Step 1: Define the Arcane Warrior / Spellthane / Blademage / "Gish" Spell List


Homebrew and House Rules

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Seems to be the topic of rage across several different forums (including the parody ones). A number of us (including myself) have posted their own version of what they feel a non-PrC fighter-mage should be envisioned. Some show promise, some need a bit of work, and some are simply epic fail.

Rather than get into the full vs 3/4 BAB, d10 vs d8 HD, 6th vs 9th lvl spell casting, bard vs ranger spell progression discussions, I want to focus purely on what spells this archtype should possess in his repetoire.

Some have indicated that this archtype should be casting melee touch spells through his weapon. But if one reviews the list of available spells in the PF core rulebook or the PFSRD, there isn't a whole lot to choose from.

Some have suggested that this archtype should have a sorcerer / wizard spell selection primarily from the Abjuration and Evocation schools, plus possibly one other. But I cannot imagine this archtype having use for arcane lock (2nd lvl abjuration) or tiny hut (3rd lvl evocation).

For now, I'd simply like to see how some people envision this archtype's spell list -- using Pathfinder core spells only. For some, it may be a challenge or a limitation, but I figure it's good to start with the basics and if there seems to be a repeating pattern / consensus of spells being brought up, those spells should be inclusive.

This exercise can be as simple as posting spells from levels 0 through 9 and each instance can be tallied into a total to see how many times that spell appears on an individual's list. My thought is to primarily use the Sor/Wiz spell list, but if you decide to include a spell that does not appear on the Sor/Wiz, but you feel that it warrants inclusion, please mention whose spell list it appears in for the ease of cross reference.

EDIT: Kolokotroni has essentially thrown down the gauntlet here (at the bottom of his post), so I'll use his as an example.

With that in mind, I'm going to get to work putting up my own list.

For those who participate, thanks for amusing me in this endeavor!


Just as an aside, my spell list is not based on schools, its more of the idea that my vision of a fighter mage's spell list would include, buffs/offensive spells primarily. With a very limited selection of utilities. I dont think limiting it to touch spells is a good idea as there really arent enough of those in the core. The 'inflict' spells were meant as a parody of the bard having cure spells which is the class i used as the basis for mine.

I also think that it may be difficult to ignore the other aspects of the class while still defining the spell list fairly. For instance, a full BAB HD class should not have the same spells as an average bab d8 class no?


Kolokotroni has the right of it. Spell list is one of the last things done for your arcane warrior class

You need HD and BAB along with the together ablitys it might have before deciding whats a balance to it. Does it get full level? all the spells? do we cap it at 5 or 6 or 7th level? do we make the list very small and focused? or more wide use but lacking some heavy hitting spells?

there is a lot to decide before you get to the spell list

The Exchange

um more combat oriented then the bard. but soem spells shoudl not be excluded just due to shere usefullness. Grease ect..


I'd start with a well-built Edritch Knight and a well-built Arcane Archer, then retcon them back into a base class. For example, a Ftr 2/Wiz 8/EldKt 10 has BAB +16, CL 17th (8th level spells) at 20th level. That works out to 3/4 BAB and nearly full casting, with unlimited arcane spells access and a couple of bonus feats.

On the flip side, a Ftr 8/Wiz 2/ArcArch 10 is looking at BAB +19, CL 9th, for full BAB and 1/2 casting. He's also got limitless arcane spells access, and enjoys a LOT of nifty class features. Even a Ftr 4/Wiz 6/ArcArch 10 has BAB +17 (nearly full), CL 13th (3/4, like a bard) and lots of good class features.

Therefore, I'd be hesitant to limit the spells list (a la the Duskblade). Instead, a 3/4 BAB, 3/4 spellcaster (like the bard) with good supporting class features seems like a good fit. Alternatively, a full BAB, 3/4 caster should get a lot fewer class features. I'd avoid making a full BAB, 1/2 caster class at all, because at that point you might as well play a paladin.


Kirth Gersen wrote:
Therefore, I'd be hesitant to limit the spells list (a la the Duskblade). Instead, a 3/4 BAB, 3/4 spellcaster (like the bard) with good supporting class features seems like a good fit.

Bards are 2/3 casters. :)

Personally, I don't see bards as sword mages. Yes, you can *make* them into sword mages, but bards are first and foremost a buff class with excellent melee -support-.

For a true sword mage, it shouldn't step on the toes of any other characters already hanging around. I think the class should be a 1/2 caster, but not like a paladin or ranger. Full caster level, prepared spellcasting based on intelligence with 4 levels of spells (and cantrips). Give them spells right from level 1, and by the time you're at 20 give them 6/6/6/5 spells per day. Make it supplemental, but strong enough to be valid. I'd make the list heavy with combat buffs, like shield, haste, and magic weapon. Give them armored casting, full BAB, and perhaps some weapon enhancement class features that you can activate a number of times per day. Additional damage dice, INT to damage, etc. Things that the other classes aren't doing.

Basically, I'd make him a striker class like a soul knife or hexblade.


I'm well aware that HD and BAB takes into factor what should essentially be on this archtype's spell list. I eventually will want to tally up the HD / BAB numbers when I get to those steps.

Right now, I just want to see what spells make it into your archtype's list based on how you imagine it should be. If you don't want to include 7th to 9th level spells, then that's fine. If you see a cleric spell that should be inclusive (like the inflict X wounds that Kolokotroni brought up in his), or something on the bard's list, then insert that.

Right now, I am building an excel spreadsheet that has all the Sor/Wiz spells as listed in the PF rulebook, their levels, and their schools. Then I'm adding the poster's name and 'checking' the spells that he/she envisions. When we get to a stopping point and move to the next step, I'll post the results (most likely a link). Aside from which spells get chosen the most and the least, it'll also be interesting to note other patterns that may appear (such as the schools selected).

Right now, I've plugged in Kolokotroni's selections. I'll post up mine shortly.

I think it will be an interesting exercise. We can reserve the HD / BAB, etc. discussion to the other threads that already exist for them.

Thanks!


I like lots of flame based spells myself.


Like it has been said, i also think the spell list should include buffs for the caster (enhancing his stats, his defense or efficiency), debuffs against the opponents (weakening or hindering them) and effects for the weapon (enchantments, magic effects).


The Gish wrote:
I like lots of flame based spells myself.

I do too. I have been thinking that it might be interesting if the Gish had some area spells, like fireball, but could not cast them at range. Rather they had to cast them at their "square", and of course would be immune to their own spells damage/effects, at least for the round it is cast in. But then again, the class features I have in mind are about changing the way spells are cast, making them require more movement, a little more work on the part of the character.

I think that in selecting the spell list, you have to be mindful of stepping on a straight caster/wizard's toes. While the buffing spells make good sense, many of the other spells arcane casters have are designed to be used from behind the party line, and are targeted to "touch" AC to take into account the poor BAB. If the Gish is a front line fighter, there is no good reason for him to be casting. Casting the front line is generally something you do last ditch.

That said, I think that some elemental damage effects are what a lot of point think about when they think of a gish, flaming blades, lightning discharging off of a weapon, etc.

Dark Archive

The archtypical Gish is an evoker. You may want to keep that in mind when designing the spell list and the class.


David Fryer wrote:
The archtypical Gish is an evoker. You may want to keep that in mind when designing the spell list and the class.

I don't really agree with that statement.

I don't see the gish as a nuker.

Many casting warriors are using their magic for two things :
- To improve their abilities, being stronger and faster. That falls into Transmutation.
- To increasing their defense and resistance. That falls into Abjuration.

Dark Archive

David Fryer wrote:
The archtypical Gish is an evoker. You may want to keep that in mind when designing the spell list and the class.

From what I've seen, the role tends to focus on spells to enhance its fighting ability, drawing heavily from Transmutation. (Bull's Strength, Haste, Alter Self, Displacement, etc.) Evocation spells, archetypically, would be spells that add elemental damage or properties to one's melee ability, such as Flame/Frost Weapon or Fire Shield.

I suppose that varies depending on the nature of the class. A full BAB, full HD class is going to have less need for 'buffs' to keep up with the other fighter types. A 3/4ths BAB, d8 HD class might need to cast spells to catch up to where the Fighter is already starting.

IMO, the ideal class wouldn't use spells at all, but have magical powers / enhancements that can be invoked during combat to enhance their own abilities, gaining bonuses similar to those of a Ranger or Barbarian, but more overtly magical in nature. A magical version of the Soulknife, imbuing magical properties into his melee weapon, could even be an option. The character might even have differing abilities based on the schools of magic. His evocation effect would give his weapon the Flaming (Frost, Shock) property for a brief time, his illusion effect would give him a Blur (Displacement) defense in combat, his divination effect would give him bonuses to hit a single target (and to avoid that single target's blows), his enchantment effect would enhance his use of Intimidate and / or include a 5 ft. radius fear aura that causes those who engage him in melee to be Shaken, his necromantic effect would allow him to restore hit points of damage or gain temporary hit points as he does melee damage to another, etc. He'd get eight powers, and could invoke X powers / day, from those eight school powers, depending on the situation, as a free action during combat, with various effects lasting 1 round or 1 minute or whatever seems appropriately balanced.

Pure spellcasting, combined with fighting, IMO, creates a mess of the action economy. Either the class has time to prepare, and expends a percentage of his daily resources just 'catching up' to what a Barbarian or Paladin can do as a free action by activating Rage or Smite, or he doesn't have time to prepare and is strictly worse than having a Paladin or Barbarian in the group.

Dark Archive

The Gish is a Githyanki fighter/wizard. In MM 4 it was stated up for the first time in 3.5 and was a fighter 2/Evoker 5. Hence the statement that the archtypical Gish is an evoker. The Gish is not a role, it is a person.


OK, if we're going to limit access to Sor/Wiz spells, then let's add some useful divine spells to his list to make up for it. Shield of faith, bless, magic vestment, divine favor, divine power, divine might, cure X wounds, sound burst, freedom of movement all jump out at me.


If we're building a list of sorcerer/wizard + additional spells, these are the ones I see as most useful:

Divine:
Divine Favor, Entropic Shield, Magic Stone, Shield of Faith, Align Weapon, Magic Vestment, Disrupting Weapon, Animate Objects, Heroes' Feast, Longstrider, Chill Metal, Flame Blade, Heat Metal, Snare, Rusting Grasp

Just at a glance.

RPG Superstar 2012 Top 32

I always picture the duskblade/gish as a melee combatant that self-buffs and has magical "trump cards:" occasional extra damage & de-buffs (usually single-targeted, but a few area effects), defense & escape, speed & manuverability.

RPG Superstar 2010 Top 32

David Fryer wrote:
The Gish is a Githyanki fighter/wizard. In MM 4 it was stated up for the first time in 3.5 and was a fighter 2/Evoker 5. Hence the statement that the archtypical Gish is an evoker. The Gish is not a role, it is a person.

Technically, it was statted up in Dungeon #100 as a fighter/universalist, but who's counting?

The spell list needs to serve the purpose. If the class is going to be the Gish, the combination of melee and arcane magic invented by the githyanki, then you have a defensive character who is artillery. Think archery ranger who tosses fireballs instead of wrecking people with a bow, but still able to do okay with a greatsword (well, silversword, but whatever).

There's gish as a fighter/mage proto-role (what does it do?) and proper Gish, a specific concept that fits in the larger circle of arcane melee sorts.

Sean FitzSimon wrote:

If we're building a list of sorcerer/wizard + additional spells, these are the ones I see as most useful:

Divine:
Divine Favor, Entropic Shield, Magic Stone, Shield of Faith, Align Weapon, Magic Vestment, Disrupting Weapon, Animate Objects, Heroes' Feast, Longstrider, Chill Metal, Flame Blade, Heat Metal, Snare, Rusting Grasp

Just at a glance.

Careful of stepping on the divine toes. We already have a buff-yourself-up-and-hit-a-fool in the cleric. It has different flavor, but a gish class would need to play differently as well as having different origins.


Well I like that my Spellthane name is getting some use!

For my money I'm pretty unwilling to budge on this being a full BAB class. Just having BAB doesn't mean you're stepping on the fighter's toes, he gets (now) class benefits and perks as well as 11 (*gasp*) bonus combat feats. A Spellthane should get spells instead of feats.

I think that they should have Medium armor and possibly no shield proficiency. 2 skills per level is just fine. Good Fort and Will OR just good Will, I like the idea that they NEED magic to overcome their frailness. D10 HPs or D8, I'm fine either way. Pathfinder is pretty standardized and having it be D8 would stray from that standard, but this will be a very different class ;).

I like the idea of spontaneous elemental weapons. Maybe a number of times per day, maybe by giving up a spell slot, you get to add an elemental bonus to your weapon i.e. flaming, frost, shock or vicious. Also at higher levels they can add the burst version.

I think that either being able to channel spells through a melee attack or being able to cast select spells automatically quickened is clutch. Not that they shouldn't give something up to do this, give the ability at lvl 6 and make it a standard action.

Weapon bond like Paladin or wizard with Arcane Bond would be a big plus.

As for spells, concentrate on 1)touch attacks 2)buffs like shield or bulls strength 3)minor utility or summoning. MIB is right that the buff up then wade into melee is sort of the Cleric shtick and we want, mainly, to stab dudes with magic. I think that bard-ish progression i.e. 2/3 and spontaneous casting is the best way to go.


Now that I've thought about it I am pretty certain I am removing all illusion and enchantment spells from my spell list, I think it would make more sense to focus on Transmutation, Conjuration and Abjuration. I am on the fence about evocation, I am think just a few key spells. Maybe a few necromancy spells for debuffs at the point of a sword. Anyway I am likely going to repost a version of my 'Sword Mage' sometime today.


A Man In Black wrote:


There's gish as a fighter/mage proto-role (what does it do?) and proper Gish, a specific concept that fits in the larger circle of arcane melee sorts.

Not to put too fine a point on it but a proper Gish is a Githyanki Fighter/Wizard. It is not a concept that fits into anything. I don't know why this has to constantly be repeated.


The Gish wrote:
A Man In Black wrote:


There's gish as a fighter/mage proto-role (what does it do?) and proper Gish, a specific concept that fits in the larger circle of arcane melee sorts.
Not to put too fine a point on it but a proper Gish is a Githyanki Fighter/Wizard. It is not a concept that fits into anything. I don't know why this has to constantly be repeated.

Because the same way google is now a verb, the meaning of the term 'gish' has changed. Theres another thread to discuss this topic, so i'll stop the thread jack now, but feel free to post your grievances on the degredation of gaming language there.


Kolokotroni wrote:
The Gish wrote:
A Man In Black wrote:


There's gish as a fighter/mage proto-role (what does it do?) and proper Gish, a specific concept that fits in the larger circle of arcane melee sorts.
Not to put too fine a point on it but a proper Gish is a Githyanki Fighter/Wizard. It is not a concept that fits into anything. I don't know why this has to constantly be repeated.
Because the same way google is now a verb, the meaning of the term 'gish' has changed. Theres another thread to discuss this topic, so i'll stop the thread jack now, but feel free to post your grievances on the degredation of gaming language there.

I understand that, and that is not what I am saying at all. I doubt very many people out there are saying that searching Google, the noun, is not a proper google, the verb. I am not trying to threadjack, I was responding to the implication that somehow the Gish, the one that started it all, is somehow not a proper gish. To me it's like defineing the phrase duck in such a way that a male mallard is disqualified from being a proper duck. The statement was made here, so responding to it on another thread seems almost as ridiculous as the original statement was.


Since I am the OP, I’d like to take upon this opportunity to get the thread back on topic.

This is my list of spells that I think should be considered for this archetype. This is not to say that I believe that all of these spells should be included. I am not concerned about what spell level this archetype should be able to cast them; that will be addressed in a later step once a polled consensus has decided what should be its caster level progression.

I know there are a number of you that have homebrewed your own archetypes for this (I’ve read a number of them here on Paizo). By all means, please participate and/or link to them (preferably to another Paizo thread as some sites may be restricted due to firewall issues).

Step 2 can be found here. It’ll address BAB, HD, saves progression, skill ranks per level, caster level progression, primary ability stat, whether this should be a spontaneous or a prepared caster, whether the entire spell list should be available when that caster level is reached (like the warmage) or gains new spells from selecting them each level progression.

______________________________________________________________________

0 Level

    Resistance
    Detect Magic
    Read Magic
    Dancing Lights
    Flare
    Ray of Frost
    Disrupt Undead
    Touch of Fatigue
    Mage Hand
    Arcane Mark1

1st Level

    Protection from Chaos/Evil/Good/Law
    Shield
    Mage Armor
    True Strike
    Burning Hands
    Magic Missile
    Shocking Grasp
    Color Spray
    Chill Touch
    Ray of Enfeeblement
    Expeditious Retreat
    Feather Fall
    Jump
    Magic Weapon
    Inflict Light Wounds (Cleric 1)

2nd Level

    Protection from Arrows
    Resist Energy
    Acid Arrow
    Glitterdust
    See Invisibility
    Touch of Idiocy
    Continual Flame
    Darkness
    Scorching Ray
    Blur
    Invisibility
    Mirror Image
    Ghoul Touch
    Spectral Hand
    Bear’s Endurance
    Bull’s Strength
    Cat’s Grace
    Darkvision
    Eagle’s Splendor2
    Fox’s Cunning2
    Levitate
    Inflict Moderate Wounds (Cleric 2)
    Sound Burst (Bard/Cleric 2)

3rd Level

    Dispel Magic
    Magic Circle against Chaos/Evil/Good/Law
    Protection from Energy
    Arcane Sight
    Heroism
    Daylight
    Lightning Bolt
    Wind Wall
    Displacement
    Ray of Exhaustion
    Vampiric Touch
    Blink
    Haste
    Keen Edge
    Magic Weapon, Greater
    Slow
    Inflict Serious Wounds (Cleric 3)
    Invisibility Purge (Cleric 3)

4th Level

    Globe of Invulnerability, Lesser
    Stoneskin
    Dimension Door
    Crushing Despair
    Fire Shield
    Invisibility, Greater
    Bestow Curse
    Contagion
    Enervation
    Inflict Critical Wounds (Cleric 4)
    Freedom of Movement (Bard/Cleric/Druid/Ranger 4)
    Poison (Cleric 4/Druid 3)

5th Level

    Teleport
    Cone of Cold
    Wall of Force
    Blight
    Waves of Fatigue
    Telekinesis

6th Level

    Antimagic Field
    Dispel Magic, Greater
    Globe of Invulnerability
    Repulsion
    True Seeing
    Heroism, Greater
    Chain Lightning
    Mislead
    Shadow Walk
    Eyebite
    Disintegrate
    Transformation

7th Level

    Spell Turning
    Instant Summons
    Teleport, Greater
    Arcane Sight, Greater
    Power Word Blind
    Prismatic Spray
    Finger of Death
    Waves of Exhaustion
    Ethereal Jaunt

8th Level

    Prismatic Wall
    Protection from Spells
    Moment of Prescience
    Irresistible Dance
    Power Word Stun
    Polar Ray
    Sunburst

9th Level

    Mage’s Disjunction
    Prismatic Sphere
    Power Word Kill
    Energy Drain
    Time Stop

1. Included only for purpose of 7th level Instant Summons spell.
2. Will dump one of them when determined to be a CHA or INT based caster.


Kirth Gersen wrote:
OK, if we're going to limit access to Sor/Wiz spells, then let's add some useful divine spells to his list to make up for it. Shield of faith, bless, magic vestment, divine favor, divine power, divine might, cure X wounds, sound burst, freedom of movement all jump out at me.

I agree with some of what you listed, but not the divine based spells. After all, we're talking about an arcane fighter.


SmiloDan wrote:

I always picture the duskblade/gish as a melee combatant that self-buffs and has magical "trump cards:" occasional extra damage & de-buffs (usually single-targeted, but a few area effects), defense & escape, speed & manuverability.

I agree with you (and will likely be pointed out as such in the spell list I posted above).


Kolokotroni wrote:
Now that I've thought about it I am pretty certain I am removing all illusion and enchantment spells from my spell list, I think it would make more sense to focus on Transmutation, Conjuration and Abjuration. I am on the fence about evocation, I am think just a few key spells. Maybe a few necromancy spells for debuffs at the point of a sword. Anyway I am likely going to repost a version of my 'Sword Mage' sometime today.

Could you care to repost (or link) your spell list here too? Thanks!

Shadow Lodge

Urizen wrote:
Kirth Gersen wrote:
OK, if we're going to limit access to Sor/Wiz spells, then let's add some useful divine spells to his list to make up for it. Shield of faith, bless, magic vestment, divine favor, divine power, divine might, cure X wounds, sound burst, freedom of movement all jump out at me.
I agree with some of what you listed, but not the divine based spells. After all, we're talking about an arcane fighter.

So change the names.

Kirth Gersen wrote:
OK, if we're going to limit access to Sor/Wiz spells, then let's add some useful divine spells to his list to make up for it. Shield of Sorcery, bless, magic vestment, Favor of Nethys, Power of Nethys, Might of Nethys, cure X wounds, sound burst, freedom of movement all jump out at me.

Couldn't think of something else to call bless.


The Gish wrote:
A Man In Black wrote:


There's gish as a fighter/mage proto-role (what does it do?) and proper Gish, a specific concept that fits in the larger circle of arcane melee sorts.
Not to put too fine a point on it but a proper Gish is a Githyanki Fighter/Wizard. It is not a concept that fits into anything. I don't know why this has to constantly be repeated.

[invoking_Bill_Clinton's_"is"_redefinition_power]

"Gish", for the purposes of this thread, is simply an epithet for a fighter-magic user that predates your existence (or invasion).

[/invoking_Bill_Clinton's_"is"_redefinition_power]


Dragonborn3 wrote:

So change the names.

Kirth Gersen wrote:
OK, if we're going to limit access to Sor/Wiz spells, then let's add some useful divine spells to his list to make up for it. Shield of Sorcery, bless, magic vestment, Favor of Nethys, Power of Nethys, Might of Nethys, cure X wounds, sound burst, freedom of movement all jump out at me.
Couldn't think of something else to call bless.

Not a bad idea. For all intent and purposes, I'm attempting to keep to the original spells as they are for the exercise. But if you wish to share your list and include the original spell names, I'll be glad to include them in the compilation I'm tracking in excel.

Thanks!


Urizen wrote:
Kolokotroni wrote:
Now that I've thought about it I am pretty certain I am removing all illusion and enchantment spells from my spell list, I think it would make more sense to focus on Transmutation, Conjuration and Abjuration. I am on the fence about evocation, I am think just a few key spells. Maybe a few necromancy spells for debuffs at the point of a sword. Anyway I am likely going to repost a version of my 'Sword Mage' sometime today.
Could you care to repost (or link) your spell list here too? Thanks!

Sure


Kolokotroni wrote:
Sure

Thanks!

Here's what I noticed:

You Dropped:

    Daze
    Daze Monster
    Touch of Idiocy
    Hold Person
    Fireball
    Lightning Bolt
    Wall of Fire
    Wall of Ice
    Phantasmal Killer
    Dominated Person
    Feeblemind
    Hold Monster
    Wall of Force

You Added:

    Burning Hands
    Antimagic Field

May I ask for the "method to your madness"?


Just out of curiosity, if I can deal 1d8+5 damage with a longsword, why would I take inflict light wounds as a spell? Yeah, it's a touch attack, but it lacks the longsword's 19-20 crit range, and also allows a save for half, so overall the longsword (which can also make iterative attacks, and isn't used up on a hit) is a MUCH better bet.

The ONLY reason to include inflict wounds spells is if there is a class feature that enables you to cast them through a weapon, so that the effects stack. Otherwise, it seems like the cure wounds spells would be a far more useful addition to the class.

Dark Archive

I'm at work and don't have time to flesh out a spell list right now, but I will say that the list the original poster came up with seems wayyyyyyyy too broad and potent. Many of those spells are incredibly powerful iconic wizard spells that have no place on an arcane warriors list. Don't encourage the people who think this is an exercise in developing a gestalt character and pretending it's balanced for regular game-play!

I think there should be a few options for blaster type spells, but probably not the best ones and certainly not many. The bulk should be self-buffs, combat advantage spells, and touch spells that cover a small range of damaging and de-buffing possibilities.

The problem really, really is (as somebody already mentioned) that until there's a consensus on the mechanics of the class, there can't really be a clear idea of what spells work well with that class. If there's no spell channeling ability, the touch spells don't make a lot of sense. If there's no quick casting ability, the buffs need to be very well thought-out, and possibly include a variety of swift versions of spells to compensate, etc., etc.

This really should be the last thing considered for any class like this.


Benn Roe wrote:
I think there should be a few options for blaster type spells, but probably not the best ones and certainly not many. The bulk should be self-buffs, combat advantage spells, and touch spells that cover a small range of damaging and de-buffing possibilities.

Your comments re: spell channeling and/or quick casting being needed for certain categories of spells to get any use are right on the money.

The one place I differ in opinion is that I consider the "best" blaster spells to be sort of an oxymoron, in 3.0/3.5/PF. Giving the arcane warrior access to all blasting spells at the expense of other (more useful) ones will only make the class weaker, not stronger. Battlefield control and save-or-lose are the "best" spells in terms of effectiveness and efficiency, with debuffs a useful addition. Blasting is a very distant last-place choice (unless you're talking a vampiric touch channeled through a sword as part of a full attack, rather than a lousy fireball).


Urizen wrote:
Kolokotroni wrote:
Sure

Thanks!

Here's what I noticed:

You Dropped:

    Daze
    Daze Monster
    Touch of Idiocy
    Hold Person
    Fireball
    Lightning Bolt
    Wall of Fire
    Wall of Ice
    Phantasmal Killer
    Dominated Person
    Feeblemind
    Hold Monster
    Wall of Force

You Added:

    Burning Hands
    Antimagic Field

May I ask for the "method to your madness"?

I think that I wanted to get the class away from enchantment and illusion schools. Thats the bards thing, let them have it (i left heroism and greater heroism in there because they are solid buff spells and are really only 'enchantment' in name to me. I also started to think that the character should not have alot of ranged blasty spells. Because I made weapon channel a primary feature i think their spells should all make sense from the tip of a sword. Blowing up a fireball all around you while cool, doesnt really fit. I did however leave in cones, as that still fits the up close and personal image I have of the class. The walls too dont make much sense at the end of his sword, I really think it is a good idea to put some limits on evocation, and I thought cones (or specified targets) only might be a good start.

Antimagic Field seems like a really good spell for this class. Sure it hurts them too, but they still have descent martial abilities. It would be a great 'take out the evil wizard' option in their hands.

Dark Archive

Kirth Gersen wrote:
The one place I differ in opinion is that I consider the "best" blaster spells to be sort of an oxymoron, in 3.0/3.5/PF. Giving the arcane warrior access to all blasting spells at the expense of other (more useful) ones will only make the class weaker, not stronger. Battlefield control and save-or-lose are the "best" spells in terms of effectiveness and efficiency, with debuffs a useful addition. Blasting is a very distant last-place choice (unless you're talking a vampiric touch channeled through a sword as part of a full attack, rather than a lousy fireball).

I don't disagree. Save-or-die and area-of-effect spells are obviously way better than blasty spells. I just think blasting is probably more of an after-thought for a class like this, and it doesn't make much sense to overload their spell list with spells like that because it gives a false impression about its priorities. If I saw a spell list with shield, invisibility, fireball, lightning bolt, disintegrate, and polar ray, I'm going to think "oh, this guy's a blaster... that's boring" and move on. And that's not fair to the class. If I see shield, shocking grasp, invisibility, dimension door, true strike, vampiric touch, mirror image, and fireball, I'm going to get a more accurate picture of what the class is really all about.

Blasting is just a little added versatility to help the class out of a pinch, like giving a fighter a crossbow in case he can't get into the thick of the fight for some reason.


Kirth Gersen wrote:

Just out of curiosity, if I can deal 1d8+5 damage with a longsword, why would I take inflict light wounds as a spell? Yeah, it's a touch attack, but it lacks the longsword's 19-20 crit range, and also allows a save for half, so overall the longsword (which can also make iterative attacks, and isn't used up on a hit) is a MUCH better bet.

The ONLY reason to include inflict wounds spells is if there is a class feature that enables you to cast them through a weapon, so that the effects stack. Otherwise, it seems like the cure wounds spells would be a far more useful addition to the class.

I can't speak for anyone else, but yes -- the reason *I* selected inflict wounds is for the reason you indicated - cast through a weapon. I did not choose cure wounds as I felt that this was a niche that is already handled by both the cleric and to lesser extent, the bard and druid.

Second, while I have it listed as a level 1 spell, it doesn't necessarily mean that I feel that it would be a level 1 spell for this particular archetype. If it were me, I would make these inflict spells +1 level higher. But that's for a future step later in the exercise.

As for your plus +5, that depends on if you're playing a STR based arcane warrior and/or in possession of at least a +1 magic weapon or certain feats. It may be different for a dex based character. But that's the topic for a later discussion too. :)


Benn Roe wrote:

I'm at work and don't have time to flesh out a spell list right now, but I will say that the list the original poster came up with seems wayyyyyyyy too broad and potent. Many of those spells are incredibly powerful iconic wizard spells that have no place on an arcane warriors list. Don't encourage the people who think this is an exercise in developing a gestalt character and pretending it's balanced for regular game-play!

I think there should be a few options for blaster type spells, but probably not the best ones and certainly not many. The bulk should be self-buffs, combat advantage spells, and touch spells that cover a small range of damaging and de-buffing possibilities.

This really should be the last thing considered for any class like this.

Let me include you in on a secret - I essentially agree with you. If you read my post in STEP 2, you'll see that I chose the bard caster style progression (which is only 6). To be truthful, if I were creating the archetype, I wouldn't include any of the 9th level spells. And when this stage of the exercise is concluded, I seriously doubt that that of the spells chosen in the majority, these aren't going to make it. However, as for the 8th level spells, I could see some of them fitting into a 6th level for this archetype (i.e. Polar Ray is a great example).


Benn Roe wrote:
Kirth Gersen wrote:
The one place I differ in opinion is that I consider the "best" blaster spells to be sort of an oxymoron, in 3.0/3.5/PF. Giving the arcane warrior access to all blasting spells at the expense of other (more useful) ones will only make the class weaker, not stronger. Battlefield control and save-or-lose are the "best" spells in terms of effectiveness and efficiency, with debuffs a useful addition. Blasting is a very distant last-place choice (unless you're talking a vampiric touch channeled through a sword as part of a full attack, rather than a lousy fireball).

I don't disagree. Save-or-die and area-of-effect spells are obviously way better than blasty spells. I just think blasting is probably more of an after-thought for a class like this, and it doesn't make much sense to overload their spell list with spells like that because it gives a false impression about its priorities. If I saw a spell list with shield, invisibility, fireball, lightning bolt, disintegrate, and polar ray, I'm going to think "oh, this guy's a blaster... that's boring" and move on. And that's not fair to the class. If I see shield, shocking grasp, invisibility, dimension door, true strike, vampiric touch, mirror image, and fireball, I'm going to get a more accurate picture of what the class is really all about.

Blasting is just a little added versatility to help the class out of a pinch, like giving a fighter a crossbow in case he can't get into the thick of the fight for some reason.

The more I think about it, the more I am coming around to your side of things. I still want some cool elemental effects, but something that keeps them using their weapons as opposed to area nukes. It probably should be 40% utility, 40% buffs, 20% offensive.

mmm back to the drawing board.


Kolokotroni wrote:

I think that I wanted to get the class away from enchantment and illusion schools. Thats the bards thing, let them have it (i left heroism and greater heroism in there because they are solid buff spells and are really only 'enchantment' in name to me. I also started to think that the character should not have alot of ranged blasty spells. Because I made weapon channel a primary feature i think their spells should all make sense from the tip of a sword. Blowing up a fireball all around you while cool, doesnt really fit. I did however leave in cones, as that still fits the up close and personal image I have of the class. The walls too dont make much sense at the end of his sword, I really think it is a good idea to put some limits on evocation, and I thought cones (or specified targets) only might be a good start.

Antimagic Field seems like a really good spell for this class. Sure it hurts them too, but they still have descent martial abilities. It would be a great 'take out the evil wizard' option in their hands.

Thanks for the comments. I agree on the ranged blasty spells; I don't see that either (with the exception of the cones for exactly the reasons as you described). Unlike you, I did keep some illusions and enchantments as I envision them more of a defensive nature. Wall of Wind and Wall of Force serves their place. The ones I chose were 'inivisible' and did not go for Fire, Ice, or Stone. More like a force field (which is what an antimagic field is to me), if that makes sense?

Again, thanks for participating!


Edit: post ended up in the wrong thread nothing to see here, move along ;)


Hopefully some of you that have commented earlier will post your own lists when you get a chance. Right now, I'm in possesion of 3 lists (including myself).

Thanks for participating.

Sczarni

Personally I think it would be easier to adjudicate it available schools to choose from rather than a list onto itself (good for continued support through books).
So I would give them acces to evocation, abjuration and transmutation of whatever spell levels they would have acces to.


Frerezar wrote:

Personally I think it would be easier to adjudicate it available schools to choose from rather than a list onto itself (good for continued support through books).

So I would give them acces to evocation, abjuration and transmutation of whatever spell levels they would have acces to.

I think i would give them conjuration before evocation, but thats just me. I also like some of the spells in the necromancy school. My mindset is that the bard is a good starting point, and it has a rather focused spell list. If i gave full access to a bunch of schools it would be closer to a full caster then the bard is which I dont want.

Sczarni

problem with that is that it would require an analizis of every spell that would be made available to them, since bard has many spells that are lower lvl than their sorcerer/wizard counterparts (and with a reazon).

Choosing not so strong schools just seems like a good way to simplify a good class (in my opinion at least).
Oh and regarding conjuration, the reazon i would avoid it is because it ha by far the best spels around.

And as a cherry on top giving them the chance to choose a few spells through their career (a la advanced knowledge) from different schools would make them fit some concepts (enervating sword attack comes to mind)

Dark Archive

I was going to suggest a spell research type option for the class also. I think it makes a lot of sense to provide a really narrow spell list and then let people hand select one or two personal favourite spells with which to expand their list.


Frerezar wrote:

Personally I think it would be easier to adjudicate it available schools to choose from rather than a list onto itself (good for continued support through books).

So I would give them acces to evocation, abjuration and transmutation of whatever spell levels they would have acces to.

So, would I be putting you down for levels 0 through 9 for all evocation, abjuration, and transmutation spells on the Sor/Wiz list, or do you want to cap it off somewhere at a lower level?


Frerezar wrote:
And as a cherry on top giving them the chance to choose a few spells through their career (a la advanced knowledge) from different schools would make them fit some concepts (enervating sword attack comes to mind)
Benn Roe wrote:
I was going to suggest a spell research type option for the class also. I think it makes a lot of sense to provide a really narrow spell list and then let people hand select one or two personal favourite spells with which to expand their list.

When we get to the stage of reviewing class options, I definitely will have this up as an option to select on. I don't want to speak for him, but from what I've read in other threads, I think David Fryer probably would too. So there's at least four of us...

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