Mythic +10 Artifact Toaster wrote: To be fair I've seen posts of eidolons perfectly legal that are more dangerous than that. Any ever see what a con poison focused eidolon can do *shudder*. not to mention not getting pounce, which is the linchpin in most eidolon damage builds. couldn't spirit of the dragon simply be replaced by the draconic sorcerer bloodline? The spirit of the dragon stuff seems pretty cool, but form of the dragon is a very powerful spell. I think if you went the bloodline route, then you wouldn't need the spellcasting reduction. Y'know I rather like the idea of the draconic sorcerer tie in...that could be quite nice. Maybe there should be a split, a Cavalier style alternate class that makes you a psuedo dragon rider (for melee types) and a Summoner alternate class for a more spell focused psuedo dragon rider. Upon further reading, yes the Form of the Dragon ability is quite powerful and probably should be a 18th/20th level capstone ability.
RedDogMT wrote:
Thank you for your congenial insights, clearly the idea is good but my process is flawed.
Kolokotroni wrote:
Hmm...well, its more of a set thing for the "eidolon", it gains the listed evolutions. It is separate from the normal base forms, evolution choices ect. No evolution pool, it just gains abilities as it levels. As for mount at 5th level, I apparently did not write it in but I had intended that once the dragon had mount, the rider could...well, ride it as long as they were of at least the same size category (because it doesn't get the Large evolution until much later).
This archetype is based around creating a dragon riding class that doesn't break the game or create headaches for the GM. In essence it is a much more focused Summoner, who also gives up his Summon Monster Spell-like abilities. I would appreciate feedback and ideas, thanks. For instance, should there be a focused spell list separate from the summoners? Perhaps taken from the Sorcerer spell list? Dragon Rider
At 1st level the Dragon-rider chooses a dragon to model his draconic eidolon after. This choice cannot be changed later. This choice affects the eidolon's powers and resistances (Red dragon based eidolons have fire based powers and immunities for example). Typically these would be the chromatic/metallic dragons but could hypothetically be others (example: An Umbral Dragon based build could do negative energy damage). Evolutions by level (In essence, the Draconic Eidolon has a set value of Evolutions gained at the set level, the Dragon-Rider has no control over these. The Draconic Eidolon's "base form" is modeled after one of the chromatic or Metallic dragons, this choice cannot be changed
Additionally, several other abilities may be gained. Evolutions like Gills, Swim, Climb or Energy Attack could be added at various levels. Spirit of the Dragon
Diminished Spell-Casting
Personally I would say NO to using permanency, just a bit too...much. But that is a GM call. However, using the rules for custom magic item creation he could make a continues use item that granted Lead Blades. Rules found here: http://www.d20pfsrd.com/magic-items#TOC-Magic-Item-Gold-Piece-Values Under continues use it would be spell level (1st) multiplied times caster level (CL 1) times 2000gp. This equals 2000gp, but an addendum states that the final cost is multiplied times 2 if the spell originally lasted minutes per round. Therefore the final cost (if my calculations are correct) is about 4000 gp. This is roughly the double the cost of a +1 weapon but half the cost of a +2 weapon. The weapon in question would NOT be a "magic weapon" through the use of this. Be warned that one reading of this rule is that the crafter could create an amulet that had a continues Lead Blades so that any weapon he wielded would be effected. This is a bit abusive of the rules but technically legal, personally I would say limit it to one weapon. Perhaps some sort of attachable crystal that granted the Lead Blades to a single weapon? 3.5 had attachable weapon Crystals. The Dwarf Cleric Archetype "Forgemaster" gets Lead Blades on his list, so he would be a prime candidate for this sort of thing.
I like the feel of the Dedicated Ossuarite, very nice. I would suggest looking at the back-story of Necromancer from Diablo II, very much like this and into the "Circle of Life" and balance. One issue is the Chill Aura of the skeletal companion: it's rather strong at that level but won't hold up very well in later levels (Cold Resistance 5 would ruin it), perhaps if it leveled with Ossuarite? or if the creature could add 1/2 your level to the damage? or (since the archetype isn't based around cold but death) maybe change the damage to Negative Energy (with the exception that it provides no healing to undead, you could work it up to be necrotic rotting energy). Really liked it! looking forward to more.
Deuxhero: Thank you for the suggestion, I was aiming to make it a more focused Necromancer hence the scythe. Perhaps adding proficiency with all martial weapons as long as they are crafted from bone? (Do note that although although non-bludgeoning two-handed weapons cannot be made from bone, Magically crafted bone weapons should* bypass that restriction).
Oceanshieldwolf: Thank you. An Undead Archetype for Druid? I rather like it. The Blight Druid can do a bit of that, but not to an impressive degree. I felt that Bone armor was more in tune with the character and makes their ability to cast in armor slightly mollified. Kolokotroni: I have read up on it, unfortunately it relies on 3rd party sources a bit more than I like (So does mine, I guess but my group allows some 3.5 stuff). I do like the built in flexibility and it is very intriguing (especially with the separate paths and fetishes), not sure but I might have been influenced by it a little...hard to tell as I wrote this up a long time ago. Thanks for the comments! Any other suggestions?
I always liked the Dread Necromancer from 3.5 Heroes of Horror, and this is a fairly simple conversion to Pathfinder. Feedback and comments are appreciated. Dread Necromancer Pathfinder Variant
BAB: As Wizard
Class Features
Spellcasting: A dread necromancer casts arcane spells, which are drawn from the dread necromancer’s spell list. Like a sorcerer, she can cast any spell he/she knows without preparing it ahead of time. When a dread necromancer gains access to a new level of spells, he/she automatically knows all the spells for that level given on the dread necromancer’s spell list. Dread necromancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below). To cast a spell, a dread necromancer must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against a dread necromancer’s spell is 10 + the spell’s level + his/her Charisma modifier. Like other spellcasters, a dread necromancer can cast only a certain number of spells of each spell level per day. His/her base daily spell allotment is given in Table 5–2: The Dread Necromancer. In addition, he/she receives bonus spells for a high Charisma score (see Table 1–1 on page 8 of the Player’s Handbook). Cantrips: Dread Necromancers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. Negative Energy Affinity: At first level the Dread Necromancer gains the Negative Energy affinity universal ability, meaning the Dread Necromancer is healed by negative energy and harmed by positive energy, as if it were an undead creature. Charnel Touch (Su): Negative energy flows through a dread necromancer’s body, concentrating in his/her hands. At will, but no more than once per round,he/ she can make a melee touch attack against a living foe that deals 1d8 points of damage, +1 per three class levels. This touch heals undead creatures, restoring 1 hit point per touch, +1 per three class levels. A dread necromancer can use the spectral hand spell to deliver this attack from a distance. As a dread necromancer levels he/she can add additional affects to his/her charnel touch:
Undead Servitude (Su): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel. Lich Body: Starting at 2nd level, a dread necromancer begins his/her journey into undeath. The first symptom is his/her body’s increased resilience to physical harm. He/she gains DR 2/ bludgeoning and magic. As the dread necromancer increases in level, this DR increases in effectiveness, to DR 4 at 7th level, DR 6 at 11th level, and DR 8 at 15th level. Channel Negative Energy (Su): Beginning at 3rd level, a dread necromancer gains the ability to channel negative energy as a Cleric of her level -2. A successful Will save (DC 10 + 1/2 her class level + Cha modifier) reduces damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures. A dread necromancer can use this ability a number of times per day equal to 1+ her Charisma modifier. Advanced Learning (Ex): At 4th level, a dread necromancer can add a new spell to her list, representing the result of personal study and experimentation. The spell must be a cleric or wizard spell of the necromancy school, and of a level no higher than that of the highest-level spell the dread necromancer already knows. Once a new spell is selected, it is added to that dread necromancer’s spell list and can be cast just like any other spell she knows. If a spell is both a cleric spell and a wizard spell, use the lower of the two spell levels (when different) to determine what level the spell is for a dread necromancer. A dread necromancer gains an additional new spell at 8th, 12th, 16th, and 20th level. Mental Bastion: Starting at 4th level, a dread necromancer gains a +2 bonus on saving throws made to resist sleep, stunning, paralysis, poison, or disease. This bonus increases to +4 at 14th level. Fear Aura (Su): Beginning at 5th level, a dread necromancer radiates a 5-foot-radius fear aura as a free action. Enemies in the area must succeed on a Will save (DC 10 + 1/2 her class level + her Cha modifier) or become shaken. A creature that successfully saves cannot be affected by that dread necromancer’s fear aura for 24 hours. Undead Leadership: At 7th level a Dread Necromancer gains Undead Leadership as a bonus feat, he/she does not need to meet the perquisites. The Dread Necromancer may choose a Skeletal Champion as a Cohort. Undead Mastery: All undead creatures created by a dread necromancer who has reached 8th level or higher gain a +4 bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when a dread necromancer uses the animate dead spell to create undead, she can control 4 + her Charisma bonus HD worth of undead creatures per class level (rather than the 4 HD per level normally granted by the spell). Similarly, when a dread necromancer casts the control undead spell, the spell targets up to (2 + her Cha bonus) HD/level of undead creatures, rather than the 2 HD/level normally granted by the spell. Energy Resistance: Beginning at 9th level, a dread necromancer gains a +4 bonus on saving throws made to resist positive and negative energy effects, including energy drain, some ability drain, channeled energy and cure spells. Craft Wondrous Item: At 3rd level, the dread necromancer gains Craft Wondrous Item as a bonus feat. This helps her prepare the phylactery required to become a Lich. Lich Transformation: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a Lich. Her type changes to undead, and she gains all the traits of the undead. She no longer has a Constitution score, all her existing Hit Dice become d8s. A dread necromancer need not pay experience points or gold to create her phylactery. DREAD NECROMANCER SPELL LIST The dread necromancer’s spell list appears below.
1st Level: Bane, bestow wound*, cause fear, chill touch, detect undead, doom, hide from undead, inflict light wounds, sculpt corpse, ray of enfeeblement, summon monster I, undetectable alignment, Animate Skeleton** 2nd Level: Blindness/deafness, command undead, darkness, death knell, desecrate, false life, gentle repose, ghoul touch, inflict moderate wounds, scare, spectral hand, summon swarm, summon monster II, Animate Zombie** 3rd Level: Crushing despair, death ward, halt undead, inflict serious wounds, ray of exhaustion, speak with dead, summon monster III, vampiric touch, Animate dead-lesser 4th Level: Animate dead, bestow curse, contagion, death ward, dispel magic, enervation, black tentacles, fear, giant vermin, inflict critical wounds, phantasmal killer, poison, summon monster IV 5th Level: Blight, cloudkill, fire in the blood*, greater dispel magic, insect plague, lesser planar binding, magic jar, mass inflict light wounds, nightmare, oath of blood*, slay living, summon monster V, undeath to death, unhallow, waves of fatigue 6th Level: Acid fog, circle of death, create undead, eyebite, geas/quest, harm, mass inflict moderate wounds, planar binding, waves of exhaustion 7th Level: Control undead, destruction, finger of death, greater harm*, mass inflict serious wounds, song of discord, vile death* 8th Level: Create greater undead, horrid wilting, mass inflict critical wounds, symbol of death 9th Level: Energy drain, imprison soul*, mass harm*, plague of undead*, wail of the banshee
Animate Animal
Animate Skeleton
Animate Zombie
Skeeve Plowse wrote:
An interesting concept, though I believe that build and this Archetype equal out at similar levels, though with one sacrificing money while the other sacrifices class abilities. I shall look into this "twilight" enchantment, Thank you. The build isn't meant to be "great", that is what the Wizard Spells are for. It is meant to diversify options and provide a means for alternate concepts. Which is just a long-winded way of saying that it would be cool to play Dr. Doom or other such armored sorcerers. As to the Feat switch, it was NOT intended to be a trade for something better, simply something that would fit the concept (And note that they wouldn't have gotten it until 5th level, thus losing out on an early free feat). Cold Napalm pointed out that it didn't really fit and I agree with both of you.
Cold Napalm wrote:
I understand the 3.5 issue, my group did discuss that but we came to the conclusion that EK was simply sub-par, the Magus fills the role better. And if one were to convince the GM to let them use this archetype and then go into EK, they would still only ignore 15% ASF (25% with a swift action) and are still limited by the armor bond, not really a game-breaker (though a clever player can do diabolical things with even commoners). This of course all relies on the GM. I totally understand your point, however. Hmmm...that seems workable, but that limits them to padded armor at lower levels, ANY mage can stack an armored kilt with ceremonial silk armor for +2 AC no ASF. As to the Arcane Insight: http://www.d20pfsrd.com/feats/general-feats/arcane-insight Arcane Insight
There is the requirement to worship Nethys, but I think Arcane casters shouldn't have to rely on divine permission for arcane feats...but if one disagrees that is their right.
Quite Right, I tend to confuse the two. Libris Mortis did have the Pale Master prestige class which had some interesting points about it. Some 3rd party sources had a cantrip which let you animate a tiny low hd animal, kinda like a skeletal familiar (I once threw an undead monkey into the face of a wood golem, not that it affected it). Same source (I think it was a Mongoose publishing book) had 1st level animate skeleton and 2nd level animate zombie spells. Edit: http://grandwiki.wikidot.com/ean2, Warning: Mongoose publishing is oft considered overpowered. I actually have a self-created Pathfinder version of the Dread Necromancer if you'd like to take look.
That is assuming a wizard would want to take EK. It's only interesting bonus is the spell critical at 16th level, true the d10 HD are nice but there are better classes.
Apologies Helaman, Yes to the Archetype or to the 15th level bonus feat replacement?
Armor Bond
Arcane Armor
This method instead simply reduces the ASF while still limiting the class of armor. at 5% per 2 levels means that at 3rd level he (or she) ignores 10% of the ASF. But wait Tiberius! that can stack with the Arcane Armor Training feat! Which is why it is a bonus feat for 5th level, meaning at 5th level (just when medium armor is available) the ASF they can ignore is 15%, if they spend a swift action it is 25% (the ASF on a Breastplate). Now they could take the feat early so as to ignore more ASF earlier but would ultimately be giving up a free feat limiting themselves in the long run. Why is does the reduction on ASF go up so high? because there are other items (dwarven boulder-helm) which increase ASF. At 10th level they would reduce the ASF by 20%, and with the Arcane Armor mastery feat they could reduce it to 40% with a swift action. The advantage with this version is in order to make full use of the best armor, you still have to spend a swift action, but can wear lesser armor easily. The bonded armor must still be worn, and only one bond at a time, as well as still not getting the option for better armor till higher levels. What do you think of replacing the 15th level bonus feat with Arcane Shield and Arcane Insight?
Very Nice, Seems somewhat similar to the Dread Necromancer from 3.5 Libris Mortis. Did that serve as any inspiration for this? Also may I suggest that as this class is very focused on the Undead that you move the Animate Dead spell to a 3rd level spell slot(as Clerics) I never saw why a Specialized Necromancer Wizard gets Animate Dead at 7th level whereas any old cleric can cast it at 5th level. And now that Lesser Animate Dead is out, Clerics can start building undead armies at level 3, whereas Arcane casters still have to wait till 5th level to get lesser animate dead.
Thank you. I personally think that armor at lower level than the Magus is acceptable as the Magus has a lot of in-combat bonuses, whereas this is a normal d6 HD wizard who can wear armor. By level 7 a standard Mage can take the Improved Familiar feat which can give some absolutely amazing things. The bonded items are slightly less stellar but are not shabby with the extra spell ability. By giving these up for the armor you are getting with Full-plate +9 AC, though you can add magic abilities to it. Compared this the Imp (shape changing, commune and other spell like abilities), Ratling (loads of nice Spell like abilities and can use any scrolls), or even the Agathion Cat (which grants healing like a Paladin as well as Spell like abilities).
If the Wizard is getting the Heaver Armor at the same level as the Magus then the Wizard is just a squishier, but more magical, Magus without spell combat. Also note that with this "Armor Bond" it is a single piece of armor. They are proficient with only that particular armor, and can only ignore the ASF from that particular armor. I also realize I wasn't clear on how they would shift their "Bonded Item". I need to fix that. Indagare: I share your opinion, though I respect the reasoning behind the mechanics of it. Can't completely outshine the non-magical classes, that would be...tacky. Really the Archetype is more about flavor than power, yeah one could just use a Hat of Disguise...but to me that just feels...sad. Thanks for all the suggestions! I will be rewriting this Archetype, incorporating some of your ideas. Please continue the suggestions though.
Gustavo Inglesias: We had considered Eldritch Knight, however it simply is horrible. It's only real ability is the capstone, which, while nice, simply cannot make up for the lack of everything else. They don't get any abilities to reduce ASF. Perhaps a modified Eldritch Knight would be a better choice than a Wizard Archetype though, Thanks for the suggestions. Harrison: The Hellknight is fairly good (even getting the mask!) but is rather faction specific. It's workable, but difficult to implement. For clarification our group plays low level only, I personally have never leveled past 8th. Which admittedly colors my view towards granting lower level armor bonus. But thanks for the suggestion, I had not considered prestige classes very seriously before now. Rainrax: The swift action idea makes sense, but on the other hand you could take the Arcane Armor line of feats (which I consider painfully underwhelming). The bonus to concentrate checks begins to make the Wizard more of a Magus, rather than a full caster who wears armor. Compare this to the Cleric for instance: the Cleric gets full casting, even traditional Wizard spells if they choose the right domain, gets better BAB and can cast in armor. Now I am not advocating overhauling the classes are such, but simply hypothesizing an archetype which gains certain armor based abilities in exchange for dropping other class features (which I guess is exactly what an Archetype is).
Ciaran Barnes: An interesting idea, allowing the casting to ignore ASF based on level. However at first level they would be extremely underpowered, as they would not have the advantage of a Familiar (which essentially gives two free feats; alertness and the familiar ability) or the advantage of Arcane Bonded Item which grants an extra spell. I personally think that granting the extra abilities based on level are a bit to powerful for a replacement of only the arcane bond. A good idea about the bonus feats, though I think it would serve the purpose better if it granted specific feats instead of allowing optional choices. Excellent concepts, thank you. Note that under my "Armored Mystic" the normal limits for an Arcane bonded item would apply to the Armor, so if the Mage wasn't wearing the armor they would have to make the concentration checks or lose the spell, a big disadvantage when circumstances force you to remove your armor.
Essentially I want to create a "Dr. Doom" style wizard archetype. This is what I have created thus far: Armored Mystic (Wizard) Armor Bond
Craft Magic Arms and Armor
Mystic Armor Training
I know that this is not fully balanced. I know that the Magus class has many similarities (and Some may say that the Magus makes this unnecessary). My group has given me the dubious advice of being "Overpowered and Underpowered" but could not really pinpoint any particular area. The main issue is the increase in AC. The Mystic Armor training may be infringing on the fighter to much, and really is more for fluff. Any suggestions are more than welcome. Sign in to create or edit a product review. |