Is Bloodrager the closest we will get to a 'Arcane Paladin'?


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I have always wanted an Arcane equivalent to the Paladin. Full BAB, forth level casting and Arcane themed abilities. Bloodrager has all those things and yet it still doesn't quite feel like the right fit for what I want. It's probably the barbarian influence. Would anyone else like to see something a bit more Arcane Paladin and a bit less Arcane barbarian?


Or is it the Arcane Ranger?

Liberty's Edge

The Pale King wrote:
I have always wanted an Arcane equivalent to the Paladin. Full BAB, forth level casting and Arcane themed abilities. Bloodrager has all those things and yet it still doesn't quite feel like the right fit for what I want. It's probably the barbarian influence. Would anyone else like to see something a bit more Arcane Paladin and a bit less Arcane barbarian?

Nah, I'm cool with the Bloodrager, it might not be right on the money (but what is an exact fit will vary by person anyways) but it's close enough for me.

What sort of features would you to see in a Arcane Paladin that your not getting in the Bloodrager? Is it the flavor?

Like you said, it basically has the same chassis (Full BAB, D10 HD, 4th level casting, Arcane Spells, Arcane themed ability), so I don't see where it really goes wrong.

I personally see it themed correctly in the context of Arcane vs Divine, the Paladin gets lots of Defensive abilities, along with healing and such. While the Bloodrager abilities fit what I imagine as Arcane, lots of more "offensive" orientated abilities (with enough defense to front line). For example, the Destined Bloodline messes with things like your ability to hit enemies (either getting a bonus on attack rolls or rerolling them) which seems fairly arcane to me.

Note ^ I'm not saying that Divine doesn't get those, just that with Divine it's a lot more about straight pluses and arcane approaches the matter in other ways (gaining a miss chance for instance).

I also see the Barbarian a good fit just from the idea of Arcane magic being more forceful (your literally telling reality what to do) and that seems thematic for a Barbarian.


I see Ranger, Hunter and Druid as the Paladin, Inquistor/Bard and Cleric/Wizard of 'primal or nature' despite not being an actual magic classification. Wouldn't mind a nature sorcerer/oracle either.

You make good points though DinosaursOnIce, I suppose I just want something a bit more generically Arcane. But I do really like bloodragers.


The Steelblood archetype feels a bit more like what you'd be looking for; but I do think it's not quite the same.


Pathfinder Lost Omens Subscriber

still waiting (probably in vain) for a 1/2 alchemist and a full "caster" alchemist.


Half caster and full caster alchemists would be amazing.

Scarab Sages

The warrior-sorcerer hybrid I've always wanted is the Archer from the Might & Magic games. I've always kind of found it amusing how D&D floundered and floundered and floundered looking for a working warrior-mage hybrid (and doing an amazingly uninspired job in some cases), while Might & Magic had their Archer from the get-go.


I'm thinking something with heavy armour, martial weapon proficiency, weapon bond, an arcane shield ability of some kind, and something arcane school related would be cool and fit what I am wanting.


Pathfinder Lost Omens Subscriber
The Pale King wrote:
I'm thinking something with heavy armour, martial weapon proficiency, weapon bond, an arcane shield ability of some kind, and something arcane school related would be cool and fit what I am wanting.

you want a prepared half caster?

this is kinda good.

Grand Lodge

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I want the hexblade back (the 3.5e version), but the bloodrager is okay for the most part. I always liked the magic dabblers (Paladin, Ranger) classes, seems like the designers prefer hybrid (bard-like) casting progression though. Hopefully we'll get some new dabblers in the future.

Liberty's Edge

Might I suggest the battle scion class in the New Paths Compendium ? Creating an 'arcane paladin' type of class was exactly the impetus for the class!

Grand Lodge

The Pale King wrote:
I'm thinking something with heavy armour, martial weapon proficiency, weapon bond, an arcane shield ability of some kind, and something arcane school related would be cool and fit what I am wanting.

I could see a warden type class fitting that, add in a little of the suel arcanamach's ability to dispel through physical attacks. I'd play it.


Marc Radle wrote:
Might I suggest the battle scion class in the New Paths Compendium ? Creating an 'arcane paladin' type of class was exactly the impetus for the class!

Was actually going to suggest this. While I've never personally played the Battle Scion, the thought has come up many a time.


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Pathfinder Lost Omens Subscriber
Marc Radle wrote:
Might I suggest the battle scion class in the New Paths Compendium ? Creating an 'arcane paladin' type of class was exactly the impetus for the class!

stop flaunting your products about like i haven't already bought them. [/joke]

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
The Pale King wrote:
I have always wanted an Arcane equivalent to the Paladin. Full BAB, forth level casting and Arcane themed abilities. Bloodrager has all those things and yet it still doesn't quite feel like the right fit for what I want. It's probably the barbarian influence. Would anyone else like to see something a bit more Arcane Paladin and a bit less Arcane barbarian?

It's called the Magus. I'm not sure what you mean by the term "Arcane Paladin". All you talked about was combining fighting crunch with arcane crunch, and the Magus gives you that in spaces. I don't see where you talk about the roleplaying aspcts at all, holy warrior and arcane mastery simply aren't two things that synergise.


Pathfinder Lost Omens Subscriber
LazarX wrote:
The Pale King wrote:
I have always wanted an Arcane equivalent to the Paladin. Full BAB, forth level casting and Arcane themed abilities. Bloodrager has all those things and yet it still doesn't quite feel like the right fit for what I want. It's probably the barbarian influence. Would anyone else like to see something a bit more Arcane Paladin and a bit less Arcane barbarian?
It's called the Magus.

wut

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Bandw2 wrote:
LazarX wrote:
The Pale King wrote:
I have always wanted an Arcane equivalent to the Paladin. Full BAB, forth level casting and Arcane themed abilities. Bloodrager has all those things and yet it still doesn't quite feel like the right fit for what I want. It's probably the barbarian influence. Would anyone else like to see something a bit more Arcane Paladin and a bit less Arcane barbarian?
It's called the Magus.
wut

If you made a 4th level casting fighting class, it would be so close to the Magus, but inferior in every way that counts. The Magus can make up the BAB difference with his class talents and has arcane mastery to boot.

The Bloodrager is at least sufficiently different in character to have it's own niche, but the Arcane Paladin (really bad name btw, considering how you describe it), isn't really different enough in concept from the Magus to be worth the trouble for Paizo to make one... after all what niche does it have that makes it different enough from the Magus? Extremely crappy spellcasting isn't the answer I'm looking for.


I would also really like a Magus/Bloodrager class. Like an Eldrich Knight base class.

LazarX wrote:
If you made a 4th level casting fighting class, it would be so close to the Magus, but inferior in every way that counts. The Magus can make up the BAB difference with his class talents and has arcane mastery to boot.

That's if you make a 4th level casting Magus with full BAB? How about another class?

Liberty's Edge

LazarX wrote:
The Pale King wrote:
I have always wanted an Arcane equivalent to the Paladin. Full BAB, forth level casting and Arcane themed abilities. Bloodrager has all those things and yet it still doesn't quite feel like the right fit for what I want. It's probably the barbarian influence. Would anyone else like to see something a bit more Arcane Paladin and a bit less Arcane barbarian?
It's called the Magus. I'm not sure what you mean by the term "Arcane Paladin". All you talked about was combining fighting crunch with arcane crunch, and the Magus gives you that in spaces. I don't see where you talk about the roleplaying aspcts at all, holy warrior and arcane mastery simply aren't two things that synergise.

Typically, when folks talk about wanting an "arcane paladin' what they mean is a class that is built on a paladin-like framework, as far as BAB, spell casting, armor and weapon proficiency and suite of class abilities BUT casts arcane spells instead of divine. Such a class would not be a holy class at all (necessarily)

It's something that people have been asking for for quite some time. In fact, it's precisely why the battle scion was created.

And, you'll note, based on that set of criteria, the magus would not qualify as an 'arcane paladin' :)


The problem with the bloodrager is that barbarians have a pungent theme that gets all over anything they're connected to and is really hard to clean up. The urban barbarian and serene barbarian manage to potentially avoid it, but even though the former is Paizo the bloodrager not only avoids such options but manages to be even more mindless berserker idiot than the base barbarian.

The problems with the magus is that it's a nova or nothing class and that BAB matters. There's no long day capability. The paladin has a lot of endurance and the fighter, ranger, and cavalier aren't shabby because they're still a functioning martial without expending resources. There's also the magus's inability to qualify for martial feats in a timely manner. Not having +1 BAB at level 1 often leaves someone attempting to be a martial with a dead feat; two if human. Not getting +6 BAB feats until level 9 or +11 BAB feats until level 16 really hurts.

A martial's job is to backstop the party when the hybrids have run out their pools and the full casters are down to their third tier of spells. No matter how many superlatives you use to describe the magus's nova capability it simply doesn't deliver.

RPG Superstar 2012 Top 32

For what it's worth, I've created a class I've been calling the Arcane Knight that's something like an arcane paladin or ranger of sorts. I've been considering doing a mini 'playtest' of the document on the forums, but haven't had time to devote to it. A few of the essentials.

Arcane Knight
- Full BAB
- Full Caster Level, due to interactions with Arcane Strike, but gains spellcasting at level 4, progresses to level 4 spells.
- Spellcasting is restricted almost entirely to buffing/non-offensive spells, such as haste, lead blades, darkness, and similar spells.
- Can cast spells in medium armor, but has abilities that allow them to cast in heavier armor.
- Can self-enhance armor and weapons temporarily.

I've also built a Noble class based on the chassis of the Aristocrat which is extremely customizable, and a Priest class that's a full caster, unarmored and far more divinely based version of the cleric.

If there's interest, I might decide to do the playtest sooner than later.

Grand Lodge

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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Atarlost wrote:


The problems with the magus is that it's a nova or nothing class and that BAB matters. There's no long day capability.

If you choose to play a Magus that way. It's not mandatory, any more than it is that he needs to fill up every spell slot with shocking grasp. So far I've played a Magus in PFS to 11th level. Despite the fact that the campaign really does not allow 15 minute days, I've never felt a true lack of endurance.

But that's because I don't feel the need to nova to show up everyone else in the group.


I think it is good that we dont have a arcane, a divine, a alchemical, and a Nature magic themed, a spontaious and a prepared(and now with arcanist casting style as well) for 4/6/9 Spell levels. To me it is good that there are other differences than arcane/divine on bloodrager and paladin. what kind of abbilities did you want for a arcane paladin? There are several ways it could be made but with paizo material a bloodrager (destined pehaps) in mithril full plate seems like a decent option. Give him a strong religious character and you are set to go.


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Pathfinder Lost Omens Subscriber

I'll write up a little mini class with no real class language right now. just pretend any holes are covered with additional text.

HedgeWizard
Full BAB, D10, good will and fort save.
prof. with all armor and shield except tower and all martial and simple weapons.

@ first level he gains a spell book, he chooses 3 schools of magic and picks 2 cantrips from each school to place in his spell book, he can prepare and cast these spells as if he had enough spell slots for them each day. He chooses one of the three schools and gains the school powers using his Hedgewizard level as his wizard level. He counts as having all spells from these 3 schools on his spell list for purposes of spell completion. these spells are always cast at caster level 1.

@ first level the hedge wizard can cast spells in light armor without arcane spells failing.

@ 2nd level he gains half his level as a bonus on all spellcraft and use magic device checks.

@ 3rd level, as an immediate action he can disrupt a spell as it's cast giving the target a +2 circumstance bonus to his save. @ 8th level this can effect spells that targets multiple targets and the bonus increases by 1 and every 5 levels there after.

@ 3rd level, cast spells in medium armor without failure

@4rth level, he Can write additional spells in his spell book and gains spell slots per day equivalent to a Paladin. the spells written in his book can only be chosen from the three schools he choose when initially starting the class.

@ 5th level the hedgewizard gains a Manapool(just so it isn't called arcane pool), the pool has a number of points equal to his intelligence modifier (min 1). he can spend his pool to do things and can do things to regain them.

things to regain points: kill an enemy with a magic weapon

confirm a critical hit with a magic weapon.

things he can use points on: dispelling spells, reconfigure his weapons enhantments, shoot lazer beams from his eyes(idk, i'm writting this with little thought)

@ 8th level, cast spells in heavy armor with no failure.


I wrote my own a while ago.


Pathfinder Lost Omens Subscriber
master_marshmallow wrote:
I wrote my own a while ago.

I was also thinking of making a talent pool but decided to not try to do that for a herp derp 10-20 min class write up.


Bandw2 wrote:
master_marshmallow wrote:
I wrote my own a while ago.
I was also thinking of making a talent pool but decided to not try to do that for a herp derp 10-20 min class write up.

I actually wrote mine a couple months before the ACG came out, but I have had to ammend it a few times to include the materials from it.

It functions a lot more like a prepared version of the bloodrager with an aura kind of thing going rather than a rage kind of thing.

It's based on SLA's that are trained to function in combat, rather than casting spells which is inefficient for a martial based class.

It does use the same spell list as the bloodrager, with a couple additions, and the means to acquire more spells.


Pathfinder Lost Omens Subscriber
master_marshmallow wrote:
Bandw2 wrote:
master_marshmallow wrote:
I wrote my own a while ago.
I was also thinking of making a talent pool but decided to not try to do that for a herp derp 10-20 min class write up.

I actually wrote mine a couple months before the ACG came out, but I have had to ammend it a few times to include the materials from it.

It functions a lot more like a prepared version of the bloodrager with an aura kind of thing going rather than a rage kind of thing.

It's based on SLA's that are trained to function in combat, rather than casting spells which is inefficient for a martial based class.

It does use the same spell list as the bloodrager, with a couple additions, and the means to acquire more spells.

I was gona say that it felt very bloodragery. :P

I think if i did go deeper into this class, the class would have Mantras. Basically he casts the spell when he prepares it and simply releases it when he wants to actually cast the spell. he can only have a number of these active but it makes it so he "ignores" spell failure from armor or possibly simply makes it so he doesn't lose the spell if it fails to cast.


Cap. Darling wrote:
I think it is good that we dont have a arcane, a divine, a alchemical, and a Nature magic themed, a spontaious and a prepared(and now with arcanist casting style as well) for 4/6/9 Spell levels. To me it is good that there are other differences than arcane/divine on bloodrager and paladin.

So, you DON'T want a spontaneous, divine, singing alchemist? (They brew potions with their music dedicated to their god on the fly... this is getting silly).

But yes, I agree, love the bloodrager as it is. Would just be cool with a viable magical knight class as well.

Shadow Lodge

Atarlost wrote:
The problem with the bloodrager is that barbarians have a pungent theme that gets all over anything they're connected to and is really hard to clean up. The urban barbarian and serene barbarian manage to potentially avoid it, but even though the former is Paizo the bloodrager not only avoids such options but manages to be even more mindless berserker idiot than the base barbarian.

My bloodrager has Sense Motive +25, Diplomacy +13, Craft(calligraphy), and a preference for nonlethal damage, thank you very much.


Pathfinder Lost Omens Subscriber
Weirdo wrote:
Atarlost wrote:
The problem with the bloodrager is that barbarians have a pungent theme that gets all over anything they're connected to and is really hard to clean up. The urban barbarian and serene barbarian manage to potentially avoid it, but even though the former is Paizo the bloodrager not only avoids such options but manages to be even more mindless berserker idiot than the base barbarian.
My bloodrager has Sense Motive +25, Diplomacy +13, Craft(calligraphy), and a preference for nonlethal damage, thank you very much.

doesn't matter, knowledge nobility isn't a class skill, not classy enough.

Liberty's Edge

DHAnubis wrote:
Marc Radle wrote:
Might I suggest the battle scion class in the New Paths Compendium ? Creating an 'arcane paladin' type of class was exactly the impetus for the class!
Was actually going to suggest this. While I've never personally played the Battle Scion, the thought has come up many a time.

Cool!

Grand Lodge

Okay, I know I didn't start this thread (the pale king did) but here's my go at a fighter wizard villa paladin style. Basically I just combined the suel arcanamach with the occult slayer, enjoy.

Vanquisher
Hit Points: 1d10 +Con Mod./level
Skill Points: 2 +Int Mod./level
Skill List: Climb (Str), Craft (Int), Handle Animal (Wis), Intimidate (Cha), Knowledge; Arcana (Int), Knowledge; The Planes (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str).
Weapon Proficiencies: All simple and all martial.
Armor Proficiencies: Light, medium, heavy and shields (except tower shield).
Flavor Text: Okay, so one day a group of fighters where siting around all pissy and winy about how spellcasting classes start to dominate them at higher levels, so they decided to recreate themselves into a new class. A class that keeps their martial might and adds spell casting abilities of their own, but wait they also get cool dispelling abilities just to peave off spellcasters. Hence the vanquisher was born.

Level -- BAB -- Fort/Ref/Will -- Special
1 -- +1 -- +2/+0/+2 -- Arcane Shield +2, armored arcana, spellsunder 1/day
2 -- +2 -- +3/+0/+3 -- Magic resistance
3 -- +3 -- +3/+1/+3 -- Mystic Ward
4 -- +4 +4/+1/+4 -- Spellsunder 2/day, specialist school
5 -- +5 -- +4/+1/+4 -- Arcane Shield +3
6 -- +6/+1 -- +5/+2/+5 Mystic Ward
7 -- +7/+2 -- +5/+2/+5 Spellsunder 3/day
8 -- +8/+3 -- +6/+2/+6 Tenacious Magic
9 -- +9/+4 -- +6/+3/+6 -- Mystic Ward
10 -- +10/+5 -- +7/+3/+7 -- Arcane Shield +4, spellsunder 4/day
11 -- +11/+6/+1 -- +7/+3/+7 -- Improved armored arcana
12 -- +12/+7/+2 -- +8/+4/+8 -- Vicious Strike, Mystic Ward
13 -- +13/+8/+3 -- +8/+4/+8 -- Spellsunder 5/day
14 -- +14/+9/+4 -- +9/+4/+9 -- Greater spellsunder
15 -- +15/+10/+5 -- +9/+5/+9 -- Arcane Shield +5, Mystic Ward
16 -- +16/+11/+6/+1 -- +10/+5/+10 -- Spellsunder 6/day
17 -- +17/+12/+7/+2 -- +10/+5/+10 -- School Mastery 1/day
18 -- +18/+13/+8/+3 -- +11/+6/+11 -- Mystic Ward
19 -- +19/+14/+9/+4 -- +11/+6/+11 -- Spellsunder 7/day
20 -- +20/+15/+10/+5 -- +12/+6/+12 -- Arcane Shield +6

Spells
Level 1, 2, 3, 4,
4 0 +1,
5 1 +1,
6 1 +1,
7 1 +1, 0 +1,
8 1 +1, 1 +1,
9 2 +1, 1 +1,
10 2 +1, 1 +1, 0 +1,
11 2 +1, 1 +1, 1 +1,
12 2 +1, 2 +1, 1 +1,
13 3 +1, 2 +1, 1 +1, 0 +1
14 3 +1, 2 +1, 1 +1, 1 +1
15 3 +1, 2 +1, 2 +1, 1 +1
16 3 +1, 3 +1, 2 +1, 1 +1
17 4 +1, 3 +1, 2 +1, 1 +1
18 4 +1, 3 +1, 2 +1, 2 +1
19 4 +1, 3 +1, 3 +1, 2 +1
20 4 +1, 4 +1, 3 +1, 3 +1

Arcane Shield: Forms a shield of pure arcane energy the shield last for 4 + Int modifier rounds per day plus an additional 2 rounds for every vanquisher level after 1st level. The rounds do not need to be consecutive. The shield give a plus +2 bonus to AC and saving throws, against spells and spell-like abilities (which increases to a +3 at 5th level, +4 at 10th level and so on). The shield actual floats in the air and bonuses stacks with any from a hand held shield.

Armored Arcana: Vanquisher spells are simple allowing him to cast spells in light and medium armor with no spell failure.

Spellsunder: The vanquisher both physical attacks the opponent and simultaneously effects the opponent as if struck by a targeted dispel magic except it also effects spell-like abilities. If effective the opponents spell is sundered and he takes damage as normal plus the vanquisher Int modifier in bonus damage.

Magic Resistance: Of 5 + vanquisher level.

Mystic Ward: You learn to scribe a number of wards each one takes a full round to create. You get one ward at 3rd level and a new one at levels 6, 9, 12, 15, 18. Each ward last 1 round plus an additional round for each full action spent maintaining the effect.
Fire ward: No one may cannot cast fire based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Lightning ward: No one may cannot cast lightning based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Cold ward: No one may cannot cast cold based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Acid ward: No one may cannot cast acid based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Summon ward: No one may summon monsters/animals based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Dead Ward: No one may create undead by spell (or spell-like ability) for that round. 30' AOE centered on you.
Time Ward: No one may cast haste/slow or time stop by spell (or spell-like ability) for that round. 30' AOE centered on you.

And more I have to think up.

Spells: Hooray, you can cast arcane spells with your intelligence score, you get a spellbook too.
Spell list 1st level: alarm, cause fear, detect magic, endure elements, erase, identify, mage armor, magic missle, magic weapon, protection from good/evil/law/chaos, read magic remove fear, sanctuary, shield, true strike
Spell list 2nd level: Acid arrow, arcane lock, bear's endurance, blur, bull's strength, cat's grace, daze monster, false life, mirror image, protection from arrows, resist energy, see invisible, scare,
Spell list 3rd level: Blink, dispel magic, displacement, haste, heroism, keen edge, magic circle against good/evil/law/chaos, magic weapon greater, mnemonic enhancer, protection from energy, tiny hut.
Spell list 4th level: Arcane eye, detect scrying, dimensional door, crushing despair, fear, fire shield, globe of invulnerability lesser, remove curse, scrying, secure shelter, shoat, stoneskin, wall of fire, wall of ice.

Specialist School: You can cast one additional spell per day from one school of magic (abjuration conjuration, etc.) of your choice (up to fourth level) and you can learn every spell in that chosen school (up to 4th level). And since were at it, you gain that schools corresponding powers.

Tenacious Magic: At 8th level spells of your chosen school become difficult to dispel +6 to DC.

Improved Armored Arcana: Vanquisher spells have become simpler still now he can cast them with no spell failure in heavy armor and with shields too.

Vicious Strike: At 12th level you can do double damage on readied attacks against a spellcaster.

Greater Spellsunder: Like spellsunder but now you cast a targeted greater dispel magic when you hit.

School Mastery: At 17th level once per day you may cast a 5th level spell of your choice from the school of magic you specialized in. It functions as a normal spell in all regards but a high intelligence score dose not increase the number of time you can use it.

Grand Lodge

Damn it won't format right. :(


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Magus doesn't work because I think what is desired is the 3.5 Hexblade (and I agree that this would be a great idea). Basically, a full BAB class with a small number of arcane spells (mostly buffs and utility, not blasting) that smites other arcane casters the way paladins smite undead and demons and stuff.

I'm Hiding In Your Closet wrote:
The warrior-sorcerer hybrid I've always wanted is the Archer from the Might & Magic games. I've always kind of found it amusing how D&D floundered and floundered and floundered looking for a working warrior-mage hybrid (and doing an amazingly uninspired job in some cases), while Might & Magic had their Archer from the get-go.

Isn't that just the original D&D "Elf" class?

Shadow Lodge

Bandw2 wrote:
Weirdo wrote:
Atarlost wrote:
The problem with the bloodrager is that barbarians have a pungent theme that gets all over anything they're connected to and is really hard to clean up. The urban barbarian and serene barbarian manage to potentially avoid it, but even though the former is Paizo the bloodrager not only avoids such options but manages to be even more mindless berserker idiot than the base barbarian.
My bloodrager has Sense Motive +25, Diplomacy +13, Craft(calligraphy), and a preference for nonlethal damage, thank you very much.
doesn't matter, knowledge nobility isn't a class skill, not classy enough.

There are traits for that.


Pathfinder Lost Omens Subscriber

welp this took a few hours, but it was fun doing it.

I give you the Hedgewizard, it has a large amount of flexibility and i plan on adding more knacks as ideas come to me.

criticism is welcome, no matter how harsh.


Pathfinder Lost Omens Subscriber
Zombie Ninja wrote:

Mystic Ward: You learn to scribe a number of wards each one takes a full round to create. You get one ward at 3rd level and a new one at levels 6, 9, 12, 15, 18. Each ward last 1 round plus an additional round for each full action spent maintaining the effect.

Fire ward: No one may cannot cast fire based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Lightning ward: No one may cannot cast lightning based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Cold ward: No one may cannot cast cold based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Acid ward: No one may cannot cast acid based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Summon ward: No one may summon monsters/animals based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Dead Ward: No one may create undead by spell (or spell-like ability) for that round. 30' AOE centered on you.
Time Ward: No one may cast haste/slow or time stop by spell (or spell-like ability) for that round. 30' AOE centered on you.

more useful if you had the wards based on schools


The Pale King wrote:
I have always wanted an Arcane equivalent to the Paladin. Full BAB, forth level casting and Arcane themed abilities. Bloodrager has all those things and yet it still doesn't quite feel like the right fit for what I want. It's probably the barbarian influence. Would anyone else like to see something a bit more Arcane Paladin and a bit less Arcane barbarian?

Not sure if this helps but the old Forgotten Realms 'Champions of Valor' book had a 10 level prestige class for Paladins of that settings goddess of magic which basically made them arcane capable Paladins. Maybe that might give you some idea's?


I made a Truenamer "Arcane Paladin": True Warrior

True Warrior: While the truenamer learns exclusively the words of creation, the True Warrior learns how to better his weapons and armor training. Though he learns less Utterances, his ability to better defend is improved over the Truenamer.
Full BAB, D10 HD, Good Fort, simple/martial, all armor, shields. Skill 2+ Int
Class skills:

1st level:
adds Int bonus to hit/dam, saves, AC as a enhancement bonus. This bonus is limited to ½ your class level.
2nd level: Known Personal Truename: +2 DC since personal truename, +4 bonus to do since your own personal truename.
3rd: Knowledge Focus: At 3rd and every 4 levels after get +3 bonus to any one knowledge skill, chosen each time.
4th Utterance of the Warrior: As a Swift action, Gain a bonus to hit/dam equal to your class level for 5 rounds by reciting your personal truename. (As normal this affected by laws of resistance if repeated)
5th: Truename feat: At 5th and every 5 levels thereafter get a bonus Truename feat.
8th: Power of the mind: You can substitute your Int for Str in all ways (including 1.5 bonus for two handing a melee wsapon or prerequisites). You still use your strength if higher.
12th: I speak myself better: Saying your own personal Truename is easy, the DC is still +2, but you gain a +8 bonus instead of a +4.
19th level: I don't Stutter: You can reroll any truename check 1/rd as a free action. You can use the old roll or new one.

Utterances: DC based on Charisma.
At 1st level you know no utterances,
At 4th, You learn two 1st level Lexicon of evolving Mind and you caster level from then on is equal to class level.
Known Lexicon Evolve Mind Lexicon Crafted Tool Lexicon Perfected Map
1 - - -
2 - - -
3 - - -
4 2 - -
5 2 - -
6 3 - -
7 4 - -
8 4 1 -
9 5 1 -
10 5 2 -
11 5 3 1
12 6 3 1
13 7 3 1
14 7 4 2
15 8 5 2
16 8 5 2
17 9 5 2
18 10 6 3
19 12 6 3
20 14 6 3

Maximum Level Lexicon Evolve Mind Lexicon Crafted Tool Lexicon Perfected Map
1 - - -
2 - - -
3 - - -
4 1 - -
5 1 - -
6 2 - -
7 2 - -
8 2 1 -
9 3 1 -
10 3 1 -
11 3 2 1
12 4 2 1
13 4 2 1
14 4 2 2
15 4 3 2
16 5 3 2
17 5 3 2
18 5 4 3
19 5 4 3
20 5 4 3


I've been waiting for the Sword of the Arcane Order from the 3.5 Forgotten Realms books to come back. I absolutely loved the idea of Paladins of the Goddess of Magic to dabble in arcane magic as well as their divine magic. A paladin starting out struggling to cast a simple cantrip from a borrowed spell book because he's not used to things like Somatic Components.

Grand Lodge

Bandw2 wrote:
Zombie Ninja wrote:

Mystic Ward: You learn to scribe a number of wards each one takes a full round to create. You get one ward at 3rd level and a new one at levels 6, 9, 12, 15, 18. Each ward last 1 round plus an additional round for each full action spent maintaining the effect.

Fire ward: No one may cannot cast fire based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Lightning ward: No one may cannot cast lightning based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Cold ward: No one may cannot cast cold based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Acid ward: No one may cannot cast acid based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Summon ward: No one may summon monsters/animals based spells (or use spell-like abilities) for that round. 30' AOE centered on you.
Dead Ward: No one may create undead by spell (or spell-like ability) for that round. 30' AOE centered on you.
Time Ward: No one may cast haste/slow or time stop by spell (or spell-like ability) for that round. 30' AOE centered on you.
more useful if you had the wards based on schools

Good idea, actually I wasn't being completely serious when I wrote the class. Just opened up a word file and threw up ideas for around a half hour and copied and pasted it. Looking at it there might be some semblance of a good idea in there. Perhaps with some refinement.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Marc Radle wrote:
LazarX wrote:
The Pale King wrote:
I have always wanted an Arcane equivalent to the Paladin. Full BAB, forth level casting and Arcane themed abilities. Bloodrager has all those things and yet it still doesn't quite feel like the right fit for what I want. It's probably the barbarian influence. Would anyone else like to see something a bit more Arcane Paladin and a bit less Arcane barbarian?
It's called the Magus. I'm not sure what you mean by the term "Arcane Paladin". All you talked about was combining fighting crunch with arcane crunch, and the Magus gives you that in spaces. I don't see where you talk about the roleplaying aspcts at all, holy warrior and arcane mastery simply aren't two things that synergise.

Typically, when folks talk about wanting an "arcane paladin' what they mean is a class that is built on a paladin-like framework, as far as BAB, spell casting, armor and weapon proficiency and suite of class abilities BUT casts arcane spells instead of divine. Such a class would not be a holy class at all (necessarily)

It's something that people have been asking for for quite some time. In fact, it's precisely why the battle scion was created.

And, you'll note, based on that set of criteria, the magus would not qualify as an 'arcane paladin' :)

Too be more accurate, the requests for the build as you describe, pretty much came folded in with all the other requests for a character that combines martial moves with melee as an alternative to the then existing Eldritch Knight PrC path. In other words the Arcane Paladin was one of the design contenders for the "Gish" class which is what most of the people you're thinking of had been asking for. It lost out in the design discussion to the Magus.


Cydeth wrote:

For what it's worth, I've created a class I've been calling the Arcane Knight that's something like an arcane paladin or ranger of sorts. I've been considering doing a mini 'playtest' of the document on the forums, but haven't had time to devote to it. A few of the essentials.

Arcane Knight
- Full BAB
- Full Caster Level, due to interactions with Arcane Strike, but gains spellcasting at level 4, progresses to level 4 spells.
- Spellcasting is restricted almost entirely to buffing/non-offensive spells, such as haste, lead blades, darkness, and similar spells.
- Can cast spells in medium armor, but has abilities that allow them to cast in heavier armor.
- Can self-enhance armor and weapons temporarily.

I've also built a Noble class based on the chassis of the Aristocrat which is extremely customizable, and a Priest class that's a full caster, unarmored and far more divinely based version of the cleric.

If there's interest, I might decide to do the playtest sooner than later.

that sounds remarkably similar to the bloodrager:

-full bab: check
-full CL, gains casting at 4th, maxes at level 4 spells: check
-gets a free level <2 spell on rage eventually, great buff spells (and its offensive spells are trash compared to just attacking)
-casting in medium: check (while raging), but they don't really need heavy armor
-self-enchancing: half-check (bloodrage boosts strength, which affects hit/damage, and can get always-on arcane strike with two feats, and you have a nice selection of buffing spells to pump your AC if you want--though why you would need more than arcane bloodline's free haste+blur+form of the giant/dragon/transformation is beyond me)


Pathfinder Lost Omens Subscriber
AndIMustMask wrote:
Cydeth wrote:

For what it's worth, I've created a class I've been calling the Arcane Knight that's something like an arcane paladin or ranger of sorts. I've been considering doing a mini 'playtest' of the document on the forums, but haven't had time to devote to it. A few of the essentials.

Arcane Knight
- Full BAB
- Full Caster Level, due to interactions with Arcane Strike, but gains spellcasting at level 4, progresses to level 4 spells.
- Spellcasting is restricted almost entirely to buffing/non-offensive spells, such as haste, lead blades, darkness, and similar spells.
- Can cast spells in medium armor, but has abilities that allow them to cast in heavier armor.
- Can self-enhance armor and weapons temporarily.

I've also built a Noble class based on the chassis of the Aristocrat which is extremely customizable, and a Priest class that's a full caster, unarmored and far more divinely based version of the cleric.

If there's interest, I might decide to do the playtest sooner than later.

that sounds remarkably similar to the bloodrager:

-full bab: check
-full CL, gains casting at 4th, maxes at level 4 spells: check
-gets a free level <2 spell on rage eventually, great buff spells (and its offensive spells are trash compared to just attacking)
-casting in medium: check (while raging), but they don't really need heavy armor
-self-enchancing: half-check (bloodrage boosts strength, which affects hit/damage, and can get always-on arcane strike with two feats, and you have a nice selection of buffing spells to pump your AC if you want--though why you would need more than arcane bloodline's free haste+blur+form of the giant/dragon/transformation is beyond me)

but it does not have knowledge nobility as a class skill, it isn't knighty enough.[/joke]

people wan't studious or prepared fluff abilities, while the bloodrager has rage powers, just saying.


I think that the Bloodrager is already the arcane foil to the Paladin.

We need an arcane Ranger


Pathfinder Lost Omens Subscriber
Entryhazard wrote:

I think that the Bloodrager is already the arcane foil to the Paladin.

We need an arcane Ranger

but the ranger is just the nature paladin.

RPG Superstar 2012 Top 32

AndIMustMask wrote:

that sounds remarkably similar to the bloodrager:

-full bab: check
-full CL, gains casting at 4th, maxes at level 4 spells: check
-gets a free level <2 spell on rage eventually, great buff spells (and its offensive spells are trash compared to just attacking)
-casting in medium: check (while raging), but they don't really need heavy armor
-self-enchancing: half-check (bloodrage boosts strength, which affects hit/damage, and can get always-on arcane strike with two feats, and you have a nice selection of buffing spells to pump your AC if you want--though why you would need more than arcane bloodline's free haste+blur+form of the giant/dragon/transformation is beyond me)

Funny thing is, I'd managed to entirely forget about the bloodrager until I'd finished writing the class. However, mine is a prepared caster, and has a significantly different spell list (and a number of magus arcana that it can select).

Talents include short-range teleportation like a conjuration wizard, specifically designed to work with the Dimensional Dervish chain, the ability to imbue energy attacks into their weapons, and the ability to apply a few metamagic feats on the fly to their spells with their arcane pool.

Oh, and I built an 'arcane hunter' archetype, which is effectively an Arcane Archer.

*shrugs* In any case, this thread galvanized me to actually finish going over the OGL I've been putting together for my document. Probably will put it up tonight.


Pathfinder Lost Omens Subscriber
Cydeth wrote:
AndIMustMask wrote:

that sounds remarkably similar to the bloodrager:

-full bab: check
-full CL, gains casting at 4th, maxes at level 4 spells: check
-gets a free level <2 spell on rage eventually, great buff spells (and its offensive spells are trash compared to just attacking)
-casting in medium: check (while raging), but they don't really need heavy armor
-self-enchancing: half-check (bloodrage boosts strength, which affects hit/damage, and can get always-on arcane strike with two feats, and you have a nice selection of buffing spells to pump your AC if you want--though why you would need more than arcane bloodline's free haste+blur+form of the giant/dragon/transformation is beyond me)

Funny thing is, I'd managed to entirely forget about the bloodrager until I'd finished writing the class. However, mine is a prepared caster, and has a significantly different spell list (and a number of magus arcana that it can select).

Talents include short-range teleportation like a conjuration wizard, specifically designed to work with the Dimensional Dervish chain, the ability to imbue energy attacks into their weapons, and the ability to apply a few metamagic feats on the fly to their spells with their arcane pool.

Oh, and I built an 'arcane hunter' archetype, which is effectively an Arcane Archer.

*shrugs* In any case, this thread galvanized me to actually finish going over the OGL I've been putting together for my document. Probably will put it up tonight.

I'd like to see how yours compares to mine. Might use some of your Arcane talents for ideas.

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