Why the sudden interest in Gish?


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Okay, in the last two days, the board has been overrun with threads discussing various aspects of the gish concept. So it got me to thinking, why the sudden interest? Has something happened in the multiverse that I slept through that has prompted this sudden interest? W@hy is everyone suddenly talking about little ol' me?


I don't know, but it can't end quickly enough.

Silver Crusade

The G&&% wrote:
Okay, in the last two days, the board has been overrun with threads discussing various aspects of the g#~% concept. So it got me to thinking, why the sudden interest? Has something happened in the multiverse that I slept through that has prompted this sudden interest? Why is everyone suddenly talking about little ol' me?

'Tis the Day of the G~&%.


The Gish wrote:
Okay, in the last two days, the board has been overrun with threads discussing various aspects of the gish concept. So it got me to thinking, why the sudden interest? Has something happened in the multiverse that I slept through that has prompted this sudden interest? W@hy is everyone suddenly talking about little ol' me?

Because casters are awesome and interesting to play, and the idea of one who can fight is another awesome concept and very good for adventure stories, as many wizards are holed up in towers.

RPG Superstar 2009 Top 32

The concept of a martial arcanist is interesting.

The nomenclature ("gish") is not so much.


Celestial Healer wrote:
The G&&% wrote:
Okay, in the last two days, the board has been overrun with threads discussing various aspects of the g#~% concept. So it got me to thinking, why the sudden interest? Has something happened in the multiverse that I slept through that has prompted this sudden interest? Why is everyone suddenly talking about little ol' me?
'Tis the Day of the G~&%.

FTFY


Not sure why everyone is so interested in it. They are not open content so Paizo can not use em anyhow

Arcane warrior types however they can use


arcane warrior are always interesting to players. Its why everyone loved Bladesingers in the Realms


Dude if ya was gonna be a badass Bladesinger you just had to get a hold of a Moonblade


MerrikCale wrote:
arcane warrior are always interesting to players. Its why everyone loved Bladesingers in the Realms

The Bladesingers are not specific or unique to Forgotten Realms.

They first appeared in AD&D 2nd edition Complete Book of Elves, which wasn't linked to any setting.


Seldriss wrote:
MerrikCale wrote:
arcane warrior are always interesting to players. Its why everyone loved Bladesingers in the Realms

The Bladesingers are not specific or unique to Forgotten Realms.

They first appeared in AD&D 2nd edition Complete Book of Elves, which wasn't linked to any setting.

true enough

they sort of took a life of thier own in FR


Yeah no world took them like FR did. With elves of evermeet they took a life of there own there

Sovereign Court

MerrikCale wrote:
Arcane warrior are always interesting to players. It's why everyone loved Bladesingers in the Realms.

And let's not forget ol' Elric of Melnibone! Has anyone mentioned him yet?


I blame the guides !

Bard guide had people thinking... oh my I fancy a caster warrior.

Ranger guide had people thinking .. nah I prefer REAL warriorism but having ranged attacks is sweet like a switch hitter.

Wizards guide had people thinking . actually arcane spells rock, but I like being tough.

The combination = the travesty of the githianki worshipping plagerists : the gish threads !!

What we need is a rogue, fighter or cleric thread to shut it down !!


The Gish wrote:
Why is everyone suddenly talking about little ol' me?

No, no, no. They're actually talking about the magic/melee hybrid thingie, not about an old toothless Gith that says his races' name funny. Silly old toothless Gith!


Hate the term. Hope it ends fast. Hell, if they were called Oracles I wouldn't even complain a bit. It would be better the current nickname.

I'm not opposed to the concept, but it makes me think of munchkin players. And I dislike munchkin players.

I'd be happy to see a solid build with a decent name.

RPG Superstar 2009 Top 32

Watcher wrote:
I'm not opposed to the concept, but it makes me think of munchkin players. And I dislike munchkin players.

... but ... What about the Lollipop Guild?

Contributor

Oh, this goes beyond Munchkins into one of the other classics of children's literature:

Veruca Salt wrote:
"I want a Gish, daddy! I want a Gish!"


Lord Fyre wrote:
... but ... What about the Lollipop Guild?

I kicked they a$$es to the curb, 'cause they all had a charisma of 6..

But hey.. 18 Strength, 16 Dex, 14 Con, that's what the game is all about, right!?


Too...much...Gish-gushing... Ao-oooooooooooooooooooooooooooooooooh!


Ghost of Malthus wrote:
Too...much...Gish-gashing... Ao-oooooooooooooooooooooooooooooooooh!

Fixed it for you booberry


Gish are like Jedi, so they capture the imagination of a set of people. Plus gish are the new Dritzz.


Tiny Tina wrote:
Gish are like Jedi, so they capture the imagination of a set of people. Plus gish are the new Dritzz.

There is nothing new about the Fighter/Mage character concept. It has been a part of the game since the beginning, and every version of the game has included ways to effectively build one.

Admittedly 3.0/3.5 made it rough with the new multiclassing rules, making so that instead of being 2 or 3 spell levels and 2 or 3 thAC0/BAB whatever you want to call it behind a full Fighter or Wizard you were effectively 50% of either; but that mistake was rectified with splatbooks.

Unfortunately, splatbook overload also lent itself to abuse of loopholes and munchkinism, which is where I think this strange knee-jerk reaction of "You want to play a (insert word for Fighter/Mage here)!?!? You horrid little (munchking/Jedi wannabe/Drizzt fanboy/all around general bad person who should never be allowed to reproduce) you!" comes from.

Dark Archive

There was nothing new about Dritzz either. And yes, the blademage concept of a fighter/wizard has been around for a long time. Those of us who liked it even made it work in 3.0/3.5 until the Duskblade came out in PHB II. I think what Tina meant is that the desire for it to be it's own defined class, with all kinds of buffs seems to come from a desire to have a PFRPG class that does what the Jedi does. I have seem the same trend in many of the discussions on the boards over the past few days. People want lots of things for the class like Bull's Strength, Cat's Grace or Align Weapon. They also want things that can depower their opponents or mind control them. In short, they want to be really strong, do astonishing flips and jumps, and be able to use mind tricks. Hence the Jedi analogy.


David Fryer wrote:
There was nothing new about Dritzz either. And yes, the blademage concept of a fighter/wizard has been a long for a long time. Those of us who liked it even made it work in 3.0/3.5 until the Duskblade came out in PHB II. I think what Tina meant is that the desire for it to be it's own defined class, with all kinds of buffs seems to come from a desire to have a PFRPG class that does what the Jedi does. I have seem the same trend in many of the discussions on the boards over the past few days. People want lots of things for the class like Bull's Strength, Cat's Grace or Align Weapon. They also want things that can depower their opponents or mind control them. In short, they want to be really strong, do astonishing flips and jumps, and be able to use mind tricks. Hence the Jedi analogy.

I am in consensus with what you're saying here. When I've been participating in these threads, I'm only using 'gish' as a necessary evil as it draws attention (both positive and negative) and it shows up in message board searches for those looking for information.

I can't speak much of Dritzz fanboism because I've never read a single FR novel (I was more into Dragonlance when I was younger). But I am extremely guilty of being a Star Wars fan (and appreciate the (not so) subtle references to it in Abrams' Star Trek reboot). But I know that there's a strong desire amongst some of the board posters to see an arcane fighter class and we all have our own way of envisioning it.

But please, no midichlorians. Ugh...

The Exchange

I don't know, but I agree that I wish it would be over with. An arcane warrior is perfectly do-able under the current rules and comes out as a solid, but not completely 'optimized' class, which is what it should be.

The different ways to do it (Eldritch Knight/Dragon Disciple/Arcane Archer) and the various means to get there (multiclass combos) represent the many different paths that an arcane student might learn or teach himself how to combine the two schools of fighting.

It should be something that is very uncommon and difficult to do. If you make an arcane warrior base class, you've just either A) Eliminated the need for the aforementioned prestige classes, or B) taken a step towards 3.5, where you take the prestige class just for a few features and then skip over to the aforementioned prestige classes.

To those who dislike the g-word, I suggest replacing it in your vocabulary to prevent its spread usage. Probably a LOT of younger games have learned what it means and added it to their vocabulary within the last 3-4 days.


On a serious note..

I wonder if this fighter/magic user hybrid craze stems from a desire to be fairly self-reliant or autonomous.. that is not requiring to work with others.


This is nothing new. Back in the day when Elf was a class and not just a race they were effectivly a fighter & magic-user. The only sort of new spin on it is the annoying name of Gish.

Fighter/thief and fighter/mage were the first two multi classes out there. Clerics where much less likely to multi class as thay already wore armor and could cast spells.


Lord Fyre wrote:

The concept of a martial arcanist is interesting.

The nomenclature ("gish") is not so much.

Exactly so.

Gish are githyanki. This creepy screwing up of names is one of the very bad things that came out of 3e. *shudder*


Watcher wrote:

On a serious note..

I wonder if this fighter/magic user hybrid craze stems from a desire to be fairly self-reliant or autonomous.. that is not requiring to work with others.

Interesting observation.

I can't speak for others, but that isn't the case for me. It is simply a niche, I suppose. I've played an 'orator' style bard and I primarily played clerics in the past, but it still never satisfied completely what I was looking for to play in a base class.

I game with a bunch of guys that rarely, if ever, uses PrCs. In one of several campaigns I'm playing in RL, given the (few) options we had for the campaign by sticking to PF core, I elected to dip into the Eldritch Knight class once I have met the prereqs. But I have to confess that there are certain abilities I wish I had available from the beginning -- but as long as it was balanced and not necessarily power-creeping. While I admit I'm a duskblade fan (and to this day, I don't know why it's called a duskblade as it doesn't do much with 'dusk', IMHO), I do feel it is a bit overpowered despite its potential to serve a certain niche.


Arnwyn wrote:
Lord Fyre wrote:

The concept of a martial arcanist is interesting.

The nomenclature ("gish") is not so much.

Exactly so.

Gish are githyanki. This creepy screwing up of names is one of the very bad things that came out of 3e. *shudder*

[threadjack]

It isn't just 3e; words evolve. We have a lot of words in just about every languages today when you discover its original origin / etomology to be vastly different from how it is used today, sometimes you have to say to yourself, 'WTF....!'

Heck, it even happens with acronyms. FTW didn't originally mean 'for the win'... ;-)

[/threadjack]


Watcher wrote:

On a serious note..

I wonder if this fighter/magic user hybrid craze stems from a desire to be fairly self-reliant or autonomous.. that is not requiring to work with others.

Access to spells, whether arcane or divine is a finite resource, and spells are the most immediate way to see short term gains in character power/efficiency. They're "shiny".

Also, I think anyone who has been a table where the divine or arcane casters could care less about spending some spell slots on helping out their allies, and would rather just spend those slots casting fireballs or inflict spells, can see the attraction of being able to "self-buff".

Liberty's Edge

Because multiclassing is silly, WOTC is the devil, nobody allows homebrews in, and...

Ok, I'll stop.

Honestly, I don't know. The way I see it, people are almost asking for a Paladin, except he's a Wizard. With spells. And less armor. And spells.

And there is, hilariously, nearly no consensus as to what this wunder-kind will do or how it will do it, other than the fact that it is clearly Arcane, and clearly a Warrior. The houserule people should, hopefully, have some information, or even a rough draft forthcoming.


Sheboygen wrote:
And there is, hilariously, nearly no consensus as to what this wunder-kind will do or how it will do it, other than the fact that it is clearly Arcane, and clearly a Warrior. The houserule people should, hopefully, have some information, or even a rough draft forthcoming.

Ain't that the truth.

Speaking of ... you're more than welcome to throw in your $0.02 there too. The more information and wider the net, perhaps something will come out of it.

Liberty's Edge

Urizen wrote:
Sheboygen wrote:
And there is, hilariously, nearly no consensus as to what this wunder-kind will do or how it will do it, other than the fact that it is clearly Arcane, and clearly a Warrior. The houserule people should, hopefully, have some information, or even a rough draft forthcoming.

Ain't that the truth.

Speaking of ... you're more than welcome to throw in your $0.02 there too. The more information and wider the net, perhaps something will come out of it.

Maybe later tonight, I may be chain-posting, but I've got Microsoft Office Word open as well, homework is nearly all-consuming this beautiful day off.


Sheboygen wrote:

Because multiclassing is silly, WOTC is the devil, nobody allows homebrews in, and...

Ok, I'll stop.

Honestly, I don't know. The way I see it, people are almost asking for a Paladin, except he's a Wizard. With spells. And less armor. And spells.

And there is, hilariously, nearly no consensus as to what this wunder-kind will do or how it will do it, other than the fact that it is clearly Arcane, and clearly a Warrior. The houserule people should, hopefully, have some information, or even a rough draft forthcoming.

It need not be a wunderkind. I think what most people would like is a removal of some of the fighter thingies (armor training, feats galore) and replace it with some arcane stuff. Maybe remove armor use for the ability to cast defensive magics of some type. That kind of thing

Lets keep it balanced but new

Dark Archive

I tried my hand at a multiclass blademage. Let me know what you think.

Scarab Sages

Lord Fyre wrote:

The concept of a martial arcanist is interesting.

The nomenclature ("gish") is not so much.

I agree. I throw up in my mouth a little bit over these cutesy terms. I'd add "Pally" to the list too -- use that in WoW as much as you want, but when I'm gaming at the table it all just pulls me right out of the mood I'm wanting to be in (too video-gamey for tabletop).

(Yes, yes, I know... WoW is hella fun, whatever. I'm not a snob, I just like to keep all these things separate and not blur it all too much or get too much FPS/MMORPG into my nice little RPG game)


Moro wrote:
Tiny Tina wrote:
Gish are like Jedi, so they capture the imagination of a set of people. Plus gish are the new Dritzz.

There is nothing new about the Fighter/Mage character concept. It has been a part of the game since the beginning, and every version of the game has included ways to effectively build one.

Admittedly 3.0/3.5 made it rough with the new multiclassing rules, making so that instead of being 2 or 3 spell levels and 2 or 3 thAC0/BAB whatever you want to call it behind a full Fighter or Wizard you were effectively 50% of either; but that mistake was rectified with splatbooks.

Unfortunately, splatbook overload also lent itself to abuse of loopholes and munchkinism, which is where I think this strange knee-jerk reaction of "You want to play a (insert word for Fighter/Mage here)!?!? You horrid little (munchking/Jedi wannabe/Drizzt fanboy/all around general bad person who should never be allowed to reproduce) you!" comes from.

I have to agree.


Moro wrote:
Unfortunately, splatbook overload also lent itself to abuse of loopholes and munchkinism, which is where I think this strange knee-jerk reaction of "You want to play a (insert word for Fighter/Mage here)!?!? You horrid little (munchking/Jedi wannabe/Drizzt fanboy/all around general bad person who should never be allowed to reproduce) you!" comes from.

That puts far too much responsibility on the splat books and not the players. But then I don't think it's a strange knee jerk reaction at all. Maybe it is a bit of a generalization, but to what degree?

For example: I'm sure somewhere some kid who begged his parents for a puppy and promised to take it for a walk, feed it, and clean up after it- and then actually did it. And then there's all the *other* kids in the world.

And I'm sure somewhere somebody played a g--h and wasn't a munchkin/Jedi/Drizzt/whatEVER.

But stereotypes often have an element of truth at their core.

I hear what you're saying though. One can argue it is a shame that such a class gets a bad label. Which is why if there was a good build for such a class, I wouldn't seeing it.


Lamashan Dalastonor wrote:
MerrikCale wrote:
Arcane warrior are always interesting to players. It's why everyone loved Bladesingers in the Realms.
And let's not forget ol' Elric of Melnibone! Has anyone mentioned him yet?

I wouldn't ever consider Elric a bladesinger...


Sheboygen wrote:

Because multiclassing is silly, WOTC is the devil, nobody allows homebrews in, and...

Ok, I'll stop.

Honestly, I don't know. The way I see it, people are almost asking for a Paladin, except he's a Wizard. With spells. And less armor. And spells.

And there is, hilariously, nearly no consensus as to what this wunder-kind will do or how it will do it, other than the fact that it is clearly Arcane, and clearly a Warrior. The houserule people should, hopefully, have some information, or even a rough draft forthcoming.

There are ideas floating about:

The Swordmage

Role: The swordmage’s focus is using magic to bring the fight to the enemy. Their combat prowess is less then that of dedicated combatants, but when they combine that with their arcane talents they can be a match for most any foe.
Alignment: Any.
Hit Die: d8.
Class Skills
The swordmage's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str), and Use Magic Device (Cha)

Skill Ranks per Level: 2 + Int modifier.

BAB Average
Saves: Good Fort, Good Will

1. Weapon Bond, Weapon Channeling, Armored Casting (Light Armor), Cantrips
2. Spell Channel
3. Weapon Channel (Move 1/day)
4.
5. Armored Casting (Light Shields)
6. Weapon Channel (Move 2/day
7.
8. Defensive Spell Channel
9. Weapon Channel (Swift 1/day)
10.
11. Armored Casting (Medium Armor)
12. Weapon Channel (Swift 2/day)
13.
14. Armored Casting (Heavy Shields)
15. Spell Channeling (Swift 3/day)
16.
17. Weapon Channel (2 spells)
18. Mass Spell Channel
19. (Armored Casting Heavy Armor)
20. Weapon Channel (full attack)
Weapon and armor Profficiencies: Swordmages are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Spells: A swordmage can cast arcane spells drawn from the Sword Mage Spell List. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell the sword mage must have an intelligence score equal to at least 10+the level of the spell. The Difficulty for the saving throw of the spell is 10+the spell level + the swordmage’s intelligence modified.

Like other spell casters the sword mage can only cast a certain number of spells of each level per day. This is the same as that on the Bard’s spell table. In addition he receives bonus spells for a high charisma score if applicable.

The swordmage’s selection spells is extrememly limited. They begin play knowing 4 level 0 spells and 2 first level spells of their choices. At each new level they gain new spells based on the bard’s spells known table.
Upon reaching 5th level, and at every third swordmage level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “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 swordmage spell the bard can cast. A swordmage may swap 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.
A swordmage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Cantrips: A sword mage can learn a number of cantrips or 0-level spells as noted in the Bard Spells known table. These spells are cast like any other spell but they do not consume any spell slots and may be used again.

Weapon Bond:
A Sword mage forms a bond with his weapon. Though bladed weapons are common, any weapon that the sword mage is proficient with can be bonded with. The sword mage beings play with this weapon which is always of masterwork quality. It is not made of any special material. If the sword mage attempts to cast a spell without holding his bonded weapon he must make a concentration check or lose the spell. The DC for this check is 20+ the spells level. A bonded weapon can be used once per day to cast any one spell the sword mage knows and is capable of casting. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. This spell can be used along with the Spell Channel Ability.

A swordmage can add additional magic abilities to his bonded weapon as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a swordmage with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). The magic properties of a bonded weapon, including any magic abilities added to the weapon, only function for the swordmage who owns it. If a bonded weapon's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded weapon is damaged, it is restored to full hit points the next time the sword mage prepares his spells. If the weapon is lost or destroyed, it can be replaced after 1 day in a special ritual that costs 200 gp per swordmage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Weapons replaced in this way do not possess any of the additional enchantments of the previous bonded item. A sword mage can designate an existing magic weapon as his bonded weapon. This functions in the same way as replacing a lost or destroyed weapon except that the new magic weapon retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Armored Casting:
At first level the sword mage does not suffer arcane spell failure for light armor. At 5th level this also includes light shields. When wielding a light shield the swordmage is considered to have a hand free for somatic components of spells. At 11th level this expands to include medium armor. At 14th level this also includes heavy shields, and the sword mage is considered to have a hand free for somatic components when wielding a heavy shield. At 19th level the sword mage no longer suffers arcane spell failure for Heavy armor.

Weapon Channel: The sword mage is able to store a spell in their weapon. This involves casting the spell as normal but the spell does not take affect. It instead takes affect on the next successful hit delivered with their bonded weapon. Touch and ranged touch spells count as having hit, saves apply as normal. Channeled spells are still subject to spell resistance were applicable. If the spell has multiple targets, it only affects the subject struck by the attack. If the effect is an area effect the area must include the subject struck by the attack as the center or point of origin for the effect. Area effect spells such as this exclude the swordmage’s square from their effects. At 3rd level the sword mage can do this with a spell that normally takes a standard action as a move action once per day. At 6th level he can do this twice per day. At 9th level he can also do this once per day as a swift action. At 12th and 15th levels he can do this an additional time per day as a swift action.

At 17th level the swordmage can store 2 spells in his weapon, though still on separate actions. On his next two successful hits with his weapon he decides which spell is used. Despite being able to have 2 spells stored at the same time, the swordmage can only ever deliver a single spell with each attack.

At 20th level sword mage has reached the peak of combining swordplay with arcane arts. Every time the sword mage takes a full attack action he may channel a single spell he could normally cast as a standard action. The sword mage may never use this ability in the same round he expends a stored spell from his weapon.

Spell Channel:
At 2nd level the swordmage can sacrifice arcane energy to increase his combat prowess. As a swift action the sword mage can sacrifice any unused spell slot for a temporary bonus. This bonus applies to either attack or damage at the sword mage’s choice and is equal to the level of the sacrificed slot. This bonus lasts for rounds equal to the swordmage’s intelligence modifier (minimum 1).

Defensive spell channel:
At 8th level the sword mage is able to channel arcane energies to protect himself. The sword mage as a move action that does not provoke an attack of opportunity may sacrifice an unused spell slot to grant him damage reduction equal to the level of the slot. This damage reduction lasts for a number of rounds equal to the sword mages intelligence modifier (minimum 1). For instance if a sword mage with a 16 intelligence were to sacrifice a 3rd level spell slot he would gain DR 3/- for 3 rounds.

Mass Spell channel
At 18th level the sword mage can direct his offensive arcane abilities to some of his allies. This ability functions the same as the spell channeling ability (but not defensive spell channel) except it requires a standard action and it can be applied to a number of targets within 30 feet of the sword mage equal to his intelligence modifier (minimum 1). The swordmage must include himself as one of the targets of this ability.

Spell list

0
Resistance
Acid Splash
Detect Magic
Read Magic
Daze
Light
Ray of Frost
Bleed
Disrupt Undead
Touch of Fatigue
Prestidigitation

1
Protection from Chaos/Evil/Good/Law
Shield
Mage Armor
Mount
Obscuring Mist
True Strike
Burning Hands
Magic Missile
Shocking Grasp
Color Spray
Cause Fear
Ray of Enfeeblement
Enlarge Person
Expeditious Retreat
Jump
Magic Weapon
Reduce Person
Inflict Light Wounds

2
Protection From Arrows
Resist Energy
Acid Arrow
Web
Daze Monster
Touch of Idiocy
Blur
Blidness Deafness
False Life
Scare
Bears Endurance
Bulls Strenth
Cats Grace
Foxs Cunning
Inflict Moderate Wounds

3
Dispell Magic
Magic Circle against Chaos/Evil/Good/Law
Phantom Steed
Heroism
Hold Person
Rage
Fireball
Lightning Bolt
Ray of Exhaustion
Vampiric Touch
Fly
Haste
Magic Weapon Greater
Slow
Inflict Serious Wounds

4
Stoneskin
Black Tentacles
Dimension Door
Crushing Despair
Fire Shield
Wall Of Fire
Wall of Ice
Phantasmal Killer
Bestow Curse
Contagion
Enervation
Fear
Inflict Critical Wounds

5
Dismissal
Dominate Person
Feeblemind
Hold Monster
Cone of Cold
Wall of Force
Blight
Waves of Fatigue
Baleful Polymorph
Overland Flight
Heroism Greater

6
Chain Lighting
Acid Fog
Freezing Sphere
Eyebite
Bears Endurance Mass
Bulls Strength Mass
Cats Grace Mass
Foxs Cunning Mass
Disintegrate
Flesh to stone
Stone to flesh

OR

Dervish

Like a whirlwind of intellectual arrogance, belief and violence they decend from the forgotten places between the edifices of civilisation from the ruins of the old.

You are not loaned power like your divine contemporaries, or reliant on mumblings and easily restricted gestures, you are power. A titan that spins their own path across the world.

Non-Lawful

D10, Full BAB, Ref and Will saves.

4+int skills.
Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Thru horrible experiments, fell pacts, debauched acts you are more than mortal. Examples: The aghori, the sifu, the taoist, the cultist, the mad scientist.

1st: Dervishes Fury. You believe in yourself and in secret knowlege that drives you with a fury bordering on insanity. This fury lasts for a number of rounds per day equal to 4 + your intelligence modifier. At each 'Trancend your Birth' level you can go into a fury for 2 additional rounds. The total number of rounds of fury per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in fury, a arcane dervish gains a +2 morale bonus to Strength and Dexterity, as well as a +2 morale bonus on intelligence checks. In addition, you take a –3 penalty to will saves.
While in fury, a dervish cannot use any Charisma-, or Wisdom-based skills.

A barbarian can end her rage as a free action and keeps the will save penalty for a number of rounds equal to 2 times the number of rounds spent in the fury.

2nd: Depraved Knowledge: Having intellectually probed depths of depravity none should you are hard to break and impossible to impress. Immune to fear effects, Add int bonus to all will saves.

4th: +1 feat or barbarian rage power (that lacks a level limit) as abominations whisper secrets in the shadows of your dreams.

6th: Trancend your Birth: choose one sorcerer bloodline or cleric domain gaining all powers of such (int is the relevant stat). Bonus spells are not recieved (you have no casting) but you can use spell completion items of these spells and are for all purposes considered to be a caster of your level - 6 and gain +1 saves vs these spells each Trancedential Level.

8th: +1 feat or barbarian rage power (that lacks a level limit)as abominations whisper secrets in the shadows of your dreams.

10th: +1 feat or barbarian rage power (that lacks a level limit) or lesser rogue talent as abominations whisper secrets in the shadows of your dreams OR double the bonuses and penalties from dervishes fury and add 4 rounds to the duration.

12th: +1 feat or barbarian rage power (that lacks a level limit) or lesser rogue talent as abominations whisper secrets in the shadows of your dreams.

14th: Trancend your Birth: Choose one sorcerer bloodline or cleric domain gaining all powers of such (int is the relevant stat). Bonus spells are not recieved (you have no casting) but you can use spell completion items of these spells and are for all purposes considered to be a caster of your level - 4 and gain +1 saves vs these spells each Trancedential Level.

16th: +1 feat or barbarian rage power (that lacks a level limit) or lesser rogue talent as abominations whisper secrets in the shadows of your dreams.

18th: Trancend your Birth: Choose one sorcerer bloodline or cleric domain gaining all powers of such (int is the relevant stat). Bonus spells are not recieved (you have no casting) but you can use spell completion items of these spells and are for all purposes considered to be a caster of your level - 2 and gain +1 saves vs these spells each Trancedential Level.

20th: You percieve the flimsy fabric of reality. Once per day you can as a standard action cut, pierce or tear it with a weapon as the gate spell.

Design considerations: I wanted it to stand appart from the paladin/ranger as divine should have its own MO, I wanted it to fit into a unique but supportive cosmology, I wanted it to be acceptable to those that prefered barbarian sorcerer rage mages AND fighter wizard eldrich knights as base classes should be flexible, I wanted a unique magic ability mechanic that would be added to in future supplements, I wanted to fill the hole that exists for a int based warrior archetype as barb has con, fighter str, ranger wis, pal chr. I wanted it basically flexible so imagination can take flight and to open up options so players can craft what they wish not be served power on a platter like a secret insult. I also wanted subtlety that the more you ponder the class the more you realise little things.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

Yeah, you know those debauched taoists.


Xaaon of Korvosa wrote:
Lamashan Dalastonor wrote:
MerrikCale wrote:
Arcane warrior are always interesting to players. It's why everyone loved Bladesingers in the Realms.
And let's not forget ol' Elric of Melnibone! Has anyone mentioned him yet?
I wouldn't ever consider Elric a bladesinger...

I think the point was he is a classic fighter/mage type


When you use the word Gish outside of describing gith; George Lucas gets a little closer to replacing the ewoks with jar-jar binks.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Zombieneighbours wrote:
When you use the word Gish outside of describing gith; George Lucas gets a little closer to replacing the ewoks with jar-jar binks.

Wouldn't make much of a difference in my book. Both are utterly deplorable.

But I also hate it when the word "gish" is abused like that. Or people still calling the Pathfinder RPG "3.P". It's silly.


Zaister wrote:
Zombieneighbours wrote:
When you use the word Gish outside of describing gith; George Lucas gets a little closer to replacing the ewoks with jar-jar binks.

Wouldn't make much of a difference in my book. Both are utterly deplorable.

But I also hate it when the word "gish" is abused like that. Or people still calling the Pathfinder RPG "3.P". It's silly.

Bilbo Bagshot: The Phantom Menace was eighteen months ago, Tim!

Tim: I know, Bilbo. Okay. It still hurts! It's just that kid wanted a Jar Jar doll!
Bilbo Bagshot: Kids like Jar Jar!
Tim: Why?
Bilbo Bagshot: What about the Ewoks? They were rubbish! You don't complain about them!
Tim: Yeah, but Jar Jar Binks makes the Ewoks looking like... f%$!ing Shaft!


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I have no idea who Bilbo Bagshot and Tim are supposed to be, but the Ewoks were already as bad as Jar-Jar back in 1983. Actually, I think they are even worse. There is nothing in "Return of the Jedi" that can redeem their presence.


Lest it had a wookie and dude it had solo, so ya know that may even out


Zaister wrote:
I have no idea who Bilbo Bagshot and Tim are supposed to be, but the Ewoks were already as bad as Jar-Jar back in 1983. Actually, I think they are even worse. There is nothing in "Return of the Jedi" that can redeem their presence.

Alas, to live a life without having watched spaced. *Hugs* Its alright, we will do what we can to ensure that you see it eventually.

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