The Cobalt Knight (A blue mage adaptation)


Homebrew


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I've seen a few blue mage classes on here and decided to make a similar class for my own homebrew campaign. This class is meant to be an intelligent fighter. Please let me know what you all think

The Cobalt Knight


I can't speak too much for how balanced it is since that may depend entirely on what campaign it's being used in, but I think it's a really cool take on the concept.


Thank you. Ya my biggest worry is balance but i may try it out as a NPC against them first and see how that goes.


It looks amazing.

I'd increase the number of memorized 'abilities' to 3 + level scaling, rather than 1 + Level scaling.

Maybe reduce the hit dice from 1d10 to 1d8, since bab and HD follow an aligned progression in pathfinder (except for the barbarian's 1d12)?

Any archetypes planned?


Isn't Use Magic Device a Charisma-based skill? You have it listed as an Int-based skill in the classes' skill list.


XLordxErebusX wrote:

It looks amazing.

I'd increase the number of memorized 'abilities' to 3 + level scaling, rather than 1 + Level scaling.

Maybe reduce the hit dice from 1d10 to 1d8, since bab and HD follow an aligned progression in pathfinder (except for the barbarian's 1d12)?

Any archetypes planned?

People always seem to forget that the Dragon Disciple is a d12, 3/4 BAB class. Just because classes almost universally follow the HD->BAB design policy doesn't mean they have to. I agree that the number of memorized abilities should be bumped slightly, not having options early game is no fun. My only concern with the class is that there doesn't seem to be a fail-safe against getting spells substantially earlier than one should be able to. Currently it looks like it's very possible to pick up high level spells at mid level by rolling well (9th level spell at 10th level is fairly doable seeing as you're likely to have at least a +10 bonus to your roll by then, meaning a success on an 18+ or lower).


I agree, you dont have to, but its easier to judge balance when its easier to compare a class to an existing class, when they more accurately line up.

Perhaps spells shouldn't be included? maybe just keep spell like abilities and supernatural powers? Perhaps not?


XLordxErebusX wrote:

I agree, you dont have to, but its easier to judge balance when its easier to compare a class to an existing class, when they more accurately line up.

Perhaps spells shouldn't be included? maybe just keep spell like abilities and supernatural powers? Perhaps not?

I personally wouldn't go for that approach just because the Blue Mage it's based off of had that as it's whole deal and it would be sad not to see it included, plus thats a huge loss of utility. Maybe just limit it to only being able to memorize spells of a level that a wizard of your level could cast?


Morgan Champion wrote:
Isn't Use Magic Device a Charisma-based skill?

yes it is, my bad.

XLordxErebusX wrote:

I'd increase the number of memorized 'abilities' to 3 + level scaling, rather than 1 + Level scaling.

Maybe reduce the hit dice from 1d10 to 1d8

I was thinking of using the memorized ability as a way of limiting the powers of the blue knight so that they don't just pick up everything, but i can definitely see where it would be frustrating at lower levels.

Would it be better to increase the number of memorized abilities but decrease their frequency of use (# of blue points)?

johnnythexxxiv wrote:
My only concern with the class is that there doesn't seem to be a fail-safe against getting spells substantially earlier than one should be able to

I see what you mean. Would it be better to increase the DC (add creatures casting modifier) or to reduce bonus to the blue knights roll (remove the Int modifier bonus or only keep it and remove the character level bonus).

As Naoki00 mentioned, i do not want to limit the utility of the blue knight since there are a lot of spells that will not show up as spell-like abilities in my campaign.

Also, thank you all for your feedback.


I think Naoki00 provided a pretty reasonable solution in that you can only pick up spells that a wizard of your level could cast. If you want to be able to punch above your weight or reverse the big bad's spells on him, maybe increase it to level +3, but don't leave it open ended. Increasing the DC probably isn't a great solution since people will still find a way to increase their bonuses to compensate for the higher DCs, so a hard cap works fine. Could also be interesting if the hard cap was raised slightly during leveling, like capping at Wizard level for 1-4, Wizard +1 for 5-8, Wizard +2 for 9-12, etc.

Other than that, it would be nice to see an ability where instead of learning/absorbing a spell the Cobalt Knight redirects the spell, using their body as a conduit (of course that's something that a different kind of blue mage is better known for, but that's beside the point). Some of the late game Int bonus to hit/damage/CMB/etc. could be rearranged to lower levels without being too powerful, but I wouldn't worry about that unless you were inspired to design a couple more high level abilities and were looking for a slot for them.


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johnnythexxxiv wrote:

I think Naoki00 provided a pretty reasonable solution in that you can only pick up spells that a wizard of your level could cast. If you want to be able to punch above your weight or reverse the big bad's spells on him, maybe increase it to level +3, but don't leave it open ended. Increasing the DC probably isn't a great solution since people will still find a way to increase their bonuses to compensate for the higher DCs, so a hard cap works fine. Could also be interesting if the hard cap was raised slightly during leveling, like capping at Wizard level for 1-4, Wizard +1 for 5-8, Wizard +2 for 9-12, etc.

Other than that, it would be nice to see an ability where instead of learning/absorbing a spell the Cobalt Knight redirects the spell, using their body as a conduit (of course that's something that a different kind of blue mage is better known for, but that's beside the point). Some of the late game Int bonus to hit/damage/CMB/etc. could be rearranged to lower levels without being too powerful, but I wouldn't worry about that unless you were inspired to design a couple more high level abilities and were looking for a slot for them.

I like the idea of a hard cap. Giving them the chance to get slightly higher level but making it more difficult. I think i have something in mind but i need to figure it out mechanically.

I like the idea of redirecting it. Archetype, mayhaps?


I like this, but perhaps it should be memories equal to 3+level, you can only memories the spell-like abilities or supernatural abilities of creatures with HD equal to or lower than your class level, and you can only memories a spell with a spell level equal to half your class level.

This way, you get a total of 23 possible abilities you can use, though you still have the limited pool, but you cant go learning insanely powerful abilities until other party members already have insanely powerful abilities.

Or perhaps make it a number of memories equal to half class level. 5 at 10th level is still good.

Maybe add in some sort of table to roll on for creating a character above 1st level, for what abilities are memories already.

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