Yosho's page

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You can check out this d20 project. https://sites.google.com/site/avatard20/

Has a very nice free form bending system.


Green ronin did a system like this for 3.5. You may wish to use it or crib some ideas off of it.

http://www.greenronin.com/store/product/grr1707e.html

good luck.


Bard would be what your looking for. It is what the red mage was based off of after all.


I'm seeing a couple of problems here. For one you can't spell combat with a musket or spellstrike with one either. Second that song of arcane triumph arcana looks broken especially compared to the cannon pool strike arcana. I would recommend refraining from using it.


You may want to convert the witch to a spontaneous version or allow them in your world anyway. They would make great NPCs as those who would give their souls for evil power.


Here you go. Should be easy enough to convert to pathfinder.


I may be mistaken but in 3.0 sneak attack had to be done with a light or one handed weapon.


Let me add an importantly missed point on why divine casters need better defenses than arcane casters. The divine casters are defaulted and expected to do some battle field healing. That puts them on the front lines. Arcane casters can more easily avoid the center of the battle. The divine casters can really use the extra defense while its not all that necessary for the arcane. Besides being able to stride into combat makes up for the less interesting spell list.


Some legends have it that eating the flesh of a powerful priest ritualistically can grant great power or immortality.


Ravingdork wrote:
Yosho wrote:
leo1925 wrote:
Yosho wrote:
Celedon wrote:
Buba HoTep wrote:

2. Hexcrafter - I see the advantages, but after going through the hexes... I'm just not that interested. The flavor is cool, but I like spell recall too much as having that perfect spell back in a pinch is appealing to me.

Someone correct me if I'm wrong, but you still get improved spell recall. So your spell recall abilities are only delayed going Hexcrafter, not removed.
You still get improved spell recall but ISR says that it works when you recall a spell. Since you don't have the ability to recall a spell ISR does nothing for a hexcrafter.
When you get improved spell recall you instead get the normal spell recall.

Where do you see this, if you don't mind me asking?

Edit: I see now. I totally missed the second ability that lets you prepare new spells.

I'm still not seeing it. Can someone walk me through it?

The second ability of improved spell recall lets you use a swift action to prepare a new spell from your spell book. It costs lvl in ap instead of half but if you go hexcrafter it functions as getting spell recall.


I don't think any of the arcana are must haves. They really depend on your build and campaign. I can tell you that pool strike and dispelling strike look like horrible choices. Pool strikes benefits over recalling a spell sees to be that it can be of any element and ignores sr. Dispelling strike is just too expensive. It might be useful if you don't use any other abilities that use arcane pool but simply spellcombating dispel magic seems much more efficient. Even more so after you get improved spell recall.


leo1925 wrote:
Yosho wrote:
Celedon wrote:
Buba HoTep wrote:

2. Hexcrafter - I see the advantages, but after going through the hexes... I'm just not that interested. The flavor is cool, but I like spell recall too much as having that perfect spell back in a pinch is appealing to me.

Someone correct me if I'm wrong, but you still get improved spell recall. So your spell recall abilities are only delayed going Hexcrafter, not removed.
You still get improved spell recall but ISR says that it works when you recall a spell. Since you don't have the ability to recall a spell ISR does nothing for a hexcrafter.
When you get improved spell recall you instead get the normal spell recall.

Where do you see this, if you don't mind me asking?

Edit: I see now. I totally missed the second ability that lets you prepare new spells.


Celedon wrote:
Buba HoTep wrote:

2. Hexcrafter - I see the advantages, but after going through the hexes... I'm just not that interested. The flavor is cool, but I like spell recall too much as having that perfect spell back in a pinch is appealing to me.

Someone correct me if I'm wrong, but you still get improved spell recall. So your spell recall abilities are only delayed going Hexcrafter, not removed.

You still get improved spell recall but ISR says that it works when you recall a spell. Since you don't have the ability to recall a spell ISR does nothing for a hexcrafter.


Just to note, Hasted assault is quickened for free. If your ally's don't necessarily need haste on them you save yourself a casting action. Especially nice for the hexcrafter as they don't get the improved spell recall.


Sayer_of_Nay wrote:
Most people think of Elric or the numerous Death Gods in Bleach, but when I saw the bladebound archetype, I immediately thought of a Keyblade wielder from the Kingdom Hearts series; the keyblades may not be sentient in the conventional sense, but they are very picky about their wielders. Now if I could figure out a way to have the black blade unlock any and all locks...

Well if you allow the enchanting of black blades and give it a special purpose, it only costs 56k gp to have knock at will. Have a long sword base with a purpose of slaying evil outsiders and there you have your keyblade.


Bluenose wrote:
Maddigan wrote:

Do you really not get it?

Those of us that stuck with Pathfinder don't want balance. That word is unimportant to us.

And, if some of us want a game where we're like Lancelot, riding off to besiege the Castle of Enchanters on his own; Conan, killing spellcasters with speed and fury; Fafhrd and the GRey Mouser, finding ways to use their skills to make spellcasting less effective; or the scores and scores of other protagonists of Sword and Sorcery tales, legends, etc who manage to overcome magic with skill; well, we're stuffed. Because D&D and AD&D got it wrong when it made powerful adventurers highly resistant to magic, and at least there's an edition out that recognises the superiority of the spellcaster to everybody else that should have been there from the start but wasn't.

Yes, we get it.

I don't see why why any character could not do these things. Mundane characters can overcome magic users if they rely on strategy and skills. Once you actually get up to the magic user your likely to kill them in a turn or two of attacks.