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I'm trying to bring down the relative power of high level casters. Has anyone considered, or used, a house rule like this? I'm not talking about removing the spell slots from 9th level casters. Just removing the spells themselves. 9th level casters would have to use metamagic to fill their upper level spots.
Would it be feasible? Could you play an AP this way?

Hello everyone. I am looking for feedback. Would you allow this in to your home brew games? It is a take on morphing the gestalt rules to be more like the old 2E multi-classing. And, to allow them to work along side with normal characters. I am shooting for the class to end up like a bard/inquisitor/magus in terms of BAB and spell power. The reality is this class can gain 7th level spells at +15 BAB. However, they lack the synergy abilities a cohesive class has. But, they do have the breadth of multiple classes.
Anyway, thoughts?
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Adventurers (pseudo class)
Adventurers are a pseudo-class essentially taking two classes at every level, choosing the best aspects of each. Characters gain the full benefits of each class at each level. If the two classes you choose have aspects that overlap (such as Hit Dice, attack progression, saves, and class features common to more than one class), you choose the better aspect. The adventurer retains all aspects that don’t overlap. Adventurers have a breadth of skills. But, they do not necessarily have the depth of skills other classes have.
Leveling: Adventurers only earn 1/2 the XP of normal characters and must use the XP level track that is two below normal characters. For the standard campaign, this means using the slow XP track while the others characters use the fast XP track (by extension, this means adventurers are not available when the party is not using the fast track). While others are level 20, adventurer will be level 15/15. They have a character level equal to the level they would have on the fast XP track. For abilities, saving throws, DCs and etc..., they have a class level equal to their actual class level in their individual classes. They are usually listed like this: Adventurer 10 (Fighter 6/Rogue 6) or Adventurer 20 (Fighter 15/ Rogue 15).
Building an Adventurer: To make a 1st-level adventurer, choose two of the following classes: cavalier, oracle, druid, fighter, rogue, witch or sorcerer. Build your character according to the following guidelines.
- Hit Dice: Choose the larger Hit Die.
- Base Attack Bonus: Choose the better progression from the two classes
- Base Saving Throw Bonuses: For each save bonus, choose the better progression from the two classes.
- Class Skills: Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the adventurer.
- Class Features: A adventurer gains the class features of both. Class- and ability-based restrictions (such as arcane spell failure chance) apply normally to a adventurer, no matter what the other class is.
- Archetypes: Adventurers may not take archetypes for any of their classes.
- Multiclassing: Adventurers may not take level dips in other classes or use the normal multiclassing rules.
- Prestige classes: Adventurers may not take prestige classes.
Advancing class benefits: An adventurer follows a similar procedure when he attains 2nd and subsequent levels. Each time he gains a new level, he takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.
- Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class.
- Adventurers with more than one spell casting class keep track of their spells per day separately.
Character level benefits: Adventurers do gain a number of feats and benefits based upon their adventurer level. These are in addition to the normal abilities gained from the individual class levels of the two comprising classes. Mostly, these are here to smooth out some of the gaps from not using a normal level progression.
- Adventurers gain their level dependant stat bonuses and feat bonuses based on their adventurer level (character level) and not the levels of the comprising classes. For example, when an adventurer gains 11500 XP in both classes she gains her 4th bonus feat. Both of her classes will be be 3rd though and she will gain this bonus "mid level." This is the same time a normal 7th level character would gain the same 4th bonus feat.
- Adventurers gains +4 bonus hit points at adventurer level 2, 6, 10, 14, and 18. In terms of their comprising classes, this is XP levels in each class of: 650, 7500, 35500, 147500, and 600000 respectively. This helps smooth the characters for losing out the hit points from the last 5 class levels.
- Adventurers gain 2 bonus skill points at adventurer level 2, 6, 10, 14, and 18. In terms of their comprising classes, this is XP levels in each class: 650, 7500, 35500, 147500, 600000. This helps smooth the characters for losing out the skill points from the last 5 class levels.
- For adventurers that can cast arcane spells, they gain the ability to cast their arcane spells in heavier armor without suffering arcane spell failure. At adventurer level 3, they gain this ability with light armor without suffering arcane spell failure. At level 9, they gain this ability with medium armor without suffering arcane spell failure. In terms of comprising classes, this is at XP levels 3000 and 25000. This represents a natural aptitude and learned experience to cast spells while dealing with heavier armor. Note, this does not grant them proficiency in the armor though (such as the case of a witch/sorcerer for example).
- Adventurers receive no correction for their saves. Most adventurers will tend towards two "medium" saves capping at +9.

Background:
This is a term some of my class mates toss around when talking about MMOs such as Warcraft. To them, it means a class that is relatively straight forward to understand, easy to execute, but gives only gives decent play throughput even at mediocre investment on the player's part.
The classic example is a Warcraft DK. They have fewer abilities than most classes. The abilities obviously synergize. And the classes is fairly intuitive to play. To bring an example from a little closer to home, consider that many 4E classes could be considered first order. They had mechanics that were obvious to use. And, be design, it was inteded that you could not mess the game play up no matter what power you chose*.
Discussion:
So, is this something Pathfinder could benefit from? A class or two that can easily be shown to a newer player and that he or she can grasp at a quick glance. Or, is this an unwritten design rule that Pathfinder classes are intended to be more advanced as a baseline because of the underlying d20 engine and years of general community familiarity with the system?
* WoTC later stated that the hybrid classes broke this first order rule in that it was possible to create a character that could perform no role what so ever.

Although this one hews closer to the original fighter, I'm not sure the alternate mechanics are in line. This is very loosely based on the design of a "martial warlock" or "book of nine swords."
New Class: Myrmidon
[An alternate class to the fighter]
The basic warrior is powerful and predictable to play. Because she is a feat based character, once her feats are chosen the warrior remains relatively static. Her feats may cause many triggers in battle, but the trigger conditions do not change until she gains new feats. The myrmidon is a fighter alternative that appeals to a niche of players. Namely, players that enjoy the front line warrior but want some active powers instead of all static combat triggers.
Role: Myrmidons represent warriors with some sort of formal style-training. They don’t have the breadth of everyday combat training a standard fighter does. One of the first things they are taught is how to survive. This is not to say myrmidons have no honor, it is just their goal is to survive. They spend most of their adult life on the battlefield fighting someone else’s war.
TABLE: MYRMIDON
1st Toughness, crushing blow 1/day
2nd Bonus feat, bravery +1
3rd Armor mastery 1/-
4th Crushing blow 2/day, Greater Crushing Blow
5th Bonus feat, second wind 1/day
6th Bravery +2
7th Crushing blow 3/day
8th Bonus feat
9th Armory mastery 2/-
10th Crushing blow 4/day, second wind 2/day, bravery +3
11th Bonus feat
12th Fighter training, Master Crushing Blow
13th Crushing blow 5/day
14th Bonus feat, bravery +4
15th Armor mastery 3/-, second wind 3/day
16th Crushing blow 6/day
17th Bonus feat
18th Bravery +5
19th Crushing blow 7/day
20th Weapon mastery, second wind 4/day
Alignment: Any.
Hit Die: d10.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
Weapon and Armor Proficiency: A myrmidon is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Toughness (Ex) - The myrmidon gains the toughness feat for free.
Crushing Blow (Ex) - As standard action, the myrmidon can make a single attack that deals normal weapon damage plus an additional 1d6 for every 2 myrmidon levels. The myrmidon can do a crushing blow one time per day at first level and an additional one time per day for every three additional levels. A myrmidon must declare the intent to deliver a crushing blow before making the attack. However, if the attack missies, the myrmidon does not have to expend a use of the crushing blow ability.
Bonus feat (Ex) - The myrmidon gains a bonus combat or teamwork feat. She gains an additional bonus feat for every three myrmidon levels afterwards. These are feats in addition to the normal feats by gaining levels.
Bravery (Ex)- Starting at 2nd level, a myrmidon gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four myrmidon levels beyond 2nd.
Armory Mastery (Ex) - The myrmidon gains DR 1/- while wearing armor or using a shield. This increases by +1 for every 6 levels after.
Greater Crushing Blow (Ex) - The myrmidon's crushing blows gain an additional +1d6 bonus damage for a total of +3d6 (+2d6 for being 4th level and +1d6 as a greater crushing blow) at level 4.
Second Wind (Su) - The myrmidon has learned how to redouble her strength in combat. When the myrmidon is at half hit points or less, she may heal herself for an amount of hit points equal to 1d8 + 1/2 the number of myrmidon levels she has. This is a swift action she use once per day at 5th level. She gains an additional user per day every 5 levels thereafter.
Fighter Training (Ex)- Starting at 12th level, a myrmidon counts 1/2 her total myrmidon level as her fighter level for the purpose of qualifying for fighter only feats.
Master Crushing Blow (Ex) - The myrmidon's Greater Crushing Blow bonus increases to +2d6 for a total of +8d6 (+6d6 for 12th level and +2d6 for a superior crushing blow) at 12th level.
Weapon Mastery (Ex) - At 20th level, a myrmidon chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Design Notes: I am still after an alternate fighter with some more active abilities. This one hews closer to the original figher than other attempts. This one might be slightly weaker than a normal fighter only in the fact that she can burn her offense out quicker. But, she has more staying power than a normal fighter so that is probably ok.
Second wind is based on the godless healer feat from the Inner Sea World guide. It is a slightly weakened version so I'm calculating this as a total of 3.5 to 4 feats as equivalent. This is a powerful ability. Probably more powerful than crushing blow in the long run.
Crushing blow is worth about 7 feats I think. At level 20, it would at 12d6 (average 42) 7 times a day for a total of 294 damage per day average. However, the fighter has high passive bonuses at that level, and can full attack every time instead of the standard action a crushing blow takes. So, I think the fighter actually has the advantage at high levels.
As great as the spell index of the PRD is, sometimes it is best just to ask.
Are there any totem-like spells? Something where an object is created or a place is designated and an aura applies if an ally is within a certain range?

And if you do, is it because they are too much?
New spell feats (PEACH)
Arcane Pummel
Your repeated casts of a single spell build energy with each casting.
Prerequisites: Arcane Spellcaster, caster level 10th.
Benefit: If you repeatedly casts the same spell, against the same target, in uninterrupted consecutive rounds, then in each successive round the damage dice increases by one die step (1d4 to 1d6 to 1d8 to 1d10 to 1d12 to 1d20 max). The first time the spell is cast on a target, the spell takes effect as normal. If in the next round, you cast the exact spell on the exact same target, the damage dice increases. This can continue so long you cast the same spell on the same target and the damage dice can increase (max d20). Note that some spells affect a target square or point and not a creature (ex: fireball or lightning bolt). You can use arcane pummel if you target the same place repeatedly as above.
Lace Spell Acid
Your damaging spells are infused with additional acidic power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Evocation spells you cast deal an additional +1d6 acid damage. Evocation spells you cast may be subject to multiple spell laces simultanesouly. Spell saves that cause half damage affect this bonus damage as well.
Lace Spell Cold
Your damaging spells are infused with additional frozen power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Evocation spells you cast deal an additional +1d6 cold damage. Evocation spells you cast may be subject to multiple spell laces simultanesouly. Spell saves that cause half damage affect this bonus damage as well.
Lace Spell Electricity
Your damaging spells are infused with additional lightning power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Evocation spells you cast deal an additional +1d6 electricity damage. Evocation spells you cast may be subject to multiple spell laces simultanesouly. Spell saves that cause half damage affect this bonus damage as well.
Lace Spell Fire
Your damaging spells are infused with additional burning power
Prerequisites: Arcane spellcater, caster level 5th.
Benefit: Evocation spells you cast deal an additional +1d6 fire damage. Evocation spells you cast may be subject to multiple spell laces simultanesouly. Spell saves that cause half damage affect this bonus damage as well.

After a bit of searching, I did not find anything that attempts to model summon undead after the summon monster/nature's ally series. So, I made a first pass at my own.
My goal for this is pretty simple, just a set of spells for sorcerers, wizards, clerics etc... However, I do have a secondary goal. I'm working through an idea to increase the summoner's versatility by changing the summon powers. If the summon monsters could be switched out for summon undead abilities, I think the summoner would be well on her way to being a necromancer.
Anyway, comments or guidance would be appreciated.
Summon Undead 1-9 (from Bestiary 1 and 2 and their templates)
• Summon undead 1 (CR up to 1)
o human skeleton (fighter 2) *
o human zombie (fighter 2) *
o crawling hand
o human plague zombie (fighter 1) *
o human fast zombie (fighter 1) *
o ghoul
• Summon undead 2 (CR 1 - 2)
o human skeletal (fighter 3) *
o human skeleton (wizard 3) *
o draugr
o juju zombie
o human burning skeleton (fighter 2) *
o human bloody skeleton (fighter 2) *
• Summon undead 3 (CR 2 – 3)
o Shadow
o Wight
o ghast (advanced ghoul)
o draugr champion
o poltergeist
o human zombie (fighter 7) *
o human fast zombie (fighter 6) *
o human plague zombie (fighter 6) *
• Summon Undead 4 (CR 4 – 5)
o Mummy
o attic whisperer
o skaveling bat
o human skeleton (fighter 8) *
o human skeleton (wizard 8)*
o human burning skeleton (fighter 7) *
o human bloody skeleton (fighter 7) *
• Summon Undead 5 (CR 5 – 6)
o giant crawling hand
o wraith
o crypt thing
o revenant
o human zombie (fighter 10) *
o human fast zombie (fighter 9) *
o human plague zombie (fighter 9) *
• Summon Undead 6 (CR 7 – 8)
o ghost aristocrat
o greater shadow
o Mohrg
o Spectre
o Bodak
o Dullahan
o totenmaske
• Summon Undead 7 (CR 9 – 10)
o Human vampire (wizard 8) *
o Human vampire (fighter 8) *
o witchfire
o ghost hill giant
• Summon Undead 8 (CR 11 – 12)
o Devourer
o lich (wizard 10) *
o human vampire (wizard 10) *
o human vampire (fighter 10) *
• Summon Undead 9 (CR 13– 14)
o dread wraith
o Banshee
o nightwing (nightshade)
o human vampire (wizard 12) *
o human lich (wizard 12) *
o human vampire (fighter 12) *
* Will have to pre-generate statistics for these things. Otherwise, players will get to double optimize and create a truly powerful monster. These are actually templates applied to a creature.

Invoker [alternate sorcerer]
This is both a conversion and a homebrew. Drawing from the Complete Arcane's Warlock and the so called "Ultimate classes" from the D&D boards, the invoker is an attempt to further distinguish the wizard and sorcerer. In addition to that intent, the invoker is a way to add class abilities to the sorcerer so that they may be switched out to make archetypes. In my opinion, the wizard is the scholarly caster. They can research the most perfect spell for the most perfect circumstance and have the power to back it up. The sorcerer is more about breadth of spells. They may not have the selection a wizard has, but they have the power to sustain magic longer. This is what I exaggerated. The invoker has only 6th level spells. However, she gains back a suite of selectable powers that include pseudo meta magic abilities and abilities akin to the old reserve feats. However, these are abilities; not feats. Other class cannot pick them up without multi-classing
Hit Dice: d8
BAB: Medium
Fort: Poor
Ref: Poor
Will: Good
Spells per day: 6th level as a summoner. Casts from the sorcerer/wizard list. Spells known as a summoner
Skills: same as sorcerer
Table: Invoker
Level Special
1st - Bloodline power, Cantrips, Eschew Materials
2nd - Invoker Ability
3rd - Bloodline power, Bloodline spell
4th - Invoker Ability
5th - -
6th - Bloodline spell, Invoker Ability
7th - Bloodline feat
8th - Invoker Ability
9th - Bloodline power, Bloodline spell
10th - Invoker Ability
11th - -
12th - Bloodline spell, Invoker Ability
13th - Bloodline feat
14th - Invoker Ability
15th - Bloodline power, Bloodline spell
16th - Invoker Ability
17th - -
18th - Bloodline Spell, Invoker Ability
19th - Bloodline feat
20th - Bloodline power
Weapon and Armor Proficiency: Invokers are proficient with all simple weapons. Invokers are also proficient with light armor. An invoker can cast invoker spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spell caster, an invoker wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass invoker still incurs the normal arcane spell failure chance for arcane spells received from other classes
Spells: An invoker casts arcane spells drawn from the invoker/wizard spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up his allotment of spells per day for the spell's level.
To learn or cast a spell, an invoker must have a Charisma score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against an invoker's spell is 10 + the spell level + the invoker's Charisma modifier.
An invoker can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on the table. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An invoker's selection of spells is extremely limited. An invoker begins play knowing four 0-level spells and two 1st-level spells of the invoker's choice. At each new invoker level, he gains one or more new spells as indicated on Table 2–8. (Unlike spells per day, the number of spells an invoker knows is not affected by his Charisma score. The numbers on Table 2–8 are fixed.)
Upon reaching 5th level, and at every third invoker level thereafter (8th, 11th, and so on), an invoker can choose to learn a new spell in place of one she already knows. In effect, the invoker “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level invoker spell she can cast. An invoker may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Bloodline: Each invoker has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, an invoker might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the invoker gains levels. An invoker must pick one bloodline upon taking her first level of invoker. Once made, this choice cannot be changed.
At 3rd level an invoker learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Invoker Spells Known. These spells cannot be exchanged for different spells at higher levels. However, unlike a normal sorcerer, an invoker learns bloodline spells at a slightly different advancement. In addition, Invokers do not learn the upper echelons of their bloodline spells. Use the following chart to determine when an invoker receives their bloodline spells.
Bloodline spell conversion chart:
Sorcerer -> Invoker
3rd -> 3rd
5th -> 6th
7th -> 9th
9th -> 12th
11th -> 15th
13th -> 18th
15th -> NA
17th -> NA
19th -> NA
At 7th level, and every six levels thereafter, an invoker receives one bonus feat, chosen from a list specific to each bloodline. The invoker must meet the prerequisites for these bonus feats.
Cantrips: Invokers learn a number of cantrips, or 0-level spells, as noted on Table: Invoker Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: An invoker gains Eschew Materials as a bonus feat at 1st level.
Invoker Ability
Invoker’s may choose from a suite of selectable metamagic like and reserve like abilities. These are not feats and are not directly accessible by other classes. No ability may be selected more than once unless otherwise specified. Some abilities have class level or spell level restrictions.
Reserve abilities require the caster to lock away a spell. That spell cannot be cast so long as it is held in reserve. A caster can release her reserve as a free action, and then cast the spell normally. But, she loses the effects of the reserve ability. Locking away a magical reserve can only be done during the 8 hours a caster sleeps. Reserve abilities specify a specific spell type and level that the user must have available to cast in order to use the ability's effect. This requires the spell caster have the spell on their spell's known list. The saving throw DC for any effect is 10 + ½ the caster’s level + the appropriate ability modifier (e.g. wizard would add Intelligence modifier, while a cleric would add Wisdom modifier).
Amplify Item (Su): An invoker can infuse a magic item with arcane energy so it performs better for a limited period of time. By touching the item and making caster level check (DC 10 + caster level of item’s creator), the invoker modifies the item so it behaves as if its creator had two more caster levels, for 1 minute. If the caster level check fails, the item is drained of power instead – it behaves as if its creator had 2 caster levels less for 1 hour. Any item can be successfully amplified only once per day. This ability cannot be used with artifacts.
Overcome Antimagic (Su): An invoker can end antimagic effects, such as those created by antimagic field. To do so, she must stand in the area affected by antimagic and make a Concentration check (DC equal to spell’s DC if the antimagic is created by spell, or 25 if not). If she is successful, the antimagic ceases to be for 1 hour and the invoker cannot cast any spells nor use any invoker powers for 1 minute.
Release the Power (Su): An invoker can release all the energy that flows through her in a single spectacular display of power. If she does so, she casts any 3 spells she knows (she can cast a single spell more than once) at the same time as a full round action. she takes damage from this action equal to 1d6 per level of each spell (for example, if she casts one 0-level spell, one 2nd-level spell, and one 5th-level spell, she takes 7d6 points of damage) and loses ability to cast any spells for next 10 minutes.
Sudden Spell (Ex): An invoker may select this ability at 10th level. She can cast 1st-level spells as a swift action, with a -5 penalty to effective caster level. With each 4 additional levels afterwards, she can use this ability with spells of one level higher than before.
Arcane Prodigy (Ex): The invoker learns three new spells from the wizard/invoker spell list.
Innate Magic (Su): Once per day, the invoker may cast a spell that is not on her list of spells known. However, in addition to expending the spell's slot as normal, a further spell slot of one half the level (rounded up) must be expended. This ability can be chosen more than once. Each time is it chosen, it can be used one more time per day. The invoker is encouraged to cosmetically describe the effect in a suitable arcane magical way. For example, a heal cast by an invoker might give off a blue nimbus of crackling energy.
Energized Casting (Ex): An invoker can cast spells for longer time to make them more potent. For each round of casting added to the original time, spell’s DC and caster level-dependent effects increase by +1. Only spells with casting time of 1 round or less can be affected by this ability and an invoker cannot energize for more than 3 rounds.
Far Casting (Ex): All spells cast by the invoker have their range calculated as if she had one caster level more.
o Winter’s Blast (Ex)[/i]: Once per day, the invoker may lock, in reserve, a 2nd level or higher cold spell available to cast. Once done, you can create a 30ft cone of cold as a standard action. Creatures caught within the cone are subject to a ranged touch attack the deals 1d4 points of cold damage per two invoker levels.
Touch of Distraction (Ex): Once per day, the invoker may lock, in reserve, a 3rd level or higher enchantment spell available to cast. Once done, you can cloud the mind of a target within 30ft, as a standard action. The target suffers a -2 penalty to their next attack roll or Reflex saving throw within a number of rounds equal to the spell level. This is an enchantment (compulsion), mind-affecting effect.
Storm Bolt (Ex): Once per day, the invoker may lock, in reserve, a 3rd level or higher electricity spell available to cast. Once done, you can unleash a 30ft line of electricity as a standard action. One creature within the line is subject to a ranged touch attack that, if it hits, deals 1d6 points of electricity damage per two invoker levels.
Sickening Grasp (Ex): Once per day, the invoker may lock, in reserve, a 3rd level or higher necromancy spell available to cast. Once done, you can make a melee touch attack against a living target as a standard action. If successful, the target is sickened for a number of rounds equal to the spell level. A successful Fortitude save reduces the duration to 1 round.
Mystic Backlash (Ex): Once per day, the invoker may lock, in reserve, a 5th level or higher abjuration spell available to cast. Once done, you can make a melee touch attack as a standard action that does not provoke attacks of opportunity, to infuse a target with magical backlash for a number of rounds equal to the spell level; a Will save from the target reduces the duration to 1 round. While so infused, the target takes damage equal to the spell level each time the target completes casting a spell; this damage is done after the casting and thus does not interfere with the actual casting.
Hurricane Breath (Ex): Once per day, the invoker may lock, in reserve, a 2nd level or higher air spell available to cast, you can attempt to push a target within 30ft as a standard action. Make a d20 check + the spell level, opposed by a Strength check by your target. If you succeed, you push the target 5ft.
Fiery Burst (Ex): Once per day, the invoker may lock, in reserve, a 2nd level or higher fire spell available to cast. Once done, you can create a 5ft radius burst of fire up to 30ft away, as a standard action. This burst deals 1d6 fire damage per two invoker levels.
Dimensional Jaunt (Ex): Once per day, the invoker may lock, in reserve, a 5th level or higher teleportation spell available to cast. Once done, you can teleport yourself and carried objects to a heavy load up to 5ft per two invoker levels as a standard action. You can only teleport to locations that you can see and can't bring any creature along, except for any familiar.
Clutch of Earth (Ex): Once per day, the invoker may lock, in reserve, 2nd level or higher earth spell available to cast. Once done, you can reduce the speed of any land-bound target within 30ft, as a standard action. The target must make a Fortitude save or else has its speed (land, burrow, climb) reduced by 5ft per two invoker levels, to a minimum of 5ft; this lasts for 1 round. Targets that make their save are immune to this effect for 24 hours. Targets presently swimming or flying are immune to this effect.
Clap of Thunder (Ex): Once per day, the invoker may lock, in reserve, a 3rd level or higher sonic spell available to cast. Once done, you can deliver a melee touch attack, as a standard action, which deals 1d6 points of sonic damage per two invoker levels In addition, the target must make a Fortitude save or be deafened for 1 round.
Aquatic breath (Ex): Once per day, the invoker may lock, in reserve, a 3rd level or higher water spell available to cast. Once done, you can breathe normally in both air and water; this requires no activation. This is a supernatural effect.
Acid Splatter (Ex): Once per day, the invoker may lock, in reserve, a 2nd level or higher acid spell available to cast. Once done, you can make a ranged touch attack, as a standard action that does not provoke attacks of opportunity, with a range of 30ft and deals 1d6 acid damage per two invoker levels.

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Included in the following are three alternate classes drawing large inspiration from the works of Malhavoc Press (Monte Cook, Mike Mearls etc...)One of the things I liked about these Malhavoc classes, and something I emphasized in these conversion, is that all the classes have a suite of selectable powers. It gives the classes some versatility and allows players to customize the class to fit them. I was very pleased when many of the Pathfinder classes followed that general theme. Another thing I emphasized in these classes is the fact that these are alternate classes. One can consider them specialized archetypes of the main class. They just have a radically different in-game execution than their main class counterpart. However, I think they are too focused to support a suite of archetypes on their own. The shaman might, but I'm not completely decided on that yet.
- Runeblade - An alternate magus that specializes in enchantment and trap-like runes.The runeblade draws heavy inspiration from Unearthed Arcana's Runethane class.
- Shaman - An alternate druide with heavy elemental and spirit themes. The Shaman is an alternate druid that draws inspiriation from Warcraft, Unearthed Arcana's Greenbond, and Unearthed Arcana's Witch. This one is might have strayed into a homebrew more than a conversion.
- Myrmidon - An alternate fighter with less feats but a pool of aim points that can be spent on special maneuvers in combat. The Myrmidon draws heavy influences from Firey Dragon (formerly Malhavoc) Iron Heroes. Although, the modifications are heavy enough that this might also have strayed into a homebrew.
Enjoy =)

Revised pass at my myrmidon class. This is intended to be an alternate fighter class that has less feats, but uses maneuvers to impose temporary status effects and bonus/penalties.
Since it is somewhere between a monk and a fighter, it could be used as a martial artist, a variant monk, a variant fighter, or a more specialized warrior. I like the myrmidon idea simply because they were basically portrayed as "special forces" type warriors in the Trojan war. To me, that fits in with the spirit of martial maneuvers. They are, after all, special moves.
- Myrmidon [Alternate Fighter class]
- Bonus feats (7) – 1st, 3rd, 6th, 9th, 12th, 15th, 18th
- At level 2, gained an aim pool, gain two points per level, points refresh once per day
- Myrmidon Maneuvers (11) – 2nd 4th 5th 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th
- Imposing (5): competence bonus of +1 to bluff and intimidate 7th, 11th, 13th, 17th, 19th
- Maneuvers:
- Cannot use more than one ability in a round unless stated otherwise
- Anti-nova clause: cannot use more than 4 total points in a round, regardless of what abilities are used.
- 1 point abilities are available at 1st level, 2 point abilities at 5th level, 3 point abilities at 10th level, and 4 point abilities at 15th level.
1 point maneuvers
Accurate Strike: You take aim at the smallest bit of an exposed foe, hitting him despite cover. Accurate strike reduces your opponent’s defense bonus due to cover by 2 points for each aim point spent. You cannot reduce the defense bonus of an opponent who enjoys full cover from you if that cover blocks your line of sight to him.
Armor Piercing Strike: You take aim at a chink in your opponent’s armor, hoping to overcome his defenses by hitting a poorly defended spot. Your strike ignores 1 point or normal damage reduction for each aim point spent. However, you cannot reduce damage reduction below 0. This bonus lasts for a number of rounds equal to your Dexterity modifier. If used in successive rounds, this ability does not stack with itself.
Armored Trap: You prepare a counterattack against an opponent, timing your strike to coincide with hers. You must spend 1 aim points to use this ability, then ready an action to attack when an enemy hits you with a melee attack. On a hit, you deal bonus damage equal to your Strength modifier in addition to your normal damage (which may include a bonus from your Strength modifier).
Daunting Strike: You land an attack that nicks a creature’s ear, creases his skull, sticks directly in the center of his coat of arms, or otherwise demonstrates your uncanny accuracy. Your target must make a Will save (DC 10 + half your myrmidon level + the number of aim points spent) or become shaken for a number rounds equal to your Dexterity modifier. You cannot use this ability to impose a condition worse than “shaken” upon a creature. If used in successive rounds, this ability does not stack with itself.
Disrupting Strike: You strike at an opponent’s hand, weapon, talon, or paw to disrupt his attacks. Rather than inflict damage, you cause him to suffer a –1 penalty to his attacks until the end of his next action for each aim point spent, unless he succeeds in a Fortitude save (DC equal to your attack’s result). This penalty lasts for a number of rounds equal to your Strength modifier. If used in successive rounds, this ability does not stack with itself.
Distant Arrow: Even at long range, your shots hit with uncanny accuracy. You reduce the range penalty to your attacks by 2 points per aim point spent.
Flanked Strike: When your target is flanked or denied his active bonus to defense, you can inflict extra damage if you are within 30 feet of him. For every aim point spent, your attacks for the round causes +1d6 points of damage. Do not multiply this damage on a critical hit. Creatures immune to critical hits are also immune to this ability. This ability lasts for a number of rounds equal to your Dexterity Modifier.
Furious Strike: You gain a +1 bonus to damage rolls for each point spent. This bonus lasts for a number of rounds equal to your Strength modifier. If used in successive rounds, this ability does not stack with itself.
Hamstring Strike: To use this ability, ready an action to attack at your target when he moves. If your readied attack hits, your opponent must succeed at a Fortitude save (DC 10 + half your myrmidon level + number of aim points spent on this strike) or move at half his normal speed. This penalty lasts for a number of rounds equal to your Strength modifier. If used in successive rounds, this ability does not stack with itself.
Insightful Blow: Your keenly focused mind allows you to exploit any weakness in your opponent’s defense, no matter how small. Each aim points you spend grants you a +1 bonus to your attack rolls. This bonus lasts for a number of rounds equal to your Dexterity modifier. If used in successive rounds, this ability does not stack with itself.
Myrmidon Blow: Just as you can focus your mind on a single objective or purpose, you can also focus your physical strength. Each aim points you spend grants you a +2 bonus to your damage roll for one attack. You must choose whether or not to spend these points before making the attack roll. The number of points you can spend on one myrmidon blow cannot exceed four.
Myrmidon Defense: You focus all your attention on avoiding the blows of your enemy. You may activate this ability as a move action. For every aim points you spend, you gain a +1 active bonus to your AC. This bonus lasts a number of rounds equal to your Dexterity modifier. If used in successive rounds, this ability does not stack with itself.
Quick Recovery: Even when he misses, a myrmidon can turn his misfortune into an advantage. When you miss with an attack, you may spend 1 aim points to gain a +2 bonus to AC against the missed opponent. This bonus lasts until the beginning of your next turn.
Unerring Arrow: Before you resolve your attack, your opponent must attempt a Reflex save (DC 10 + half your myrmidon level + number of points spent on this attack). If his save fails, he loses his Dexterity to defense against your next shot. This ability does not apply to subsequent shots.
2 point maneuvers
Combat Magnet: You assume a combat stance devised to draw attacks to you while defending your allies. As a full-round action, spend 2 aim points to enter this stance. For the rest of the duration, should an ally adjacent to you suffer a melee attack, you may immediately spend 1 aim points to force that attack to be resolved against you instead. Each individual attack requires the expenditure of a separate point, and you must spend the points before resolving the attack. This combat stance lasts a number of rounds equal to your Constitution modifier. You cannot make attacks of opportunity while you act as a combat magnet. While this ability is in effect, you may spend aim points as a reaction, but you cannot spend more than 4 aim points in a single round.
Composure: Your strength of concentration means you can work effectively even under the greatest pressure. Spend 2 aim points and choose a skill. You may take 10 on all checks with this skill, even if threatened or distracted, until the beginning of your next turn.
Cross Purposes: Myrmidons are used to dealing with multiple attackers. At the beginning of your turn, if you are threatened by two or more enemies, as a swift action, you may spend aim points to lead your opponents to step into each other and get in the way of each other’s blows. You may spend a maximum of 1 point per enemy that threatens you. Each of these enemies suffers a penalty to any attack rolls against you equal to the total number of points you spend. This penalty lasts for a number of rounds equal to your Dexterity. If used in successive rounds on the same creature(s), this ability does not stack with itself.
Deadly Arrow: Your ranged attacks are particularly damaging. By spending 2 aim points, your next few attacks gain an additional bonus to damage equal to your Dexterity bonus. This is not precision-based damage: it applies in full against creatures which are immune to critical hits, and to all projectiles fired as part of single attack, such as when using Volley Shot. This bonus lasts a number of rounds equal to your Dexterity modifier. If used in successive rounds, this ability does not stack with itself.
Defensive Stance: As a full-round action, you assume a defensive stance and wait for your enemies to expose themselves to your counterattacks. This stance lasts until the myrmidon takes a swift action to end it. Each time an opponent attacks and hits you, you may spend 1 aim points to make an immediate attack of opportunity against her. You cannot make more than one attack of opportunity against a target as normal, but attacks you make in this manner do not count against your normal limit on attacks of opportunity. You gain the benefit of your defensive stance until the start of your next action. You must make your attack of opportunity before your opponent resolves her attack. Per usual, you cannot spend more than 4 points in a round using this ability.
Devastating Strike: For every two aim points you spend, you add a bonus of +1d10 sneak attack damage to your next attack. You must announce how many points you are spending before you make your attack roll. A devastating strike can be executed even when an opponent is not flanked and has their full Dexterity bonus to AC.
Eye for Danger: A Myrmidon who can’t tell where the biggest threat is probably won’t live very long. If you spend 2 aim points and take a move action to scan the battlefield, you learn which enemy within 60 feet of your current position has the highest base attack bonus. This assessment includes only those enemies you can see.
Mobile Attack: If you hit your opponent in an attack, you can use the short distraction to maneuver around her. You may spend 2 aim points as an reaction after hitting a foe to move one square without provoking an attack of opportunity from her. You can use this ability multiple times to edge around an enemy but are limited to spending the usual 4 aim points per round.
Steady Aim: With careful focus, you ensure that your attacks land with sufficient force. You might not score a devastating hit, but you are too accurate to make a glancing or weak blow. After rolling damage for your weapon, you can choose to spend 2 aim points as a reaction and change the amount rolled to half the maximum damage possible on each die. This benefit does not apply to bonus damage represented as dice, such as with the sneak attack ability. Once activated, this state lasts for a number of rounds equal to your Strength modifier and you may continue to spend 2 points to change die rolls but you are still limited to spending 4 aim tokens per round.
Storm of Arrows: As a full-round action, you fire a volley of arrows at your target and the area around him. You fire four additional arrows for every 2 aim points spent. You rain shots upon the area where your foe stands and immediately around him, forming a great cloud of darts. Resolve your attack as normal, but compare the attack result against your target’s defense. On a hit, your target suffers normal damage, but any adjacent targets who are hit suffer 1 point of damage per additional arrow fired. An adjacent target cannot suffer damage greater than your Dexterity bonus. You inflict damage for only one shot against your target, regardless of how many arrows you actually put into the air. The storm of arrows represents a great stream of shots falling from the sky.
Vulnerable Strike: To use this ability, you must spend 2 aim points and ready an attack for when your target suffers damage from any other source. Your target loses his active bonus to defense against your readied attack. In addition, you inflict bonus damage equal to your Dexterity bonus. You may use vulnerable strike only once on a given attack.
3 point maneuvers
Critical Strike: If you take careful aim against an opponent, you can make a deadly strike to his eyes, throat, or other vulnerable spot. With some luck, you can strike a foe dead in one strike. Using this ability requires an expenditure of 3 aim points. Make a single attack as a full-round action. If your attack succeeds, you automatically cause a critical hit. You cannot use this ability more than once on a given attack.
Draining Defense: You coax your opponent into wasting her strength on wild, uncontrolled strikes. With each attack, you sap her stamina until she is left vulnerable to your counterattack. You must designate a single foe as the target of this ability and spend 3 aim points as a move action. The target then attempts a Will save (DC 10 + half your level + your Constitution modifier + number of points spent). Failing the save means that, if she attacks you, she automatically takes an amount of nonlethal damage equal to 1d4 per two myrmidon levels. The target cannot suffer this damage more than once per round. She wastes energy on her attacks, or you step into her blows to jar her with a body check or similar harassing attack. The effects of this ability last until the start of your next action.
Furious Throw: You rear back and throw a weapon that is not normally designed for ranged combat. The raw power allows you to deliver an effective attack at short range. You may throw any one-handed weapon to a range of 20 feet as a normal attack without penalty. You must spend 1 aim points for each attack made in this manner. If you spend 1 additional aim point, you can first pick up a weapon on the ground in your space (though not one on your belt or in a sheath) as a free action. For example, if you hacked down two guards, you could pick up their swords and throw them using this ability and 4 aim points.
Mighty Blow: Your attacks strike with more force than normal as you learn to establish proper leverage with your weapon. Sometimes an attack that would inflict little damage from a lesser warrior deals a serious injury when you attempt it. After rolling damage, you may spend 3 aim points to reroll all the damage dice used for the attack, including damage represented as bonus dice. Use the higher of the two damage results.
Myrmidon’s Speed: By spending 2 aim points, you enter a state that makes you as quick and deadly as a tiger. You gain a +2 bonus to Dexterity and a +2 square (10-foot) bonus to movement for a number of rounds equal to 2 + your Constitution modifier. You gain all the benefits of an enhanced Dexterity as normal. You can use this ability once per encounter. You can extend its duration, at any time, by 2 rounds, by spending a single aim point as a free action. There is no limit to the total duration you may extend it to. You can choose to end this state at any time as a free action. Per usual, you may only spend 4 aim points with a given round.
Overpowering Assault: You bear down upon a single opponent, overwhelming her. You move into your opponent’s square, provoking an attack of opportunity in the process. However, while you occupy this space, you reduce your opponent’s reach by one square (5 feet). If this drops her reach to 0, she can only attack opponents in her square. Attempting to leave the square provokes an attack of opportunity from you. Your reach becomes 0 regardless of its original value. You must spend 3 aim points to activate this ability and use one square (5 feet) of movement to enter your foe’s space. Anyone who makes an attack into this square has an equal chance to hit you or your foe.
Overwhelming Charge: When using a charge action, you can spend 2 aim points to hurtle into the fray with little concern for your safety or defenses. You literally throw yourself into your opponent. In addition to the standard benefits of a charge, you may make a free trip attack before or after your strike, even if you normally cannot trip a foe with your weapon. If your attempt fails, your foe can try to trip you as normal. Apply the benefits of a charge to this attack.
Ranged Disarm: You fire an arrow to knock a weapon from an opponent’s hand. Spend 3 aim points and make a single attack as a standard action; your foe makes an opposed attack. If your result is higher, you knock his weapon to the ground in his current space. The target gains a +4 bonus if his weapon is two-handed. If his weapon is larger than yours, he gains an additional +4 bonus for each size category of difference between his weapon and yours. You do not gain a benefit if you wield a larger weapon. You cannot use this ability more than once on a given attack.
Ranged Trip: As a normal attack, you may spend 3 aim points to attempt to trip a target. Resolve your attack as normal. If you hit and inflict damage, your target must succeed at a Reflex save (DC 10 + half your myrmidon level + number of points spent) or be knocked prone. He gains the benefits of being prone (and the drawbacks, if applicable) against the rest of your attacks on your action.
Seize Opportunity: If an enemy you threaten performs an action that provokes an attack of opportunity from you, you may spend 3 points as a reaction. You may make an attack of opportunity against this enemy without it counting against your number of allowed attacks of opportunity for the round, nor against the maximum number of attacks of opportunity you may make against that opponent in a round. You may even make the attack if you have no remaining attacks of opportunity available this round. You cannot use this ability if you are flat-footed. You may use this ability only once per round against any given creature. Your ability to make normal attacks of opportunity against that enemy is not affected by using this ability. Myrmidon’s may spend more than 4 aim points per round using this ability.
4 point abilities
Blade Dancer: You may use this ability while under the effects of myrmidon’s speed, above. Each time you drop an opponent to below 0 hit points, you may spend 1 aim point to immediately move one square (5 feet) as part of your attack action. This movement does not count toward your movement allowance for the round, but it provokes an attack of opportunity (or not, if you move one-quarter of your speed or less) as normal. Using this ability, a myrmidon may spend more than 4 aim points per round, so long as the myrmidon’s speed stays in effect and the myrmidon continues to reduce foes to negative hit points.
Distracting Lure: By making yourself a tempting target, you lure an opponent into attacking you at the expense of defending herself against your allies. You spend 4 aim points as a free action to activate this ability and designate a single foe as its target. When your chosen foe attacks you, you immediately try to force her to make a Will save (DC 10 + half your myrmidon level + your Constitution modifier + number of points spent). Upon a failure, she loses her dexterity bonus to defense against the next attack that targets her. You have made yourself enough of a target that your opponent throws all her energy into hammering home her strikes.
Flurry of Strikes: While gauging an opponent’s defenses, the myrmidon launches a quick flurry of attacks that lacks accuracy but provides an additional strike. Normally, the opponent could defend against such a move easily, but the myrmidon spots gaps in her defenses. You make an additional attack against your opponent at your highest base attack bonus, though this attack and all others you attempt until your next turn suffer a –4 penalty. This ability, usable once per round, costs 4 aim points. You can launch a flurry of strikes only as part of a standard or full round attack action. You cannot use it with an attack of opportunity. The ability lasts a number of rounds equal to your Strength modifier.
Iron-Sheathed Counterattack: You lock an opponent’s weapon in your steely grasp, pulling the foe off balance. You can activate this ability once per round as a free action by spending 4 aim points. You can use it when an opponent hits you with a melee weapon. Your enemy provokes an attack of opportunity from you. If you choose to disarm or trip her, she gets no chance to trip or disarm you on a failed attack. By catching your opponent’s weapon in a gauntleted hand, coaxing her into overextending herself and losing her balance, you can make a quick attack as her own strike rebounds from your armor and forces her backward for a moment.
Relentless Attack: You continue to fight even when your hit points fall below 0. By spending 4 aim points, you can carry on fighting and acting as normal until you die. You lose hit points and make Fortitude saves to stabilize as normal. Once begun, you can continue to peruse a relentless attack each round by spending 1 aim point as a free action. It will extend the effect another round. Additionally, if you begin the round at negative hit points while in this state, you may spend 1 aim point to heal 1d10 + your Constitution modifier’s worth of hits points of damage. When using the later two abilities, a myrmidon may spend more than 4 aim points in a round as long as a relentless attack is still in effect.
Volley Arrow: You use your first shot to guide the rest of your attacks as part of a full-attack action. If your first arrow strikes home, the rest will almost invariably follow into the target. If it misses, your arrows hit nothing but air. Before making your attack, spend 4 aim points. Roll a single attack against your opponent as normal. For your iterative attacks (the extra attacks you gain from having a high base attack bonus), use the following method to determine whether they hit: Subtract 3 points from the first attack’s result. This total is the result for your second arrow. Subtract another 3 (6 total) for the third arrow’s result, and 3 more (9 total) for the fourth arrow’s result. Use this method in place of rolling your attacks and using your iterative attack bonuses. When using a volley shot, you cannot employ feats that grant you additional attacks. You may use this ability only once on a given attack. Regardless of the number of projectiles you fire or throw, apply precision-based damage, such as sneak attacks, only once. If you score a critical hit, only the first shot deals critical damage, while all others deal regular damage.
Capstone Ability
Press the Advantage: A Myrmidon never lets up on an enemy once he has the advantage. Any time you make a successful attack against an enemy and inflict at least 1 point of damage, you may spend 5 points to immediately make an additional attack. The extra attack is with the same weapon and at the same bonus as the attack you just made, and must target the same creature. You can continue to press the advantage as long as you have sufficient points and you continue to hit and deal damage. Unlike other abilities, Myrmidons have no limit to the number of aim points they can spend in a round when pressing the advantage.
I was working on my notes and trying to smooth some stuff out for one of my player's new character idea. Since pathfinder casters get a certain amount of free cantrips, I decided to make a list of "0 level" psionics.
My base idea so far is:
1) Free psionic like abilities equal to 1 + prime manifesting ability modifier (minimum 1).
2)If you happen to be a multi-class manifester, use your highest manifesting ability modifier.
3)These free powers may not be augmented. (But you may select the powers as a power known and augment them as desired).
Create Sound
Conceal Thoughts
Detect Psionics
Metaphysical Claw
Metaphysical Weapon
Control Flames
Daze, Psionic
Empathy
Far Hand
Matter Agitation
Missive
Sense Link
I tried to cross check this list against the various cantrips and osirions to gauge a basic equivalency. On the surface they seem equivalent enough.
Anyway, just thought I'd toss this out there for anyone that is in a similar boat as myself.
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