Converting different classes


General Discussion (Prerelease)


So I have seen several threads for why they believe that Pathfinder has unbalanced the game by upgrading the core classes and leaving some of the balanced secondary classes out of the loop. I have created this thread, hopefully to allow people to post ideas on converting classes to the pathfinder system or to ask others for help in converting them.

I myself need some assistance. I believe that the Totemist class is fairly balanced with the rest of 3.5. The rest of my group doesn't agree with me and won't listen to me. I feel that if I can get an upgraded class to offer them, they may listen. With this in mind, can someone help me upgrade the Totemist.


Well, in my opinion, the core lasses of the PFRPG are now on par with some of the more powerful 3.5 classes.

For example: The Dusk Blade from the PHB2 had good will and fort save, high attack bonus like the fighter and a steady spell progression, and not to mention the ability to apply both martial and spell abilities in a most effective manner, and they had either a d8 or d10 for hit dice( can't remember which).

The Dusk Blade was seriously over powered compared to a Figther or Barbarian or Rogue. a 5th level Dusk Blade with Shocking Grasp could hit with his weapon, deal normal damage then since his weapon hit channel the spell without provoking an AoO than dealing another 5d6 points of electricity damage. Thats crazy!

Other Classes like the Dragon Shaman, also form the PHB2, could use a bit of a pick up but for the most part were very nice and gave something every level. I think that as time went on, the base classes of 3.5 had better level design as they gave more, allowed for more options and couldn't help but be more powerful. So classes like the core classes are going to need more work than the later ones.


I've posted an updated version of the Swashbuckler Here. I think there are other fan made updates on these forums somewhere as well. I'm currently playtesting my updated swashbuckler and so far it has been pretty balanced.


Classes

Well our group has been talking about the two different game systems and have come to some conclusions on where we are going with them. Here is what we have come up with so far during our own play testing.

We are thoroughly enjoying all the fighter classes along with the Bard, Monk, and Rogue classes that Paizo has revamped. We all felt that they had to be powered up, though the Rogue to a lesser extent. So we have decided that we will play these 7 classes out of the Pathfinder Handbook and hope the Official Pathfinder Handbook in August keeps these classes pretty much the way they are.

Now the four spellcasters are a different story, with three of the four we have decided to make them into hybrids of both systems, let me explain.

The Druid for starters will have no changes from its 3.5 roots, for we are all happy with that class.

The Cleric will stay the exact same as in 3.5 except for one change, his/her Turn/Rebuke Undead will instead be switched over to Paizo’s version, being Channel Energy for it is a far faster and better utility in our minds.

Neither of these two classes shall receive an unlimited amount of orisons for as far as we see it, they are not in need of them, they have enough that they can do @ low levels and are near useless @ higher levels.

The Sorcerer and Wizard will also follow the rules in the 3.5 system except that they will both receive D6 for hit points and unlimited cantrips.
We decided to go this way for many reasons, but @ the end of the day we found that the only real problems with these classes were @ low levels and we hope this will fix those issues.

The Psion will stay out of the 3.5 system, except for a couple of minor changes. The Psions hit points will become D6 and one of their first level powers will be pulled out of the 1st level list and another would be made up and become at will powers, these two being detect psionics and psychic move (mage hand).

The Psychic Warrior will also come from the 3.5 system except they will have D10 for hit points and have the fighter’s BAB (though if overpowered one of the two will be readjusted).

Races

Though we all don’t believe that ECL is the best way to go we also don’t like Paizo’s way of dealing with the races and for backwards compatibility resons we stayed with 3.5’s version on this.
We did change the Half-orc to +2 st,-1 int &cha.

Skills & Feats

We decided to go with Paizo’s version of the skills system for we have found it to be a better overall system.
Until Paizo puts together enough feats for our liking we will use a mixture of both systems

Spells/Psionics

For now our plan is to stay with the 3.5 spell system @ least until August and probably (due to amount of material in 3.5) longer, the way it looks.

One of the new ideas were trying, due to our overwhelming enjoyment of Psionics is divide Arcane magic, Divine magic and Psionics into their own entities.

Now don’t get upset yet, please keep reading and see what you think.

Do to all that talk about Psionics as of late we decided to put together our own little system that @ the end of the day could easily add other types of energies without any problems.

We wanted to show in game mechanics as well as in flavour that there could be some differences yet for the most part nothing would change, here are some examples on either side.

Any type of detect invisibility or anything that is focused on one thing works exactly the same between all 3. Thus a Psions invisibility is seen by a Mages detect invisibility spell.

Areas that were dead magic or null psionic zones become “DEAD ZONES” and none of the three energies work within. The same is to be said with Anti-magic spell and Null psionic field none of the three works within them and you can call these “ANTI ENERGY SPELL/POWER’.

DISPELLING EFFECTS-Now, with dispelling of two of the same types of energy Arcane vs. Arcane for example, the rules stay the same as in the handbooks, that being the DC check is 11 + spells caster level. When the difference occurs is when you mix say psionics with either of the magic types (arcane, divine) or one magic type against the other @ which point the DC check becomes 13 + spells/powers caster/manifester level, thus raising the DC of any two different energies mixed together by 2. This is due to the two different energies, which are their own entities colliding with one another and seeing which one will prevail.

SPELL/POWER RESISTANCE & SAVINGS THROWS-There is no spell/power resistance anymore it is now “PERSONAL or BODY RESISTANCE. Due to your body wanting too fend off certain energies that mean to cause you harm, your body automatically tries to fight off these energies. For this reason Body Resistance works equally well against all three energies directed @ it.
There is no change to savings throws what so ever.

DETECT SPELLS/POWERS-the detect magic/psionics spells/powers detect what ever type of the 3 energies are in place. All other aspects of the spell/power work as stated in the descriptor.

These are some ideas of how we are trying to integrate all aspects of spells/psionics together.


Cashewwolf wrote:
So I have seen several threads for why they believe that Pathfinder has unbalanced the game by upgrading the core classes and leaving some of the balanced secondary classes out of the loop. I have created this thread, hopefully to allow people to post ideas on converting classes to the pathfinder system or to ask others for help in converting them.

I'm not convinced that even the core classes are balanced yet.

The druid received a big dose of the nerf bat while all other casters were upgraded, and now he's the red-headed stepchild of the core primary spellcasters. Weak spells, weak healer, decent pet, utterly destroyed wildshape, and especially at low levels he has nothing at all to do but watch the other spellcaster blast things every round, other melee classes whack things every round, and wish he could do one or the other with any competence at all.

While I haven't playtested it, I think the bard is still underpowered. He tries to do too much, and does it all poorly, and his primary support ability is restricted to so few uses that most of the time, especially at low levels, he is standing around with the druid wondering how the two of them missed the boat.

But back to your point.

IMO, the 3.5 secondary classes were all over the map. Some were overpowered, some were very weak, some were fairly consistent with the majority of the core classes.

Pathfinder enhanced most of the core classes, and now it's very likely that they rival the best of the secondary classes.

Which means those that were weak, and those that were on-par, all need some loving to make them worthy of consideration as viable alternatives to the new Pathfinder core.

Unfortunately, I am not sure Pathfinder can step it up and do this do the the wording of the OGL. I don't believe those secondary classes are open content.

So, it may be up to us to tweak the secondary classes as we see fit.


Justin Ricobaldi wrote:

Well, in my opinion, the core lasses of the PFRPG are now on par with some of the more powerful 3.5 classes.

For example: The Dusk Blade from the PHB2 had good will and fort save, high attack bonus like the fighter and a steady spell progression, and not to mention the ability to apply both martial and spell abilities in a most effective manner, and they had either a d8 or d10 for hit dice( can't remember which).

The Dusk Blade was seriously over powered compared to a Figther or Barbarian or Rogue. a 5th level Dusk Blade with Shocking Grasp could hit with his weapon, deal normal damage then since his weapon hit channel the spell without provoking an AoO than dealing another 5d6 points of electricity damage. Thats crazy!

Other Classes like the Dragon Shaman, also form the PHB2, could use a bit of a pick up but for the most part were very nice and gave something every level. I think that as time went on, the base classes of 3.5 had better level design as they gave more, allowed for more options and couldn't help but be more powerful. So classes like the core classes are going to need more work than the later ones.

As to your example with the duskblade, the factors that balance the class are the limited number of spells known (a 5th level duskblade knows 6 spells), and the limited spell list to select from. The specific example of Shocking Grasp goes more to the proof that shocking grasp is overpowered for a first level spell (wasn't there a time when the damage was only 1d8+(1/level)? When did it become a touch fireball?)

With the duskblade, I feel that they are the arcane counterpoint to the Paladin. By that I mean front-line melee combatants with arcane powers rather than divine to back them up. I don't see them as particularly overpowered.

But that's just my opinion. I could be wrong.


Nope Shocking grasp has always been a single touch attack that does 1d6/ 2 levels of damage maximum of 5d6. Not very powerful, until you gain the ability to do it with a weapon and on every swing (which only the duskblade can do).

The spell you are thinking of is Chill Touch which lasts for 1rd/level and does a d6 cold damage plus fortitude save or take 1 point of str damage too.

A general lack of understanding on what spells can do causes a perception that magic users are over powered. Just as a general lack of understand of what the Druid can do (and can still do in pathfinder) leads to the perception of the druid being "weak".


Abraham spalding wrote:

Nope Shocking grasp has always been a single touch attack that does 1d6/ 2 levels of damage maximum of 5d6. Not very powerful, until you gain the ability to do it with a weapon and on every swing (which only the duskblade can do).

The spell you are thinking of is Chill Touch which lasts for 1rd/level and does a d6 cold damage plus fortitude save or take 1 point of str damage too.

A general lack of understanding on what spells can do causes a perception that magic users are over powered. Just as a general lack of understand of what the Druid can do (and can still do in pathfinder) leads to the perception of the druid being "weak".

No, either 1e or 2e had shocking grasp as 1d8 +(1/level)as a touch spell.

Yes, I have been playing that long.

::Sigh::

And even now, Shocking Grasp isn't 1d6/2 levels. It's 1d6 per level, up to a max of 5d6. If it was every other level, it would be in line with magic missile.

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One of my groups is switching over to Pathfinder, and I've re-worked the Warlock, Hexblade, Swashbuckler, and Samurai to Pathfinder.

I think the Dragon Shaman could use a little work, mostly with its skills. Maybe give it 4 + Int skill points per level and increase the skill list to include the standard skill list of dragons. They should definitely have Knowledge arcana (which covers dragons), but instead, RAW, they have Knowledge nature (maybe because that's more Shaman-y?). I think if you gave them Appraise, Escape Artist, Intimidate, Knowledge (all), Perception, Spellcraft, and Use Magic Device, it would make them a lot more balanced. And the added skill points would be nice since one of the main features of the dragon shaman is getting 3 bonus class skills based on your dragon totem. If you only have 2 skill points, that's kind of a drag.


Balor wrote:
Abraham spalding wrote:

Nope Shocking grasp has always been a single touch attack that does 1d6/ 2 levels of damage maximum of 5d6. Not very powerful, until you gain the ability to do it with a weapon and on every swing (which only the duskblade can do).

The spell you are thinking of is Chill Touch which lasts for 1rd/level and does a d6 cold damage plus fortitude save or take 1 point of str damage too.

A general lack of understanding on what spells can do causes a perception that magic users are over powered. Just as a general lack of understand of what the Druid can do (and can still do in pathfinder) leads to the perception of the druid being "weak".

No, either 1e or 2e had shocking grasp as 1d8 +(1/level)as a touch spell.

Yes, I have been playing that long.

::Sigh::

And even now, Shocking Grasp isn't 1d6/2 levels. It's 1d6 per level, up to a max of 5d6. If it was every other level, it would be in line with magic missile.

Yeah I got pass the 5d6 point and forgot which way it leveled.

Honestly I think it's still just right as a first level spell. First it's a touch attack, got to get really close, second it's only one go at the damage, and the damage is capped at five dice, and only affects one target.

Sorching ray does almost as much up to three targets, and burning hands does 5d4 in an area, magic missile doesn't miss and has range and can be split up. This is just the concentrated hit on one very close target.

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PFRPG Hexblade

Hexblades are arcane soldiers that have mastery over luck.

Alignment: Non-good
BAB: +1
Good Saves: Will
Hit Dice: 1d10

Class Skills: Appraise, Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (arcana), Knowledge (planes), Profession, Ride, Spellcraft, Use Magic Device

Skill Ranks Per Level: 2 + Int modifier.

Hexblades are proficient in all Simple and Martial Weapons, Light Armor, and all Shields (except Tower Shields).

Hexblades use the Paladin spells per day table, and can prepare spells from the Sorcerer/Wizard list of spells from the schools of abjuration, divination, enchantment, illusion, necomancy, and transmutation. They do not suffer arcane spell failure if wearing light armor or no armor. Spells are based on Charisma.

LEVEL ABILITY
1. Arcane Grace, Cantrips, Hex Pool, Hexblade's Curse (-2)
2. Hex Power
3. Mettle
4. Bonus Feat, Hex Power
5. Arcane Bond
6. Hex Power
7. Improved Hexblade's Curse (-4)
8. Bonus Feat, Hex Power
9. Aura of Unluck (20%)
10. Hex Power
11. Baleful Luck
12. Bonus Feat, Hex Power
13. Greater Hexblade's Curse (-6)
14. Hex Power
15. Quick Curse
16. Bonus Feat, Hex Power
17. Greater Aura of Unluck (50%)
18. Hex Power
19. Dire Hexblade's Curse (-8)
20. Bonus Feat, Hex Power, Reversal of Fortune

Arcane Grace (Su). As long as the Hexblade has at least 1 point in his Hex Pool (see below), he gains a Luck bonus on all Saving Throws against Spells, Spell-like Abilities, and Supernatural Effects.

Cantrips (Sp). A Hexblade with a Charisma of at least 10 learns a number of cantrips equal to his Charisma bonus (minimum 1). These are 0 level spells chosen from the Sorcerer/Wizard list of the abjuration, divination, enchantment, illusion, necromancy, or transmutation schools of magic. He can use them at will as a spell-like ability.

Hex Pool (Su). A Hexblade has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day. The Hexblade spends points from his Hex Pool to power his Hexblade's Curse and Hex Power abilities.

Hexblade's Curse (Su). As a swift action, the Hexblade can target an opponent within 60 feet with his Hexblade's Curse. The Hexblade must spend at least 1 point from his Hex Pool to activate this power; the duration of the Hexblade's Curse is 1 round per point spent from the Hex Pool. The opponent is allowed a Will save with a DC of 10 + 1/2 the Hexblade's class level + his Charisma modifier to avoid the Hexblade's Curse. If the opponent fails the Will Save, the opponent takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Hexblade's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.

Hex Power (Su). The Hexblade is adept at using power of luck to hinder his enemies and aid himself. At 2nd level, and every 2 levels thereafter, the Hexblade selects one of the following abilities. Using a Hex Power is an immediate action unless otherwise stated.

Hexed Ability. The Hexblade can force an opponent to re-roll an ability check by spending 1 point from his Hex Pool, or the Hexblade can re-roll his own ability check by spending 2 points from his Hex Pool.

Hexed Attack. The Hexblade can force an opponent to re-roll an attack roll by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own attack roll by spending 4 points from his Hex Pool.

Hexed Spell Damage. The Hexblade can force an opponent to re-roll a spell's damage roll by spending 3 points from his Hex Pool, or the Hexblade can re-roll his own spell damage roll by spending 6 points from his Hex Pool.

Hexed Weapon Damage. The Hexblade can force an opponent to re-roll a weapon's damage roll by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own weapon damage roll by spending 4 points from his Hex Pool.

Hexed Save. The Hexblade can force an opponent to re-roll a saving throw by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own saving throw by spending 4 points from his Hex Pool.

Hexed Caster. The Hexblade can force an opponent to re-roll a caster level check by spending 3 points from his Hex Pool, or the Hexblade can re-roll his own caster level check by spending 6 points from his Hex Pool.

Hexed Skill. The Hexblade can force an opponent to re-roll a skill check by spending 1 point from his Hex Pool, or the Hexblade can re-roll his own skill check by spending 2 points from his Hex Pool.

Hexed Reaction. The Hexblade can force an opponent to re-roll an initiative check by spending 2 points from his Hex Pool, or the Hexblade can re-roll his own initiative check by spending 4 points from his Hex Pool. This use of Hex Power does not take an action; it occurs prior to actions being taken.

Hexed Prowess. The Hexblade can force an opponent to re-roll a Combat Manuver Check by spending 2 point from his Hex Pool, or the Hexblade can re-roll his own Combat Manuver Check by spending 4 points from his Hex Pool.

Mettle (Ex). If the Hexblade makes a successful Fortitude or Will save that normally results in a partial effect, the Hexblade instead avoids all harmful effects.

Bonus Feat. At levels 4, 8, 12, 16, and 20, the Hexblade gains a bonus feat from the following list. He must meet all requirements of the selected feat.
Arcane Strike, Combat Casting, Eschew Materials, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Improved Familiar, Spell Focus, Spell Penetration.

Arcane Bond. At level 5, the Hexblade can either choose to have a familiar as a wizard of his class level, or he can gain an ability similar to the divine bond of a paladin's weapon, removing holy and adding anarchic and unholy to the weapon properties that can be selected.

Aura of Unluck (Su). At 9th level, by spending 1 point from his Hex Pool as a swift action, all attack rolls against the Hexblade have a 20% miss chance for 1 round. At 17th level, the miss chance increases to 50%.

Baleful Luck (Su). At 11th level, when using his Hex Power against an opponent, the Hexblade applies a luck penalty equal to his Charisma bonus (if any) to his opponent's reroll. When using his Hex Power to benefit from a re-roll himself, the Hexblade may spend 1 additional point from his Hex Pool to add his Charisma bonus (if any) as a luck bonus to the results of the reroll.

Quick Curse (Su). At 15th level, the Hexblade may spend points from his Hex Pool as a free action instead of a swift action to activate his Hexblade's Curse and Hex Powers.

Reversal of Fortune (Su). At 20th level, by spending 20 points from his Hex Pool as an immediate action, he can treat any failure as a success, or treat a Natural 1 as a Natural 20. Furthermore, by spending 20 points from his Hex Pool as an immediate action, he can also force any opponent he has line of effect to to treat any success as a failure, or a Natural 20 as a Natural 1.

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PFRPG Swashbuckler

BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge history, Knowledge local, Knowledge nobility, Linguistics, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Swim.

Skill Ranks Per Level: 4 + Int modifier.

Swashbucklers are proficient in all Simple and Martial Weapons, Light Armor, and Light Shields, including bucklers.

LEVEL ABILITY
1. Grace, Grace Pool, Graceful Stance, Weapon Finesse
2. Grace Power, Uncanny Dodge
3. Insightful Strike
4. Bonus Feat, Grace Power
5. Dodge +1
6. Improved Uncanny Dodge, Grace Power
7. Acrobatic Charge, Improved Graceful Stance
8. Bonus Feat, Grace Power
9. Improved Flanking
10. Dodge +2, Grace Power
11. Lucky
12. Bonus Feat, Grace Power
13. Acrobatic Skill Mastery, Greater Graceful Stance
14. Grace Power, Weakening Critical
15. Dodge +3
16. Bonus Feat, Grace Power
17. Elegant Strike
18. Grace Power, Tireless Stance
19. Mighty Graceful Stance
20. Bonus Feat, Dodge +4, Grace Power, Wounding Critical

Grace (Ex). As long as the Swashbuckler has at least 1 point in her Grace Pool, she adds her Charisma bonus (if any) to her Initiative rolls and Reflex Saving Throws.

Grace Pool (Ex). At 1st level, a Swashbuckler has a number of points in her Grace Pool equal to 4 + her Charisma modifier. Each level beyond first, she gains 2 + her Charisma modifier. Points from her Grace Pool are spent when to enter and maintain her Graceful Stance, and to activate her Grace Powers at higher levels.

Graceful Stance (Ex). The Swashbuckler can enter a Graceful Stance by spending points from her Grace Pool. Entering a Graceful Stance is a free action that costs 1 point from her Grace Pool; the Swashbuckler must spend 1 point each round to remain in her Graceful Stance. While in a Graceful Stance, the Swashbuckler increases her Dexterity by +2 and her Speed by 5 feet. At 7th level, she gains the Improved Graceful Stance (+4 to Dex and +10 to Speed); at 13th she gains Greater Graceful Stance (+6 to Dex and +15 to Speed); at 19th she gains Mighty Graceful Stance (+8 to Dex and +20 to Speed). After a Swashbuckler uses a Graceful Stance, she is fatigued for twice the number of rounds she maintained the Graceful Stance. She cannot enter a new Graceful Stance while she is fatigued or exhausted.

Weapon Finesse. At 1st level, the Swashbuckler gains Weapon Finesse as a bonus feat.

Grace Power (Ex). At 2nd level, and every two levels thereafter, the Swashbuckler may choose one of the following Grace Powers.

+1 Attack of Opportunity (1 points)

Add +1/2 her Swashbuckler level to her AC against melee attacks for 1 round. (2 points)

Add +1/2 her Swashbuckler level to her AC against ranged attacks for 1 round. (2 points)

Knockback an opponent she scored a critical hit against 5 feet (2 points)

Automatically confirm a critical hit (4 points)

Add her Swashbuckler level to a single damage roll (6 points)

Add her Swashbuckler level to a single attack roll (6 points)

Add her Swashbuckler level to a single Combat Manuver Check (4 points)

Make 1 additional attack in the round at her highest attack bonus (8 points)

Add her Swashbuckler level to a single Acrobatics skill check (2 point)

Add half her Swashbuckler level to a single initiative roll (2 points)

Add her Swashbuckler level to a single Dexterity check (4 points)

Add half her Swashbuckler level to a single Reflex Saving Throw (2 points)

Gain the benefits of Evasion (4 points)

Gain the benefits of Improved Evasion (8 points)

Score a Critical Threat against a flat-footed opponent (4 points)

Stand up from being prone as a free action without provoking an AoO (2 points)

Use Climb or Acrobatics at full speed without taking a penalty (2 points)

Uncanny Dodge (Ex). At 2nd level, the Swashbuckler gains Uncanny Dodge as the rogue special ability.

Insightful Strike (Ex). At 3rd level, when wielding a weapon that can have the Weapon Finesse feat applied to it, the Swashbuckler adds her Intelligence bonus (if any) to her damage roll.

Bonus Feat. At levels 4, 8, 12, 16, and 20, the Swashbuckler gains a bonus feat from the following list of feats. She must meet all requirements of the selected feat:
Acrobatic, Agile Manuvers, Athletic, Blindfight, Combat Expertise, Combat Reflexes, Dazzling Display, Deadly Stroke, Deceitful, Defensive Combat Training, Dodge, Double Slice, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Vital Strike, Lightning Reflexes, Lightning Stance, Mobility, Persuasive, Quick Draw, Run, Spring Attack, Stunning Defense, Throw Anything, Two-Weapon Defense, Two-Weapon Fighting, Vital Strike, Weapon Focus, Weapon Swap, Whirlwind Attack, Wind Stance.

Dodge (Ex). At 5th level, the Swashbuckler gains a +1 dodge bonus to her AC if she is wearing light armor or no armor and is not medium or heavily encumbered. At 10th level, and every 5 levels thereafter, this bonus increases by +1.

Improved Uncanny Dodge (Ex). At 6th level, the Swashbuckler gains the rogue special ability of the same name.

Acrobatic Charge (Ex). At 7th level, the Swashbuckler can charge over or through difficult terrain or in a non-straight line. She usually will need to make an Acrobatic or other skill check to do so.

Improved Flanking (Ex). At 9th level, the Swashbuckler adds +4 to her attack roll instead of +2 when she flanks an opponent.

Lucky (Ex). At 11th level, once per day, the Swashbuckler can re-roll any ability check, attack roll, initiative roll, saving throw, or skill check. She must use the re-rolled result, even if it is worse than the original.

Acrobatic Skill Mastery (Ex). At 13th level, the Swashbuckler can Take 10 on Acrobatics skill checks, even if it is not normally allowed.

Weakening Critical (Ex). At 14th level, when a Swashbuckler scores a critical hit against an opponent, she also causes 2 points of Strength damage to her opponent.

Elegant Strike (Ex). At 17th level, When wielding a weapon that can have the Weapon Finesse feat applied to it, the Swashbuckler adds her Dexterity bonus (if any) to her damage roll.

Wounding Critical (Ex). At 20th level, when a Swashbuckler scores a critical hit against an opponent, she also causes 2 points of Constitution damage to her opponent.


SmiloDan wrote:

PFRPG Hexblade

Hexblades are arcane soldiers that have mastery over luck.

Alignment: Non-good
BAB: +1
Good Saves: Will
Hit Dice: 1d10

Class Skills: Appraise, Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (arcana), Knowledge (planes), Profession, Ride, Spellcraft, Use Magic Device

Skill Ranks Per Level: 2 + Int modifier.

Hexblades are proficient in all Simple and Martial Weapons, Light Armor, and all Shields (except Tower Shields).

Hexblades use the Paladin spells per day table, and can prepare spells from the Sorcerer/Wizard list of spells from the schools of abjuration, divination, enchantment, illusion, necomancy, and transmutation. They do not suffer arcane spell failure if wearing light armor or no armor. Spells are based on Charisma.

LEVEL ABILITY
1. Arcane Grace, Cantrips, Hex Pool, Hexblade's Curse (-2)
2. Hex Power
3. Mettle
4. Bonus Feat, Hex Power
5. Arcane Bond
6. Hex Power
7. Improved Hexblade's Curse (-4)
8. Bonus Feat, Hex Power
9. Aura of Unluck (20%)
10. Hex Power
11. Baleful Luck
12. Bonus Feat, Hex Power
13. Greater Hexblade's Curse (-6)
14. Hex Power
15. Quick Curse
16. Bonus Feat, Hex Power
17. Greater Aura of Unluck (50%)
18. Hex Power
19. Dire Hexblade's Curse (-8)
20. Bonus Feat, Hex Power, Reversal of Fortune

Arcane Grace (Su). As long as the Hexblade has at least 1 point in his Hex Pool (see below), he gains a Luck bonus on all Saving Throws against Spells, Spell-like Abilities, and Supernatural Effects.

Cantrips (Sp). A Hexblade with a Charisma of at least 10 learns a number of cantrips equal to his Charisma bonus (minimum 1). These are 0 level spells chosen from the Sorcerer/Wizard list of the abjuration, divination, enchantment, illusion, necromancy, or transmutation schools of magic. He can use them at will as a spell-like ability.

Hex Pool (Su). A Hexblade has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day. The Hexblade...

Your focus on casting ability an lack or armor abilities I think goes away from the main idea of the class.

Simple fixes are also much better.

RPG Superstar 2012 Top 32

I always thought the main focus of the Hexblade was its ability to curse. The spells were a little weak, and Mettle is a nice ability, but mostly it's a lightly armored soldier with less skills and feats than a ranger or fighter, and lacks the armor of the paladin and damage out put of the barbarian. I've run a few as NPCs, and they didn't hold up well at all. I like the flavor, but they need a little umph.

The Hexblade's Curse kind of messes with a character's competence, so I thought it would be a good direction to take the concept. And interrupts that MIGHT turn an opponent's success into a failure, or turn my own failures into a POSSIBLE successes, seemed like the way to go. It also seems like a down and dirty trick a non-good class would do: The rogue is blasted by the dragon's breath weapon, he almost makes the save, rolls an action point just to be save, and seems to succeed--only to have the Hexblade riding the dragon's back say--Reroll!!! Muahahaha!!!!


SmiloDan wrote:

I always thought the main focus of the Hexblade was its ability to curse. The spells were a little weak, and Mettle is a nice ability, but mostly it's a lightly armored soldier with less skills and feats than a ranger or fighter, and lacks the armor of the paladin and damage out put of the barbarian. I've run a few as NPCs, and they didn't hold up well at all. I like the flavor, but they need a little umph.

The Hexblade's Curse kind of messes with a character's competence, so I thought it would be a good direction to take the concept. And interrupts that MIGHT turn an opponent's success into a failure, or turn my own failures into a POSSIBLE successes, seemed like the way to go. It also seems like a down and dirty trick a non-good class would do: The rogue is blasted by the dragon's breath weapon, he almost makes the save, rolls an action point just to be save, and seems to succeed--only to have the Hexblade riding the dragon's back say--Reroll!!! Muahahaha!!!!

True True

RPG Superstar 2012 Top 32

It might be fun to design some hexblade specific spells that act as hinderers and screw-overs. Like a Cursed Field, where everyone has to make a Will Save every round or lose their action. Or an immediate action spell that gives you Fortification (10% per caster level) so you can bypass crits, another immediate action spell that lets you add your caster level to the roll to confirm a critical threat. Stuff like that.


SmiloDan wrote:
It might be fun to design some hexblade specific spells that act as hinderers and screw-overs. Like a Cursed Field, where everyone has to make a Will Save every round or lose their action. Or an immediate action spell that gives you Fortification (10% per caster level) so you can bypass crits, another immediate action spell that lets you add your caster level to the roll to confirm a critical threat. Stuff like that.

Varying versions of a spell made just to lower will saves, maybe to their curse ability specifically.

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Un-luck

Level: Hex 2
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round + 1 round per three levels
Saving Throw: Will (Special)
Spell Resistance: Yes

A favorite spell of many hexblades. This spell is a way for a hexblade to further their limited spell use to help their more powerful hexes get through. The victim of this spell suffers a -1 luck penalty to all will saves, and a -4 luck penalty for saves against the hexblade's cures ability If the target is a spell caster of any type the DC of the spell increases by 2. If the saving throw is successful they still suffer a -1 luck penalty against hexblade's cure for the duration of the spell. All other effects are negated by a successful save.

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Improved Un-luck

Level: Hex 3
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round + 1 round per three levels
Saving Throw: Will (Special)
Spell Resistance: Yes

The victim of this spell suffers a -2 luck penalty to all will saves, and a -5 luck penalty for saves against the hexblade's cures ability. If the target is a spell caster of any type the DC of the spell increases by 3. If the saving throw is successful they still suffer a -2 luck penalty against hexblade's cure for the duration of the spell. All other effects are negated by a successful save.
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Greater Un-luck

Level: Hex 4
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round + 1 round per three levels
Saving Throw: Will (Special)
Spell Resistance: Yes

The victim of this spell suffers a -3 luck penalty to all will saves, and a -6 luck penalty for saves against the hexblade's cures ability. If the target is a spell caster of any type the DC of the spell increases by 4. If the saving throw is successful they still suffer a -3 luck penalty against hexblade's cure for the duration of the spell. All other effects are negated by a successful save.

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OK, what do you think?

RPG Superstar 2012 Top 32

Looks OK, but maybe change the duration to 1 round per level? It's an easier mechanic, and these spells are essentially single-targeted Mind Fogs, but weaker, so it wouldn't be unbalancing.

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