mounted normally, so now he does 8 damage before you roll dice. And it's two handed so that is 12 damage before you roll dice.

Power attack? Well that is going to throw another 6 (3 from power attack, doubled by the lance) on top so he does 18 damage before you roll dice.

At 1st level.

And a lance is a X3 crit. And of course, that isn't including if you add in challenge for damage equal to your cavalier level. Take spirited charge later on that double damage is now for all weapons, with a lance being TRIPLE damage. And you'll have the mounted combat and ride by (spring attack charge)

Moving up, at 3rd the charge bonus goes to +4 with no AC penalty. At 4th, add more power attack to take it to 18 before you roll dice. At 5th every ally in 60 feat who can see his banner gets a +1 to attack and +2 vs fear.

Your mount has the same stats as an animal companion. And you get all the benefits of your order...

My wife has a Gnome Cavalier (Riding dog) that does 3d8 +84 Damage on a charge with a lance. X3 for Crit on a 19. PLUS the dog gets to attack on the charge and she can go right past what she is attacking without provoking to set up the next charge.

You clearly have not built out a Cavalier.


ciretose wrote:
meatrace wrote:
Carbon D. Metric wrote:
meatrace wrote:


Saying that the Cavalier is better than anything makes me chuckle.
That tells me you've apparently never been on EITHER side of their lance. A well equipped and smart cavalier can dish out scarier hits than a pally.

On a crit, and a mounted charge. So basically no they can't.

Cavalier is a laughably bad class that could have been good if more thought had been put into it.

I know hyperbole is fun, but lets look at facts.

Take Bob the cavalier. Let's say he has an 18 Str.

Lance is double damage mounted normally, so now he does 8 damage before you roll dice. And it's two handed so that is 12 damage before you roll dice.

Power attack? Well that is going to throw another 6 (3 from power attack, doubled by the lance) on top so he does 18 damage before you roll dice.

At 1st level.

And a lance is a X3 crit. And of course, that isn't including if you add in challenge for damage equal to your cavalier level. Take spirited charge later on that double damage is now for all weapons, with a lance being TRIPLE damage. And you'll have the mounted combat and ride by (spring attack charge)

Moving up, at 3rd the charge bonus goes to +4 with no AC penalty. At 4th, add more power attack to take it to 18 before you roll dice. At 5th every ally in 60 feat who can see his banner gets a +1 to attack and +2 vs fear.

Your mount has the same stats as an animal companion. And you get all the benefits of your order...

My wife has a Gnome Cavalier (Riding dog) that does 3d8 +84 Damage on a charge with a lance. X3 for Crit on a 19. PLUS the dog gets to attack on the charge and she can go right past what she is attacking without provoking to set up the next charge.

You clearly have not built out a Cavalier.

Don't forget Spirited Charge (Well obviously your wife didn't, but you didn't mention it in the write-up). You can even throw on a Rhino Hide armor for an extra 2d6.


My list of classes non core baseclasses
in no particular order:
Swashbuckler (comeplete warrior)
Warmage(complete arcane)
Dusknight(phb2)
Spellthief(see warmage. I think)
Buccanner ( Ed Greenwood's Castlemourn)

each for their own reasons... but each would need fixed from tehir 3.5 counterparks

pre submit post edit I frogot one, there was another baseclass and added it. the one on the botom of the list


By far my personal favorite base classes (apart from Core) where the Warlock & Hexblade.

I am currently working on revising both classes (soon to be followed by Scout & Favored Soul) for an upcoming Pathfinder game. As I am currently only filling out missing abilities & fine tuning for the Warlock, I expect a fully playable final draft by the end of this week, if not earlier.

The Hexblade is in a similar, but less finished state as the Warlock; I have decided how the abilities work & their layout, but the abilities themselves are largely unfinished.

Both will be posted in the homebrew section of this site once finished.

Edit: Thought I would give a brief rundown of my design.
Warlock
Eldritch Blast: One of the defining features of the warlock class, it remains largely unchanged. Damage progression is that of Sneak Attack, and range is Short at 1st level, increasing to Medium at 8th & Long at 17th.

Invocations: Another defining feature of the warlock, invocations are again largely unchanged. Number of invocations known is smoothed out a bit, but still begins at 1 and ends at 12. Invocations are spell-like abilities usable at will; they function exactly like spell-like abilities - no random exceptions. The invocations themselves will have been rebalanced but essentially function the same way, including Eldritch Essence & Blast Shapes.

Pact: The pact is the source of the warlock's power. Originally purely for flavor, it now has a mechanical function similar to a sorcerer's bloodline. The five pacts I am using are Celestial, Elemental, Fey, Infernal, Shadow.

Other: At low levels, warlocks gain a continuous Detect Magic effect that improves to Arcane Sight & Greater Arcane Sight as they level. At high levels, warlocks gain the ability to plane shift at will, with some restrictions (such as self only). This improves to pinpoint accuracy (greater plane shift) near level 20.

Hexblades

Combat: Hexblades have full base attack progression & d10 hit dice, with martial weapon and light (& possibly medium) armor proficiencies. They are a support fighter & debuffer.

Curses: A hexblade's curse is a supernatural ability usable a number of times each day equal to one half their hexblade level plus their charisma modifier. Curses are debuff effects requiring a swift action to activate & a will save to negate. A hexblade knows 1 curse at level 1 and learns additional curses as they gain levels, up to 8 at level 20. Curses range in power in a manner similar to a warlock's invocations, & become accessible at comparable levels.

Other: As the hexblade levels, they gain access to a number of other abilities, largely increasing their resistance to magical effects in Arcane Resistance & Mettle (and a new Improved Mettle ability, similar to Improved Evasion), as well as additional curse-type effects to improve their combat abilities such as Cursed Blade. Aura of Unluck as been reworked as an emanation debuff effect (no save). Activation requires expending uses of the Curse ability.

RPG Superstar 2012 Top 32

Muspellsheimr wrote:

By far my personal favorite base classes (apart from Core) where the Warlock & Hexblade.

I am currently working on revising both classes (soon to be followed by Scout & Favored Soul) for an upcoming Pathfinder game. As I am currently only filling out missing abilities & fine tuning for the Warlock, I expect a fully playable final draft by the end of this week, if not earlier.

The Hexblade is in a similar, but less finished state as the Warlock; I have decided how the abilities work & their layout, but the abilities themselves are largely unfinished.

Both will be posted in the homebrew section of this site once finished.

Edit: Thought I would give a brief rundown of my design.
Warlock
Eldritch Blast: One of the defining features of the warlock class, it remains largely unchanged. Damage progression is that of Sneak Attack, and range is Short at 1st level, increasing to Medium at 8th & Long at 17th.

Invocations: Another defining feature of the warlock, invocations are again largely unchanged. Number of invocations known is smoothed out a bit, but still begins at 1 and ends at 12. Invocations are spell-like abilities usable at will; they function exactly like spell-like abilities - no random exceptions. The invocations themselves will have been rebalanced but essentially function the same way, including Eldritch Essence & Blast Shapes.

Pact: The pact is the source of the warlock's power. Originally purely for flavor, it now has a mechanical function similar to a sorcerer's bloodline. The five pacts I am using are Celestial, Elemental, Fey, Infernal, Shadow.

Other: At low levels, warlocks gain a continuous Detect Magic effect that improves to Arcane Sight & Greater Arcane Sight as they level. At high levels, warlocks gain the ability to plane shift at will, with some restrictions (such as self only). This improves to pinpoint accuracy (greater plane shift) near level 20.

Hexblades

Combat: Hexblades have full base attack progression & d10 hit dice, with...

I've been working on Hexblade and Warlock too!

I gave the Hexblade access to witch hexes, and a couple other special abilities to fill in the blanks that mostly act as immediate action 1 round buffs or defenses.

My warlock also has detect magic/arcane sight/greater arcane sight and pacts!!! I'll probably have a few more than 5 when I'm done. And instead of planeshifting, they get mindblank as a high level ability. Maybe I can make it another pact option and throw in some more variety? I also gave it a bonus invocation at levels 1, 6, 11, and 16 that can only be used for blast shape and blast essence invocations.

The Exchange RPG Superstar 2010 Top 32

Can't wait to see both versions! :-)

RPG Superstar 2012 Top 32

Hexblade:

HEXBLADE

BAB: +1
Good Saves: Will
Hit Dice: 1d10

Class Skills: Bluff, Craft, Diplomacy, Disguise, Fly, Handle Animal, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Knowledge (planes), Knowledge (religion), Linguistics, Profession, Ride, Sense Motive, Spellcraft, Swim, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier

Hexblades are proficient in all simple and martial weapons, light and medium armor, and shields (except tower shields).

LEVEL ABILITY
1. Arcane Pool, Hex, Hexblade’s Curse
2. Arcane Grace, Bonus Feat, Hex
3. Hexblade Arcana, Stalwart
4. Hex, Spells
5. Arcane Bond (Familiar or Weapon)
6. Bonus Feat, Hex
7. Hexblade Arcana, Improved Hexblade’s Curse
8. Hex
9. Aura of Unluck (20%)
10. Bonus Feat, Hex, Major Hex
11. Hexblade Arcana
12. Hex
13. Greater Hexblade’s Curse
14. Bonus Feat, Hex
15. Hexblade Arcana
16. Hex
17. Greater Aura of Unluck (50%)
18. Bonus Feat, Hex, Grand Hex
19. Hexblade Arcana, Dire Hexblade’s Curse
20. Free Magic, Hex

Arcane Pool (Su): The Hexblade has a pool of arcane points equal to ½ his Hexblade level + his Charisma bonus (minimum 1). The Hexblade spends points from this pool to activate his Hexblade Curse, Hexblade Arcana, and Aura of Unluck class abilities.

Hex (Su): As the witch ability of the same name. Hexblade levels and witch levels stack for the purposes of determining what level Hex the character can select and for the purposes of determining the Save DC of the character’s Hexes.
Hexblade’s Curse (Su): As a swift action, the Hexblade can target a creature he has line of effect to and line of sight to with his Hexblade’s Curse. The targeted creature must make a Will Save with a DC of 10 + ½ the Hexblade’s class level + the Hexblade’s Charisma modifier or take a -2 penalty on attack rolls, damage rolls, saving throws, skill checks, and ability checks for a number of rounds equal to ½ the Hexblade’s class level + his Charisma modifier. If the Will Save is successful, the targeted creature suffers the penalty for only 1 round. At 7th level, the penalty increases to -4. At 13th level, the penalty increases to -6. At 19th level, the penalty increases to -8.

Arcane Grace (Su): At 2nd level, as long as the Hexblade has at least 1 point in his Arcane Pool, he adds his Charisma bonus to his saving throws against spells, spell-like abilities, and supernatural effects.

Bonus Feats: At 2nd level, and every 4 levels thereafter, the Hexblade may select a feat from the following list. He must meet all requirements of the selected feat. His Hexblade levels stack with Fighter levels for the purposes of meeting the requirements of a selected feat.

Arcane Blast, Arcane Shield, Arcane Strike, Dazzling Display, Disrupting Shot, Disruptive, Enforcer, Eschew Materials, Expanded Arcana, Extra Hex, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Heavy Armor, Improved Familiar, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Magical Aptitude, Minor Spell Expertise, Shatter Defenses, Spell Focus, Spell Penetration, Spellbreaker, Teleport Tactician, Weapon Focus.

Hexblade Arcana (Su): At 3rd level, and every 4 levels thereafter, the Hexblade selects a Hexblade Arcana power. As an immediate action, the Hexblade can spend 1 point from his Arcane Pool and activate one of his selected Hexblade Arcana powers.

Arcane Barrier: The Hexblade summons an immovable 5 foot by 5 foot wall of force adjacent to himself that has a duration of 1 round. This grants the Hexblade improved cover (+8 bonus to AC, +4 to Reflex Saves, and Improved Evasion) against attacks from the other side of the barrier. The Hexblade can choose to have an arrow slit in the barrier he summons.

Arcane Burst: The Hexblade causes 2 points of damage per level to all adjacent creatures. They are allowed a Reflex saving throw with a DC of 10 + ½ the Hexblade’s level + the Hexblade’s Charisma modifier for half damage.

Arcane Celerity: The Hexblade gains a +60 enhancement bonus to his speed for 1 round.

Arcane Cloud: The Hexblade fills his space and all adjacent squares with a thick mist. Adjacent opponents have a 20% chance to miss the hexblade; all others have a 50% chance to miss the hexblade.

Arcane Combat: For 1 round, the Hexblade resolves all melee attacks as if they were melee touch attacks.

Arcane Durability: The Hexblade gains DR/- equal to his level for 1 round.

Arcane Endurance: The Hexblade gains 5 temporary hit points per level for 1 round.

Arcane Effort: The Hexblade adds half his level to Strength checks for 1 round.

Arcane Flight: The Hexblade gains a flight speed of 60 feet, with perfect maneuverability, for 1 round.

Arcane Haste: The Hexblade is hasted for 1 round.

Arcane Health: The Hexblade heals 1 hit point per level.

Arcane Maneuvers: The Hexblade adds his Charisma modifier to his CMB and CMD for 1 round.

Arcane Penetration: The Hexblade may re-roll a caster level check to overcome spell resistance.

Arcane Purity: The Hexblade gains a luck bonus on all Saving Throws for 1 round equal to 1/3 his level.

Arcane Reach: The Hexblade’s reach increases by 5 feet for 1 round.

Arcane Resistance: The Hexblade chooses one of the following energy types: acid, cold, electricity, fire, or sonic. The Hexblade gains energy resistance 5, +5 at 4th level and every 4 levels, against the selected energy type for 1 round.

Arcane Retribution: For a number of rounds equal to ½ the Hexblade’s level, any creature that strikes the Hexblade with a natural attack, unarmed strike, or non-reach weapon takes an amount of damage equal to the Hexblade’s level.

Arcane Step: The Hexblade teleports 30 feet.

Arcane Tactics: The Hexblade selects a Teamwork Feat and can use it for 1 round.

Arcane Vengeance: For a number of rounds equal to half his level, any manufactured weapon that strikes the Hexblade takes damage equal to his level + his Charisma modifier; the Hexblade ignores an amount of hardness equal to half his level. If this damage destroys the weapon, the Hexblade takes no damage from the attack.

Arcane Vision: The Hexblade gains darkvision 60 feet and see invisibility for 1 round.

Arcane Vitality: The Hexblade reduces the amount of ability damage, ability drain, and negative levels he suffers by an amount equal to half his level for 1 round.

Stalwart (Ex): At 3rd level, the Hexblade can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless , Hexblade does not gain the benefit of the stalwart ability.

Spells: At 4th level, the Hexblade can cast a small number of arcane spells.

Arcane Bond (Su): At 5th level, the Hexblade gains a special arcane bond with either a creature or weapon. Once this choice is made, it can never be changed. The Hexblade can choose to have a familiar, using his Hexblade level as his equivalent wizard level. Alternatively, the Hexblade can form an arcane bond with a weapon. This ability is similar to the paladin’s divine bond ability, except the Hexblade is not limited in what kind of weapon special abilities he can select from.

Aura of Unluck (Su): At 9th level, the Hexblade may spend 1 point from his Arcane Pool as an immediate action and gain a 20% miss chance for a number of rounds equal to ½ his class level + Charisma modifier. At 17th level, Hexblade gains a 50% miss chance.

Free Magic (Ex): Any hexblade ability that is usually activated as a swift or immediate action may be used as a free action.

Warlock:

Pathfinder Warlock

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Profession, Sense Motive, Spellcraft, Use Magic Device.

Skill Ranks Per Level: 4 + Intelligence modifier.

Warlocks are proficient in all Simple Weapons, Light Armor, but no shields.

LEVEL ABILITY
1. Eldritch Blast 1d6, Hex, Hex Pool, Least Invocations, Pact, Warlock's Curse.
2. Hex, Detect Magic
3. Eldritch Blast 2d6, Pact Aegis 1
4. Hex, Deceive Item
5. Eldritch Blast 3d6, Arcane Sight
6. Hex, Lesser Invocations
7. Eldritch Blast 4d6, Improved Warlock's Curse, Pact Aegis 2
8. Hex, Pact Ward 1, Two Eldritch Blasts
9. Eldritch Blast 5d6
10. Hex, Major Hex, Pact Resistance
11. Eldritch Blast 6d6, Greater Invocations, Pact Aegis 3
12. Hex, Imbue Item, Pact Ward 2
13. Eldritch Blast 7d6, Greater Warlock's Curse
14. Hex, Greater Arcane Sight
15. Eldritch Blast 8d6, Pact Aegis 4, Three Eldritch Blasts
16. Hex, Dark Invocations, Pact Ward 3
17. Eldritch Blast 9d6, Mindblank
18. Hex, Grand Hex
19. Eldritch Blast 10d6, Pact Aegis 5, Dire Warlock's Curse
20. Hex, Greater Pact Resistance, Pact Ward 4

Eldritch Blast (Su): As standard warlock's eldritch blast, but supernatural instead of spell-like.

Hex (Su): At 1st level, as long as the warlock has at least 1 point remaining in his Hex Pool, he can use Hexes. At 1st level, 2nd level, and every 2 levels thereafter, the warlock may select a Hex ability from witch class, using his warlock level as his witch level.

Hex Pool (Su): A Warlock has a Hex Pool equal to ½ his class level + his Charisma bonus. His Hex Pool is replenished each day at dawn. The Warlock spends points from his Hex Pool to power his Warlock's Curse and Hex Power abilities

Least Invocations (Sp): At 1st level, the warlock gains the ability to use least invocations. In addition to the normal number of invocations a standard warlock gets, a Pathfinder Warlock gains a bonus eldritch shape or eldritch essence invocation each time he gains a new level of invocations (at levels 1, 6, 11, and 16).

Pact (Su): Each Pathfinder Warlock makes a pact with some kind of otherworldly entity. Depending on the kind entity the warlock is bound to influences his Pact Defenses, Pact Wards, and Pact Resistances. Each Pact also grants the Warlock a bonus class Skill.

Warlock's Curse (Su). As a swift action, the Warlock can target an opponent within 60 feet with his Warlock's Curse by spending 1 point from his Hex Pool. The duration of the Warlock’s Curse is a number of rounds equal to ½ the warlock’s level + his Charisma bonus. The opponent is allowed a Will save with a DC of 10 + 1/2 the Warlock's class level + his Charisma modifier to reduce the duration of the Warlock's Curse to a single round. The target of the Warlock’s Curse takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Warlock's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.

Detect Magic (Sp). At 2nd level, the Warlock can use Detect Magic at will as a spell-like ability.

Pact Aegis (Su). At 3rd level, depending on the type of Pact the Warlock made, he gains DR 1/-, DR 2/cold iron, DR 2/silver, DR 2/magic, DR 2/good, DR 2/chaotic, DR 2/evil, DR 2/evil, DR 2/adamantium, DR 2/piercing, DR 2/slashing, DR 2/bludgeoning, or Natural Armor +1. This benefit is multiplied by the increases in the Pact Defenses at levels 7, 11, 15, and 19.

Deceive Item (Ex). At 4th level, the Warlock can take 10 on Use Magic Device skill checks.

Arcane Sight (Sp). At 5th level, the Warlock's Detect Magic ability improves. The Warlock can use Arcane Sight at will as a Spell-like ability.

Pact Ward (Su). At 8th level, depending on the type of Pact the Warlock made, he gains the ability to spend points from his Hex Pool to Ward himself. As a free action, he can spend 1 Hex Point and gain Fast Healing for 1 minute equal to the value of Pact Ward, gain an energy shield that does 1d6 points of damage per point of the Ward for 1 minute, gain a deflection bonus to AC equal to the amount of the Ward for 1 minute, etc. The exact effect of the Pact Ward is determined by the entity the warlock’s Pact is with.

Two Eldritch Blasts (Su). At 8th level, the Warlock can use a full round action to use 2 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll. Both eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.

Pact Resistance (Su). At 10th level, depending on the Pact the Warlock made, he gains energy resistance 10 to two energy types or energy resistance 20 to one energy type. Certain Pacts may provide a bonus against a certain type of special attack, such as paralysis, petrification, or poison.

Imbue Item (Ex). At 12th level, the Pathfinder Warlock gets the same ability as the standard Warlock ability to use the Use Magic Device skill to enchant magic items.

Greater Arcane Sight (Sp). At 14th level, the Warlock can use Greater Arcane Sight as a spell-like effect at will.

Three Eldritch Blasts (Su). At 15th level, the Warlock can use a full round action to use 3 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll and the third eldritch blast takes a -10 penalty to its attack roll. All three eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.

Mindblank (Sp). At 17th level, the Warlock gains the benefits of the Mindblank spell. He can re-activate it as a standard action if it is somehow dispelled or suppressed.

Greater Pact Resistance (Su). At 20th level, the resistances from the Pact Resistance ability double.

PACTS

Arcana
DR 2/magic,

Diabolist
DR 2/evil, cold and fire resistance

Fomorian
DR 2/chaos, electricity and fire resistance.

The Forester
DR 2/slashing, acid and electricity resistance,

The Harvester
DR 2/bludgeoning, cold and negative energy resistance,

Inevitable
DR 2/lawful, electricity and sonic energy resistance,

Luna
DR 2/silver, cold and electricity resistance,

Solar
DR 1/-, cold and fire resistance,

Tempest
DR 2/piercing, electricity and sonic resistance,

Terra
DR 2/adamantium, acid and cold resistance,

Titania
DR 2/cold iron, acid and fire resistance,


Hexblade: My largest problem with your version of the hexblade is them retaining the spellcasting they had in 3.5. The hexblade should focus on their supernatural curses to make them unique, and including minor spellcasting with that creates a split of focus. There is really no need for it to remain there.

I also do not like the hexblade arcana ability or the arcane pool's influence in other abilities (such as arcane resistance). I would limit arcane pool to the hexblade curse & aura of unluck, change the name, and replace hexblade arcana with something else. I have a personal dislike of the Witch hexes, but I must admit they are convenient & many are appropriate. I may end up using them in mine simply to avoid unnecessary work & bloating the system.

Overall a reasonably solid class, but not what I feel a hexblade should be. You also might want to check your wording for aura of unluck - why would the hexblade want to spend their own resources to give themselves a 50% miss chance, instead of say, the attacks made against them?

Warlock: Why on earth would you give them the hex ability? It does not fit the class concept, it splits their focus, & ultimately has no reason to be there.

Two & Three blasts - this is actually something I had in my earlier designs, but dropped it for a variety of reasons, the most prominent probably being its interaction with area effect blast shapes. I tried putting "multiblast" as a shape itself, but that didn't work how I wanted either.

Other than that, it actually looks similar to my project, although the pacts are handled differently - mine function much closer to the sorcerer bloodlines, & govern a larger portion of the class features. Also of note is that my design is focused around at will or continuous abilities. If an ability has limited uses, it has no place on the warlock.

The Exchange

Wikipedia


@SmiloDan
I would actually be interested in making a joint project of working on these classes with you, but cannot seem to figure out how to send a private message to another user. Let me know if you are interested.


Some of the new magus archetypes might be well-suited to this: "Magi of the Bladebound, Hexcrafter, Spellblade, and Staff Magus" are just some of the archetypes in Ultimate Magic.

RPG Superstar 2012 Top 32

Muspellsheimr wrote:

@SmiloDan

I would actually be interested in making a joint project of working on these classes with you, but cannot seem to figure out how to send a private message to another user. Let me know if you are interested.

I think you have to finish making your profile first.

But it sounds like it would be fun!


I 'created' a user profile, but it appears that simply gives others the ability to contact me, not the other way around. And you apparently also do not have a profile, so I can't send you anything. If you send me some contact information, we can discuss the possibility of working together in a bit more detail. Until then, I will simply continue working on mine as I have been.

RPG Superstar 2012 Top 32

Muspellsheimr wrote:
I 'created' a user profile, but it appears that simply gives others the ability to contact me, not the other way around. And you apparently also do not have a profile, so I can't send you anything. If you send me some contact information, we can discuss the possibility of working together in a bit more detail. Until then, I will simply continue working on mine as I have been.

This is so weird. I've gotten (and sent!) private messages on the paizo forums before....but I can't for the life of me remember how to do it.


Someone mentioned the Warmage somewhere here (I forgot to quote it and now I can't seem to find it).
I agree, they had some neat spells and the ability to wear armor, making them able to withstand attacks for a change.
The evocation wizard has the equivilent to the warmage's edge, but is there an archtype somewhere that I may have missed that can wear armor?


none that I have seen have the abilty to allow a wizard to wear armor.

there is a feat that allows swift action spells to be cast in light armor...

but its borderline pointless as there are too few spelsl that fall under it or so I hear.

if there is to be an archtyoe it will be in either of the Ultimate books.


Needs a lot of work, something truly terrible has happened to the site's formatting, and it's really only valid in a Spelljammer campaign, but the Void Shifter is one of the most interesting classes I've seen over the entire span of 3.X. Kinda like an Aberration Druid/Warlock with an archetype adapted for spelljamming.

Updated for Pathfinder, it would be spectacular.

Also, though they have all already been mentioned, let me nominate a few more classes for the love:

  • Psion. Badly in need of updating.
  • If you replaced the Psychic Warrior's bonus feats with most of the Soulknife's class abilities and Mind Arrow, you'd get a real class.
  • Ditto with Ardent and Divine Mind. This should put them on par with the previous two, after the Psion's adaptation.
  • You might notice I didn't mention the Wilder. That was on purpose.
  • Dragon Shaman.
  • Warlock and Dragonfire Adept.
  • Hexblade.
  • Sohei.

Some of the classes that people are complaining about would actually work fairly well if they had their class features merged with the Prestige Classes that cover the same territory.

Swashbuckler/Duelist comes to mind. Shugenja/Void Disciple. Warmage just needs its Sudden Metamagic bonus feats replaced with Reserve bonus feats.

If you will pardon me for saying so, I also think that the Cavalier would be a far more interesting class if some of its more specific combat abilities were replaced with Marshal Auras. This would also address the complaint that the Marshal itself is bland.


My favorite non-base classes from 3.5 are the:

Duskblade, because it did a decent job replicating what it was like to play a 2nd edition Fighter/Mage while adding the new ability to combine spell casting with a weapon attack,I disagree with those that believe the Magus replaces this class although similar they are 2 different classes. I do believe that this class need more spells, I do like the mix or range touch and touch, but they didn't give the class enough touch spells to use with its primary class ability.

Swashbuckler, because till then there was no way to make a fighter dedicated to finesse combat with out sacrificing base attack for skills and skill points, but the swashbuckler added some much needed skills and skill points to a base class with a full base attack progression, I disagree with those that believe that playing a straight fighter and just picking weapon finesse is the same, and I whole heartily disagree with those that believe that a Thief (I refuse to call it a Rogue) is basically all you need to play a swashbuckler.

Archivist, because it was like having a divine wizard, with some very interesting class abilities, you had full access to all divine spells (provided you could find a scroll of it, if it wasn't on the clerics list) and you didn't have to be dedicated to a deity.

Those are the only non-base class I've ever played and enjoyed.

I'm currently allowing players in my group to play 3.5 non-base classes to see if they need any work.

I have worked on a duskblade conversion and I took a swashbuckler conversion i found and edit it further to fit my campaign needs.

Dark Archive

Viktyr Korimir wrote:
  • Hexblade.
  • Sohei.
  • I always wanted the Sohei to work, but it just never did. The 3.0 OA Shaman, on the other hand, was a delicious hodgepodge of craziness. :)

    The Hexblade, revisisted as a Witch / Fighter version of an Eldritch Knight / Magus thingie could be interesting, based on fast use of weaker hexes (like evil eye), combined with fighting skills.


    I agree with all those in favor of the Dread Necromancer and Factotum.

    Only a couple small notes, Dread Necromancers deserve the Lich Template, not the crap that WotC gave them.

    I still want the chance to play a factotum, so I really want to see a pathfinder version.

    Dark Archive

    MaxBarton wrote:
    Only a couple small notes, Dread Necromancers deserve the Lich Template, not the crap that WotC gave them.

    For a 20th level capstone, I'd totally allow the DN to have the full benefits of the lich template, without any LA.


    I'm currently playing a Lurk (Complete Psionic)/ Warblade (Tome of Battle). With the proper selection of powers from the Lurk, and maneuvers with the Warblade (concentrated on the Diamond Mind discipline), it's surprising how well these classes complement each other. It would be fun to see them brought up to Pathfinder standards.


    to those saying the swashbuckler, have any of you seen the buccanner from the castlemourn setting??

    RPG Superstar 2012 Top 16

    A cavalier using a lance two-handed is not couching the lance properly and will lose the extra damage on the charge. If he was wielding it as a weapon in tight quarters that would work.

    So, no TH dmg on the charge for a lance. Trying to subvert how lances work just isn't going to fly.

    ==Aelryinth

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