Longdreamer

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Hi there guys! I'm here more for suggestions about a homebrew alternative class archetype for bards in my currently campaign.

So, the idea is pretty simple: a bard with nine levels of spellcasting, like a sorcerer. However, changing the classes always is something dangerous.

My issues about a bard with 9 levels spellcasting is:
> The bard would gain slow BAB, lose good REF save and gain only 4 + skill points with a skill list without any skills that use str and dex. How about it?
> When I thought about the spellcasting, my ideia was make the sorcerer/wizard list be used in conjunction with the regular bard list, but when a spell match in the two lists remain the one with the highest spell level - and limit the spells of the sorcerer list only to enchantment, ilusion, transmutation and divination. What did you think?
> Which kind of abilities it would retain and which ones it would lose? Inspire courage, competence and other performances would make the class overpowered when combined with the full spellcasting?
> If the bard retain light armor proficiency and the ability to cast spells with it, it would be unballanced?

So... Waiting for advice!


bitter lily wrote:
What class/archetype does the player want?

The player is thinking in make an alchemist. Druid was one of his first choices, but he gave up when feel as the druid was "complicated".


Hello everyone! So, this weekend I'll be DMing a campaign where allowed my players to create one ability of their characters (with my approval, obviously).

The things are coming pretty well until a player asked me for something like a "group healer". The concept of his skill is much like a "fast healing" that he gives to people around him for consecutive turns. He wants to support his team while he's on the combat, so he's rejecting options that impedes a full attack action.

So, I have a couple of issues with this:

> How can I "balance" this ability to be not so much powerfull? Use of swift actions every turn? Limited rounds per day? What?
> I'm thinking make this ability an "archetype package". Is that a good idea? Or maybe I have to limit this for divine classes?
> How much of healing per turn in area is acceptable for characters in low to mid levels?

This is all guys, appreciate help!


Hi there! I need a help with some new rules with spellcasting in my setting.

I'm DMing a campaign focused in spellcasting and all the PCs have levels or cast arcane spells. So, I planned to put a distinction about the normal magic and the "dark magic" - and when I mean to dark magic, I'm talking about spells that are powerful but with some cost.

For example, I've made in my campaign setting the spell "Blood Money" (banned in pathfinder society, I think...) a dark spell, and for that reason the spell was "evil" and anyone who know the spell will certainly be in trouble.

But, what I'm searching is a sort of rule that can be applied with all or some spells. For this, I'm asking here if anyone have explored the idea of forbidden spells and dark magic in your campaign settings and how you managed to make a kind of drawbacks to their cost? There is something in pathfinder that affords that?


Ohhh! I'd love if a prestige class like the Spellsword be rebuilded to actually work (the crappy 5/10 spell progression hurts!). Aw yeah, there is magus, but sometimes I've just want the "spellstrike" or "channel spell" of the class and proceed with my wizard spell list without have to track a tiny spell list of a class that I've dip two levels!

A mute wizard is another thing I've wanted to play (wizards uses the words of power to cast, but can a mute be a wizard? That's give a nice background, don't?) or a "empathic wizard" that casts with his emotions and use empathy powers (perhaps uses some of the occult magic rules about emotional components).