Best 3.5 classes


Conversions

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The Exchange

For shame! I can't believe that no one has mentioned my absolute favorite.

The Binder

Coolest class EVER! It's the class that comes with the most pre-packaged roleplay potential, and style wise it is soooo cool.

My next two favorites after that are the Spellthief and the Factotum, but they were already mentioned.

The shadow mage and truenamer would be awesome as well. Holy crap was the shadow mage under balanced though, seriously!


I agree, the Binder is very cool, and would need little conversion work IMO. A few of the binding feats from the same book I think should be class features rather than feat tax, but it is still very fun to play.

In another vein, I'm a big fan of the Gun-mage, a base class from the Iron Kingdoms campaign setting.

Dark Archive

I personally LOVED the Artificer.


All the artificer needs to be a good Pathfinder class is a hit die increase to the d8.


Since it hasn't been said yet: Psychic Warrior. One of my favorite strategies is blowing a feat to get Psionic Blast as a power and then blasting a group of enemies before mowing them down with Psionic Lion's Charge and 3.5 PA/Cleave.

The Exchange

Oh yeah! The gun mage was awesome!

That and I rocked the artificer. I was an unstoppable item creating machine! Although I do believe that the artificer would need a heavier re-vamp, partially because you don't need to spend XP to make items any more.


The Sinister Chris wrote:
Although I do believe that the artificer would need a heavier re-vamp, partially because you don't need to spend XP to make items any more.

I had forgotten that. Well, in 3.5 the xp it took to create an item and the gold it took to create one were pretty closely linked. Either provide the artificer with a pool of gold to make his items with, or give him the benefit of allowing him to have a certain GP value of self-created items that do not count against the wealth by level guidelines. Or a mix of both, if needed.


Gorbacz wrote:
Fnipernackle wrote:
Sylvanite wrote:

Hexblade is awesome as an idea. Inquisitor sooooooort of stole some its thunder, but I think a conversion could be real cool. Will need some rewriting to keep up with the power of the new base classes in PF.

A good Swashbuckler would be cool, but the one from 3.5 was terrible.

Ill have to disagree here. I absolutely hated the hexblade, but I was in love with the swashbuckler. He had style and his abilities were really good for 3.5. Would need some updating now.
The 3.5 Swashbuckler was one of the worst pieces of class design, ever. Right up there with Samurai and Truenamer. A Warrior was miles ahead of him, really.

well then we must agree to disagree. and for the record, i also hated the artificer.

Dark Archive

TriOmegaZero wrote:
The 3.5 Swashbuckler was a Fighter with class features instead of feats. Not very impressive.

Swashbuckler was a one level full BAB dip to get Weapon Finesse for a Dex-fighter or Ranger. That's about it.

And since the best melee builds either were Str-based or focused more on bonus damage from Sneak Attack, it was pretty much a non-issue anyway.

A nice Errol Flynn-y Three Musketeers-y buckler of swashes would be a cool thing, but I haven't seen one yet. You'd probably be more effective (and feel more swashbuckler-y) playing a Monk who throws out all the exotic faux-Asian weapons and uses a rapier and main-gauche as 'Monk weapons.'


Seriously the Marshall was a terrible, class, it is also clearly the basis for the Cavalier, which is better. The Scout has been redone as a Rogue variant. It's not identical but I highly doubt a Scout class would come out alongside the variant, mostly because almost all the classes on this list aren't OGL and therefore will never be updated.


karlbadmanners wrote:
Seriously the Marshall was a terrible, class, it is also clearly the basis for the Cavalier, which is better. The Scout has been redone as a Rogue variant. It's not identical but I highly doubt a Scout class would come out alongside the variant, mostly because almost all the classes on this list aren't OGL and therefore will never be updated.

Saying that the Cavalier is better than anything makes me chuckle.

Dark Archive

meatrace wrote:


Saying that the Cavalier is better than anything makes me chuckle.

That tells me you've apparently never been on EITHER side of their lance. A well equipped and smart cavalier can dish out scarier hits than a pally.


Carbon D. Metric wrote:
meatrace wrote:


Saying that the Cavalier is better than anything makes me chuckle.
That tells me you've apparently never been on EITHER side of their lance. A well equipped and smart cavalier can dish out scarier hits than a pally.

On a crit, and a mounted charge. So basically no they can't.

Cavalier is a laughably bad class that could have been good if more thought had been put into it.


Were there any warrior classes that weren't a mashup of existing classes or that did some thematically the same as an existing class?

I want something new to add. And theme is as important as mechanics.


meatrace wrote:
Carbon D. Metric wrote:
meatrace wrote:


Saying that the Cavalier is better than anything makes me chuckle.
That tells me you've apparently never been on EITHER side of their lance. A well equipped and smart cavalier can dish out scarier hits than a pally.

On a crit, and a mounted charge. So basically no they can't.

Cavalier is a laughably bad class that could have been good if more thought had been put into it.

I don't think a crit it needed to put the hurt on. I just don't like the fact that it seems they can't do too much else.


I've never felt like a poor combatant with my Cavalier.


Totemist
Warblade or Swordsage


Kilbourne wrote:

I agree, the Binder is very cool, and would need little conversion work IMO. A few of the binding feats from the same book I think should be class features rather than feat tax, but it is still very fun to play.

I am currently playing an (unmodified) Binder in our local Pathfinder game. Works just fine the way it is. Did go through all the vestiges and 'upgrade' their abilities to Pathfinder standards. Some are a little weaker because something was nerfed. Some are a little stronger because something was buffed. Overall it still works well.

I agree that some of the binder feats should just be class features. Especially since the Binder does suffer a bit from the 3.5 trend of dead levels.

But when we converted to PF the options were to continue as-is or roll something else. So I stuck with it because binders are awesome.


+1 for all the Factotum people, however I would like it converted more in a way the Chamaeleon was or perhaps even Master of Masks (prestige classes)

RPG Superstar 2012 Top 32

The Sinister Chris wrote:

For shame! I can't believe that no one has mentioned my absolute favorite.

The Binder

Coolest class EVER! It's the class that comes with the most pre-packaged roleplay potential, and style wise it is soooo cool.

My next two favorites after that are the Spellthief and the Factotum, but they were already mentioned.

The shadow mage and truenamer would be awesome as well. Holy crap was the shadow mage under balanced though, seriously!

I designed an 18th level shadowcaster that could, with no gear, kill a dragon in 1 round. And it wasn't even THAT super-specialized. But it was only good for 1 encounter. The shadowcaster needed more staying power....they ran out of spells even quicker than wizards!


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

I have a pact binder from Secrets of Pact Magic. It's a good class, but I would make a few tweaks.

First, I would make the powers (Sp) instead of (Su). Having a pact binder be able to affect things like Golems and other immune to magic critters just feels really wrong to me.

Second, I wouldn't allow the feat that lets you bind things 1 level earlier. It doesn't seem balanced to allow them access to spells before a wizard can.

Third, I would make the DC based on charisma, not constitution. I forget if that was a change from Tome of Magic, but it isn't a good change. The binder in my game has more hp than the fighter. He's a tank. The only way I can kill him now is a vorpal blade.

Still, a fun class and very interesting to have in game.

RPG Superstar 2012 Top 32

deinol wrote:

I have a pact binder from Secrets of Pact Magic. It's a good class, but I would make a few tweaks.

First, I would make the powers (Sp) instead of (Su). Having a pact binder be able to affect things like Golems and other immune to magic critters just feels really wrong to me.

Second, I wouldn't allow the feat that lets you bind things 1 level earlier. It doesn't seem balanced to allow them access to spells before a wizard can.

Third, I would make the DC based on charisma, not constitution. I forget if that was a change from Tome of Magic, but it isn't a good change. The binder in my game has more hp than the fighter. He's a tank. The only way I can kill him now is a vorpal blade.

Still, a fun class and very interesting to have in game.

1. I like the (Su) flavor over the (Sp). It's one of the things that makes the class really unique.

2. That feat is a little weird, but considering binders usually get powers a couple levels after the wizard, it kind of brings a little balance to it. But I've only played 1 binder, and it was in a campaign with only 2 PCs, so I really liked the boost to versatility.

3. I think they should have Save DCs depend on Charisma, but effects that affect the binder himself be based on Constitution. Or have Will Save DCs based on Charisma and Fortitude and Reflex Save DCs based on Constitution. There are very few self-buffing abilities based on one of the binder's ability modifiers, and I would change that.

I would also like the vestiges to have some kind theme. Some just seem to have random powers. One gives you Large magical warhammer, DR 2/lawful (does not scale with level), water walking, animal empathy, and poisonous blood that damages creatures that bite or swallow you (1d6 points of damage per 3 levels, so it DOES scale with level). That's just totally random!


Knight of the Left Hand, Ultimate Prestige Classes, Mongoose Publishing, page 136.
I always wanted to try out this class, but my DM never let me. strange..
Wouldn`t mind a converted and mildly nerfed version of this one for my inner powergamer :D


Soulknife. I built one using feats from the ExPH and The Complete Psionic that was able to stand side by side with the party's tanks as well as being a deadly short-range sniper.


Dragon Shaman is awesome. When I played mine, I was new to the game, and all I cared about was getting the breath weapon (that I never got to use), but the Aura would have been way more awesome if I'd had more experience and knowledge.

I'm probably going to roll up another one now, just cuz.

RPG Superstar 2012 Top 32

Foghammer wrote:

Dragon Shaman is awesome. When I played mine, I was new to the game, and all I cared about was getting the breath weapon (that I never got to use), but the Aura would have been way more awesome if I'd had more experience and knowledge.

I'm probably going to roll up another one now, just cuz.

I play a chaos gnome one now, and it's really fun. I think in hindsight, it would have been better to play a Medium sized race, but it's really fun. I like how it gets lots of varied abilities, so you're always looking forward to what you get next level. I play in a small party (3 PCs), so it helps to be versatile, and the dragon shaman can tank, buff, heal (after 6th level), blast (after 4th level), and fill other roles, depending on your totem dragon (mine is party face--gotta love bonus Skill Focus Diplomacy!)--stealthy scout, tracker, acrobat, mastier of disguise, locksmith, etc.

We're working on a Pathfinderized version. I switched over to it around level 10. From levels 1-9, we just pathfinderized the skills and kept the HD 1d10.

Dragon Shaman Conversion:

Dragon Shaman

BAB: +¾
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.

In addition, each dragon totem grants an additional class skill depending on the type of dragon totem the dragon shaman selects.

Skill Points per Level: 4 + Intelligence modifier.

Dragon Shamans are proficient in all Simple Weapons. Dragon Shamans are proficient in all Light and Medium Armors, and all Shields (except Tower Shields).

AURAS LEVEL ABILITY
3 1. Draconic Aura +1, Draconic Toughness, Totem Dragon
3 2. Bonus Feat
4 3. Draconic Adaptation
4 4. Breath Weapon 2d6 (15 foot cone or 30 foot line), Draconic Resolve
5 5. Draconic Aura +2, Eyes of the Dragon (low-light vision)
5 6. Breath Weapon 3d6, Touch of Vitality
6 7. Natural Armor +1
6 8. Bonus Feat, Breath Weapon 4d6
7 9. Energy Immunity
7 10. Breath Weapon 5d6, Draconic Aura +3, Eyes of the Dragon (darkvision 60 ft)
8 11. Touch of Vitality (remove conditions)
8 12. Breath Weapon 6d6 (30 foot cone or 60 foot line), Natural Armor +2
9 13. Draconic Adaptation (share with allies)
9 14. Breath Weapon 7d6, Commune with the Dragon Spirit
10 15. Draconic Aura +4, Eyes of the Dragon (blindsense 60 ft)
10 16. Bonus Feat, Breath Weapon 8d6
11 17. Natural Armor +3
11 18. Breath Weapon 9d6
12 19. Draconic Wings
12 20. Breath Weapon 10d6 (60 foot cone or 120 foot line), Draconic Aura +5, Eyes of the Dragon (blindsight 30 ft)

Draconic Aura (Su): You can channel the mighty powers of dragon-kind to project an aura that grants you and nearby allies a special benefit. Projecting an aura is a swift action (see page 4), and you can only project one draconic aura at a time. An aura remains in
effect until you use a free action to dismiss it or you activate another aura in its place. You can have a draconic aura active continually; thus, an aura can be in effect at the start of an encounter even before you take your first turn. Unless otherwise noted, your draconic aura affects all allies within 30 feet (including yourself) with line of effect
to you. Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.

The bonus granted by your aura begins at +1 and increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. As a 1st-level dragon shaman, you know how to project three auras chosen from the list below. At every odd numbered level after that, you learn one additional draconic aura of your choice. Each time you activate a draconic aura, you can choose from any of the auras that you know.

Draconic Arcana: +1 to caster level checks and concentration checks per plus.
Draconic Bravery: +2 on Saving Throws vs. fear per plus.
Draconic Celerity: +5 feet of speed per plus..
Draconic Dodge: +1 dodge bonus to AC per plus.
Draconic Durability: DR 1/magic per plus.
Draconic Endurance: +1 to all checks to avoid non-lethal damage per plus.
Draconic Energy Shield: as fire shield, 2 points of energy damage per plus.
Draconic Focus: +1 to attack rolls per plus.
Draconic Lore: +1 to all Knowledge skill checks per plus.
Draconic Magic: +1 to Spellcraft and Use Magic Device skill checks per plus.
Draconic Maneuvers: +1 to CMB and CMD per plus.
Draconic Medicine: +1 to Heal skill checks and +1 point of damage healed per plus.
Draconic Movement: Climb, Fly, and Swim checks per plus.
Draconic Power: +1 damage per plus.
Draconic Potency: +1 to the Save DC to spell, spell-like, or supernatural abilities per plus.
Draconic Presence: +1 to Bluff, Diplomacy, and Intimidate skill checks per plus.
Draconic Purity: +2 on Saving Throws vs. poison and disease per plus.
Draconic Resistance: Energy Resistance 5 per plus.
Draconic Saves: +1 to all Saving Throws per plus.
Draconic Senses: +1 to initiative and Perception skill checks per plus.
Draconic Stalker: +1 to Stealth and Survival skill checks per plus.
Draconic Vigor: fast healing 1 per plus, but only affecting creatures at or below half their normal hit point total.
Draconic Vision: 20 feet of darkvision per plus.
Draconic Vitality: negative energy resistance 5 per plus.

Draconic Toughness (Ex): Dragon shamans are extremely tough, just like the dragons they revere. You add your Charisma bonus to your Constitution bonus when rolling hit points when rolling dragon shaman hit dice.

Totem Dragon: You must choose a totem dragon from among the true dragons appearing in the Bestiary (black, blue, brass, bronze, copper, gold, green, red, silver, or white). You must choose a dragon whose alignment is within one step of yours, as described in the following table. You gain additional class skills and a particular sort of breath weapon based on the dragon you select as your totem.

Black NE, CE, CN, Disable Device, Line of acid
Blue NE, LE, LN, Escape Artist, Line of electricity
Brass NG, CG, CN, Disable Device, Line of fire
Bronze NG, LG, LN, Disguise, Line of electricity
Copper NG, CG, CN, Acrobatics, Line of acid
Gold NG, LG, LN, Disguise, Cone of fire
Green NE, LE, LN, Climb, Cone of acid
Red NE, CE, CN, Acrobatics, Cone of fire
Silver NG, LG, LN, Acrobatics, Cone of cold
White CE, CN, NE, Escape Artist, Cone of cold

Bonus Feats. At levels 2, 8, and 16, you may select a bonus feat. The bonus feat must be a metabreath weapon feat, a draconic aura feat, or Skill Focus in the skill associated with your totem dragon.

Draconic Adaptation (Ex or Sp): At 3rd level, you take on an aspect of your totem dragon. Some adaptations are extraordinary abilities that are always active; others are spell-like abilities that you can activate at will. Spell-like abilities have a caster level equal to your class level and a save DC equal to 10 + spell level + Cha modifier.

Black—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Blue—Ventriloquism (Sp): As the spell (at will).
Brass—Endure Elements (Sp): As the spell, except you can only target yourself (at will).
Bronze—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Copper—Spider Climb (Sp): As the spell, except you can only target yourself (at will).
Gold—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Green—Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater (always active).
Red—Treasure Seeker (Ex): You gain a +5 competence bonus on Appraise and Perception checks (always active).
Silver—Feather Fall (Sp): As the spell, except you can only target yourself (at will).
White—Icewalker (Ex): You can walk across icy surfaces without reducing your speed or making Acrobatics checks (always active).

At 13th level, you can choose as a swift action to share the effect of your draconic adaptation with any or all allies within 30 feet. In the case of spell-like abilities, you must make this decision when you activate the ability. The benefit lasts until you spend a free action to rescind it or (if the effect has a limited duration) the effect ends, whichever comes first.

Breath Weapon (Su): At 4th level, you gain a breath weapon corresponding to your totem dragon. Regardless of the area one affects or the type of energy damage it deals, all breath weapons deal 2d6 points of damage, plus an extra 1d6 points of damage for every two additional class levels (3d6 at 6th level, 4d6 at 8th level, and so forth). A successful Reflex save halves the damage dealt; the save DC is equal to 10 + 1/2 your dragon shaman level + your Con modifier. Just like a true dragon, once you breathe you must wait 1d4 rounds before you can use your breath weapon again. Cone-shaped breath weapons extend out to 15 feet at 4th level, increasing to 30 feet at 12th level and to 60 feet at 20th level. Line-shaped breath weapons are 30 feet long at 4th level, increasing to 60 feet at 12th level and to 120 feet at 20th level.

Draconic Resolve (Ex): At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.

Eyes of the Dragon (Su). At 5th level, you gain low-light vision; if you already have low-light vision, you gain superior low-light vision. At 10th level, you gain darkvision with a range of 60 feet; if you already have darkvision, your range increases by 60 feet. At 15th level, you gain blindsense with a range of 60 feet. At 20th level, you gain blindsight with a range of 30 feet.

Touch of Vitality (Su): At 6th level, you can heal the wounds of living creatures (your own or those of others) by touch. Each day you can heal a number of points of damage equal to twice your class level × your Charisma bonus. For example, a 7th-level dragon shaman with a Charisma score of 14 (+2 bonus) can heal 28 points of damage. You can choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using your touch of vitality is a standard action. It has no effect on undead.

Beginning at 11th level, you can choose to spend some of the healing bestowed by your touch of vitality to remove other harmful conditions affecting the target.
For every 5 points of your healing ability you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of your healing ability you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For every 20 points of your healing ability you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 points (12 hit points restored plus 20 points for blinded plus 10 points for exhausted).

Natural Armor (Ex): At 7th level, your skin thickens, developing faint scales. Your natural armor bonus improves by 1. At 12th level, this improvement increases to +2, and at 17th level to +3.

Energy Immunity (Ex): At 9th level, you gain immunity to the energy type of the breath weapon you gained at 4th level.

Commune with Dragon Spirit (Sp): At 14th level, you gain the ability to contact your dragon totem directly to ask questions of it. This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels. After using this ability, you cannot use it again for seven days.

Draconic Wings (Ex): At 19th level, you grow a pair of wings that resemble those of your totem dragon. They allow flight at a speed of 60 feet (good maneuverability). You can even fly while carrying a medium load, though your fly speed drops to 40 feet in this case. If you already have wings, you can choose whether these draconic wings replace your own.

[spoiler=Draconic Aura Feats]

Improved Draconic Arcana
Creatures within your aura may consistently use magic without fail.
Requirement: Ability to project the Draconic Arcana aura
Benefit: When you project the Draconic Arcana aura, you and your allies may choose to Take 10 on caster level checks and concentration checks.
Normal: When you project the Draconic Arcana aura, you and your allies gain a +1 bonus to caster level checks and concentration checks per plus.

Improved Draconic Bravery
Creatures within your aura are fearless.
Requirement: Ability to project the Draconic Bravery aura, Draconic Resolve ability.
Benefit: When you project the Draconic Bravery aura, you and your allies treat fear effects as if they were one category less than normal. You treat being panicked as if you were frightened; you treat being frightened as if you were shaken. You and your allies become immune to being shaken.
Normal: When you project the Draconic Bravery aura, you and your allies gain a +2 bonus on Saving Throws vs. fear per plus.

Improved Draconic Celerity
Creatures within your aura move quickly.
Requirements: Ability to project the Draconic Celerity aura.
Benefit: When you project the Draconic Celerity aura, you and your allies gain a bonus to all forms of movement equal to 10 feet per plus of your Draconic Aura.
Normal: When you project the Draconic Celerity aura, you and your allies gain a bonus to your base land speed equal to 5 feet per plus of your Draconic Aura.

Improved Draconic Dodge
Creatures within your aura can safely move through combat.
Requirements: Draconic Dodge
Benefit: Whenever you project the Draconic Dodge aura, you and your allies gain a dodge bonus equal to double your Draconic Aura plus to their AC against attacks of opportunity caused by moving.
Normal: Whenever you project the Draconic Dodge aura, you and your allies gain a +1 dodge bonus to AC per plus of your Draconic Aura.

Improved Draconic Durability
Creatures within your aura are able to shrug off minor damage.
Requirements: Ability to project the Draconic Durability aura.
Benefit: Whenever you project the Draconic Durability aura, you and your allies gain DR 1/- per plus of your Draconic Aura.
Normal: Whenever you project the Draconic Durability aura, you and your allies gain DR 1/magic per plus of your Draconic Aura.

Improved Draconic Endurance
Creatures within your aura easily shrug off arduous tasks.
Requirements: Ability to project the Draconic Endurance aura
Benefit: When you project the Draconic Endurance aura, you and your allies gain DR/- equal to double your Draconic Aura against non-lethal damage. In addition, you and your allies add your Draconic Aura plus as a bonus on Saving Throws to avoid being fatigued or exhausted.
Normal: When you project the Draconic Endurance aura, you and your allies gain a +1 bonus to all checks to avoid non-lethal damage per plus.

Improved Draconic Energy Shield
Creatures within your aura cause more damage to those that hit them in melee.
Requirements: Ability to project the Draconic Energy Shield aura.
Benefits: When you project the Draconic Energy Shield aura, you and your allies cause 1d6 points of energy damage per plus of your Draconic Aura to creatures that strike you with an unarmed strike, natural weapon, or non-reach melee weapon. This energy damage is the same kind as your Totem Dragon’s.
Normal: When you project the Draconic Energy Shield aura, you and your allies cause 2 points of energy damage per plus of your Draconic Aura to creatures that strike you with an unarmed strike, natural weapon, or non-reach melee weapon.

Improved Draconic Focus
Creatures within your aura make many critical hits.
Requirements: Ability to project the Draconic Focus aura, Base Attack Bonus +6
Benefit: When you project the Draconic Focus aura, you and your allies receive a bonus equal to double your Draconic Aura plus on rolls to confirm critical hits.
Normal: When you project the Draconic Focus aura, you and your allies gain a +1 bonus to attack rolls per plus of your Draconic Aura.

Improved Draconic Lore
Creatures within your aura gain great insight
Requirements: Ability to project the Draconic Lore aura
Benefit: When you project the Draconic Lore aura, you and your allies may make any Knowledge skill check untrained.
Normal: When your project the Draconic Lore aura, you and your allies gain a+1 bonus to all Knowledge skill checks per plus of your Draconic Aura.

Improved Draconic Magic
Creatures within your aura may safely activate magic items
Requirements: Ability to project the Draconic Magic aura, 5 ranks in Use Magic Device
Benefit: When you project the Draconic Magic aura, you and any ally with at least 1 rank in Use Magic Device may choose to Take 10 when making Use Magic Device skill checks.
Normal: When you project the Draconic Magic aura, you and your allies gain a +1 bonus to Spellcraft and Use Magic Device skill checks per plus of your Draconic Aura.

Improved Draconic Maneuvers
Creatures within your aura may safely attempt combat maneuvers.
Requirements: Ability to project the Draconic Maneuvers aura.
Benefit: When you project the Draconic Maneuvers aura, you and your allies do not provoke attacks of opportunity when they attempt to make a combat maneuver.
Normal: When you project the Draconic Maneuvers aura, you and your allies get a +1 bonus to CMB and CMD per plus of your Draconic Aura.

Improved Draconic Medicine
Creatures under medical care within your aura benefit greatly.
Requirements: Ability to project the Draconic Medicine aura.
Benefit: When you project the Draconic Medicine aura, creatures that are subjected to a Heal check benefit greatly. Creatures that receive First Aid or are Treated For Deadly Wounds regain 1d6 hit points per plus of your Draconic Aura. Creatures that receive Long-Term Care regain an additional day’s worth of healing per plus of your Draconic Aura. Creatures subjected to Treat Poison or Treat Disease add double your Draconic Aura bonus to their saving throw.
Normal: When you project the Draconic Medicine aura, you and your allies get a +1 bonus to Heal skill checks and +1 point of damage healed per plus.

Improved Draconic Movement
Creatures in your aura are better able to navigate.
Requirements: Ability to project the Draconic Movement aura, 8 ranks each in Climb, Fly, and Swim.
Benefit: When you project the Draconic Movement aura, you provide yourself and your allies with a Climb Speed and Swim Speed equal to half of the affected creature’s base land speed. In addition, affected flying creatures increase their maneuverability by a number of steps equal to your Draconic Aura plus, with a maximum maneuverability of perfect.
Normal: When you project the Draconic Movement aura, you and your allies get a +1 bonus on Climb, Fly, and Swim checks per plus your Draconic Aura.

Improved Draconic Power
Creatures in your aura wield weapons energized by draconic power.
Requirements: Ability to project the Draconic Power aura, Breath Weapon that does energy damage.
Benefit: When you project the Draconic Power aura, you can use a standard action to use your breath weapon to give them energy damage. Until you regain the ability to use your breath weapon again, you can energize the melee or ranged weapons of yourself and a number of allies equal to ½ your dragon shaman level. These energized weapons do 1d6 points of additional energy damage per plus of your Draconic Aura. This additional energy damage is the same as your breath weapon energy type.
Normal: When you project the Draconic Power aura, you and your allies gain a +1 bonus to damage per plus of your Draconic Aura.

Improved Draconic Potency
Creatures in your aura have vastly more powerful magical abilities.
Requirements: Ability to project the Draconic Potency aura.
Benefit: When you project the Draconic Potency aura, you increase the caster level of you and your allies by an amount equal to your Draconic Aura bonus.
Normal: When you project the Draconic Potency aura, you and your allies gain a +1 bonus to the Save DC to spell, spell-like, or supernatural abilities per plus of your Draconic Aura.

Improved Draconic Presence
Creatures in your aura are better able to deceive and demoralize their foes.
Requirements: Ability to project the Draconic Presence aura.
Benefit: When you project the Draconic Presence aura, you and your allies can use the Bluff skill to Feint in Combat or the Intimidate skill to Demoralize an Opponent as a move action. If they are already able to Feint in Combat or Demoralize an Opponent as a move action, they may instead do so as a swift action.
Normal: When you project the Draconic Presence aura, you and your allies gain a +1 to Bluff, Diplomacy, and Intimidate skill checks per plus of your Draconic Aura. Feinting in Combat and Demoralizing an Opponent take standard actions to perform.

Improved Draconic Purity
Creatures in your aura are not affected by poison or disease for as long as it persists.
Requirements: Ability to project the Draconic Purity aura.
Benefit: When you project the Draconic Purity aura, you and your allies do not take ability damage or ability drain for as long as your aura persists. When you cease projecting this aura, any poisons or diseases still active in the system of you or your allies resume their normal progression.
Normal: When you project the Draconic Purity aura, you and your allies gain a +2 bonus on Saving Throws vs. poison and disease per plus of your Draconic Aura.

Improved Draconic Resistance
Creatures in your aura resist more than the normal amount of energy damage
Requirements: Ability to project the Draconic Resistance aura.
Benefit: When you project the Draconic Resistance aura, you and your allies gain energy resistance 10 against your Totem Dragon energy type per plus of your Draconic Aura.
Normal: When you project the Draconic Resistance aura, you and your allies gain Energy Resistance 5 per plus of your Draconic Aura.

Improved Draconic Saves
Creatures in your aura resist the effects of danger.
Requirements: Ability to project the Draconic Saves aura, either Great Fortitude, Iron Will, or Lightning Reflexes, and either Improved Great Fortitude, Improved Iron Will, or Improved Lightning Reflexes.
Benefit: When you project the Draconic Saves aura, you and your allies may ignore the negative consequences of some successful saving throw. If you have the Great Fortitude and Improved Great Fortitude feats, you and your allies do not suffer any consequences on successful Fortitude saves. If you have the Iron Will and Improved Iron Will feats, you and your allies do not suffer any consequences on successful Will saves. If you have the Lightning Reflexes and Improved Lightning Reflexes feat, you and your allies gain Evasion.
Normal: When you project the Draconic Saves aura, you and your allies gain a +1 bonus to all Saving Throws per plus of your Draconic Aura.

Improved Draconic Senses
Creatures in your aura react quickly to danger.
Requirements: Ability to project the Draconic Senses aura
Benefit: When you project the Draconic Senses aura, you and your allies gain a +2 bonus to initiative and Perception skill checks per plus.
Normal: When you project the Draconic Senses aura, you and your allies gain a +1 to initiative and Perception skill checks per plus of your Draconic Aura.

Improved Draconic Stalker
Creatures in your aura gain great predatory skill.
Requirements: Ability to project the Draconic Stalker aura
Benefit: When you project the Draconic Stalker aura, you and your allies gain the scent ability and the ability to use Hide in Plain Sight.
Normal: When you project the Draconic Stalker aura, you and your allies gain +1 to Stealth and Survival skill checks per plus of your Draconic Aura.

Improved Draconic Vigor
Creatures in your aura heal faster than normal.
Requirements: Ability to project the Draconic Vigor aura
Benefit: When you project the Draconic Vigor aura, you and your allies gain fast healing 2 per plus of your Draconic Aura, but only if they are at or below half their normal hit point total.
Normal: When you project the Draconic Vigor aura, you and your allies gain fast healing 1 per plus, but only affecting creatures at or below half their normal hit point total.

Improved Draconic Vision
Creatures in your aura can see the unseen.
Requirement: Ability to project the Draconic Vision aura, Perception 5 ranks.
Benefit: When you project the Draconic Vision aura, you and your allies can see invisible with a range of 20 feet per plus of your draconic aura.
Normal: When you project the Draconic Vision aura, you and your allies gain 20 feet of darkvision per plus of your Draconic Aura.

Improved Draconic Vitality
Creatures in your aura are protected from foul necromantic energies.
Requirement: Ability to project the Draconic Vitality aura
Benefit: When you project your Draconic Vitality aura, you and your allies reduce the number of negative levels they are subjected to by 1 per plus of your draconic aura for each attack that applies a negative level. In addition, when you project this aura, you and your allies add double the plus of your aura to Fortitude saves made to remove negative levels.
Normal: When you project the Draconic Vitality aura, you and your allies gain negative energy resistance 5 per plus.

[/spoiler]


mdt wrote:
EJVW wrote:
DSRMT wrote:
I am unfamiliar with Factotum...
The Factotum was first published in WotC's 2007 Dungeonscape.
I never liked the Factotum. Mainly it was the alignment thing. You had a class that usually ended up being evil at level 20. WTF? You play your lawful neutral guy for 20 levels, and then bang, as soon as you hit level 20 you become evil? Unless you played good the entire time (which is somewhat at odds with the class itself) you ended up being evil. If you did play good, you become neutral at level 20. I hate classes that force you to change alignment. It would be like playing a fallen paladin class that had you be good for the first 5 levels, neutral for the next ten, and then evil for the last five. That sort of thing should be based on character actions, not class abilities.

I am pretty sure you are thinking of the Dread Necromancer...

Foghammer wrote:

Dragon Shaman is awesome. When I played mine, I was new to the game, and all I cared about was getting the breath weapon (that I never got to use), but the Aura would have been way more awesome if I'd had more experience and knowledge.

I'm probably going to roll up another one now, just cuz.

The Dragon Shaman was "Dragon flavored Warlock, but better."


Cartigan wrote:
mdt wrote:
EJVW wrote:
DSRMT wrote:
I am unfamiliar with Factotum...
The Factotum was first published in WotC's 2007 Dungeonscape.
I never liked the Factotum. Mainly it was the alignment thing. You had a class that usually ended up being evil at level 20. WTF? You play your lawful neutral guy for 20 levels, and then bang, as soon as you hit level 20 you become evil? Unless you played good the entire time (which is somewhat at odds with the class itself) you ended up being evil. If you did play good, you become neutral at level 20. I hate classes that force you to change alignment. It would be like playing a fallen paladin class that had you be good for the first 5 levels, neutral for the next ten, and then evil for the last five. That sort of thing should be based on character actions, not class abilities.

I am pretty sure you are thinking of the Dread Necromancer...

Foghammer wrote:

Dragon Shaman is awesome. When I played mine, I was new to the game, and all I cared about was getting the breath weapon (that I never got to use), but the Aura would have been way more awesome if I'd had more experience and knowledge.

I'm probably going to roll up another one now, just cuz.

The Dragon Shaman was "Dragon flavored Warlock, but better."

No the Dragon flavored Warlock was the Dragonfire Adept, from Dragon Magic, which was also a very awesome class.


Sean FitzSimon wrote:

The problem I'm seeing while reading this thread is that most, if not all, of the classes people are piping up about have already been adopted by pathfinder in the form of alternative class features or base classes. I'm not saying they're perfect matches, but they're pretty dang close.

Beguiler/Spellthief = Sandman Bard
Duskblade = Magus
Scout = Skirmisher Ranger // Rogue
Dread Necromancer = Necromancer Wizard
Archivist = Archivist Bard
Hexblade = Witch + Eldritch Knight

I'm a huge fan of the Beguiler & Dread Necromancer, so don't misinterpret me. I just don't think there's enough of a mechanical/thematic difference between the original classes and their pathfinder versions to warrant an official release, you know? I suppose that's why we can always houserule. :D

Not really.

The closest class to the Archivist in Pathfinder is the Inquisitor.
The Archivist Bard is kind of like the Factotum.
Spellthief is pretty close of Sandman Bard. If you strip its Rogue ability to actually do something about traps and locks.
The Beguiler is a fairly unique class. Sort of like the Fey Sorcerer I suppose.
The Scout is close enough.
The Hexblade and Witch both have hexes, but I wouldn't say the Witch is a comparable class. We really don't have anything like the Hexblade.

So basically a Hexblade-like class would be good.


cdglantern wrote:


No the Dragon flavored Warlock was the Dragonfire Adept, from Dragon Magic, which was also a very awesome class.

You're right.

The Dragon Shaman is "Dragon flavored Marshal, but better"

RPG Superstar 2012 Top 32

Cartigan wrote:
cdglantern wrote:


No the Dragon flavored Warlock was the Dragonfire Adept, from Dragon Magic, which was also a very awesome class.

You're right.

The Dragon Shaman is "Dragon flavored Marshal, but better"

Exactly. It's a little less focused on buffing others and has some versatility. The Marshal is a little passive, design-wise, which is odd in a class concept that is supposed to be a dynamic leader.

Fortunately, there are several conversions and updates out there for it.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
SmiloDan wrote:

1. I like the (Su) flavor over the (Sp). It's one of the things that makes the class really unique.

I like the flavor of having (Su) abilities. However, mechanically it ends up being a cheap way to bypass SR/immunity to magic. When a power is an exact duplicate of an existing spell, and many of them are, it really should be an (Sp) ability. Maybe the powers should simply be more mixed. Certainly some of the powers make sense as (Su) abilities, but it feels particularly wrong to be the only class that can lightning bolt or fireball a stone golem just for the sake of being different.

SmiloDan wrote:


2. That feat is a little weird, but considering binders usually get powers a couple levels after the wizard, it kind of brings a little balance to it. But I've only played 1 binder, and it was in a campaign with only 2 PCs, so I really liked the boost to versatility.

Maybe it's because we used bindings from an alternate source, but it my experience the binder was getting access to high level spells at one level before the wizard using that feat. I think the feat should be removed and the progression should match the wizard closely, otherwise it is either a feat tax or an overpowered feat.

RPG Superstar 2012 Top 32

This is the version of the binder we are using for Pathfinder. I think we're only 3rd or 4th level, so it hasn't had a lot of playtesting yet. Maybe even only 1 session. The advanced Pact Augmentations will definitely need to be playtested.

We also standardized the advancement of the vestige levels to 1, 1, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 8.

Binder Conversion:

Binder

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Bluff, Craft, Diplomacy, Intimidate, Knowledge (arcana,
history, planes, religion), Linguistics, Profession, Sense Motive.

Skill Ranks per Level: 4 + Intelligence modifier.

Binders are proficient in all Simple Weapons. They are proficient in
Light Armor.

LEVEL ABILITY
1. Soul Binding (1 vestige)
2. Pact Augmentation +1
3. Suppress Sign
4. Bonus Feat
5. Pact Augmentation +2
6. Soul Guardian (immune to fear)
7. Soul Binding (2 vestiges)
8. Bonus Feat
9. Rapid Soul Binding (1 full round action)
10. Pact Augmentation +3, Soul Guardian (slippery mind)
11. Improved Pact Augmentations
12. Bonus Feat
13. Soul Binding (3 vestiges)
14. Soul Guardian (immune to negative levels and negative energy)
15. Pact Augmentation +4
16. Bonus Feat
17. Rapid Soul Binding (1 swift action)
18. Soul Guardian (mind blank)
19. Soul Binding (4 vestiges)
20. Bonus Feat, Pact Augmentation +5, Greater Pact Augmentations

Rapid Soul Binding (Su). At 9th level, number of times per day equal
to your Intelligence bonus (minimum 1), you can bind a vestige as a full round
action. At 17th level, a number of times per day equal to your Intelligence
bonus (minimum 1), you can bind a vestige as a swift action. This
ability does not allow you to bind more than your normal number of
vestiges.

Improved Pact Augmentations (Su). At 11th level, your Pact
Augmentation options to choose from increase to include the following:
Fast Healing 1 per plus allocated (up to 1/2 your maximum hit points).
20% chance to negate extra damage from a critical hit or sneak attack
per plus allocated.
10% miss chance per plus allocated.
+1 on all Skill Checks
Spell Resistance equal to 5 + 5 per plus allocated.
Spirit Shield 2 per plus allocated (any opponent that hits you with a
non-reach weapon, natural attack, or unarmed strike takes 2 points of
un-typed arcane energy per plus).
+5 feet of speed per plus.
+1 to the Save DC of any supernatural ability.
DR 5/magic per plus.
+1 enhancement bonus to attack and damage rolls (overcomes DR/magic).
+1 insight bonus to a single ability score.
+2 insight bonus to your Combat Maneuver Defense.
+2 insight bonus to all checks to avoid non-lethal damage.
1 daily luck re-roll per plus.
+1 damage per die of damage for supernatural effects.

Greater Pact Augmentations (Su). At 20th level, your Pact
Augmentation options to choose from increase to include the following:

+1 insight bonus on Binder checks.
+1 to your effective Binder Level for level-dependent effects.
DR 5/epic per plus.
+1 extra swift action per round.
+1 extra 5 foot step per round.
+1 extra daily use of supernatural ability or use of a feat that
affects a supernatural ability.
Reduce the recovery time between uses of supernatural effects by 1
round per plus.
Ability Damage and Drain reduced by 1.
Regeneration 1 per plus.

Liberty's Edge

Duskblade from Player's Handbook 2
Brigand from Kingdom of Kalamar's Players Guide


Binder
Totemist
Factotum
Swordsage and Warblade
Psion and Psychic Warrior
Warlock


Cartigan wrote:
cdglantern wrote:


No the Dragon flavored Warlock was the Dragonfire Adept, from Dragon Magic, which was also a very awesome class.

You're right.

The Dragon Shaman is "Dragon flavored Marshal, but better"

Now YOUR right!

RPG Superstar 2012 Top 32

Cartigan wrote:
Sean FitzSimon wrote:

The problem I'm seeing while reading this thread is that most, if not all, of the classes people are piping up about have already been adopted by pathfinder in the form of alternative class features or base classes. I'm not saying they're perfect matches, but they're pretty dang close.

Beguiler/Spellthief = Sandman Bard
Duskblade = Magus
Scout = Skirmisher Ranger // Rogue
Dread Necromancer = Necromancer Wizard
Archivist = Archivist Bard
Hexblade = Witch + Eldritch Knight

I'm a huge fan of the Beguiler & Dread Necromancer, so don't misinterpret me. I just don't think there's enough of a mechanical/thematic difference between the original classes and their pathfinder versions to warrant an official release, you know? I suppose that's why we can always houserule. :D

Not really.

The closest class to the Archivist in Pathfinder is the Inquisitor.
The Archivist Bard is kind of like the Factotum.
Spellthief is pretty close of Sandman Bard. If you strip its Rogue ability to actually do something about traps and locks.
The Beguiler is a fairly unique class. Sort of like the Fey Sorcerer I suppose.
The Scout is close enough.
The Hexblade and Witch both have hexes, but I wouldn't say the Witch is a comparable class. We really don't have anything like the Hexblade.

So basically a Hexblade-like class would be good.

HEXBLADE

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

Class Skills: Bluff, Craft, Diplomacy, Disguise, Fly, Handle Animal, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Knowledge (planes), Knowledge (religion), Linguistics, Profession, Ride, Sense Motive, Spellcraft, Swim, Use Magic Device.

Skill Ranks per Level: 4 + Intelligence modifier

Hexblades are proficient in all simple and martial weapons, light and medium armor, and shields (except tower shields).

LEVEL ABILITY
1. Arcane Pool, Hex, Hexblade’s Curse
2. Arcane Grace, Bonus Feat, Hex
3. Hexblade Arcana, Stalwart
4. Hex, Spells
5. Arcane Bond (Familiar or Weapon)
6. Bonus Feat, Hex
7. Hexblade Arcana, Improved Hexblade’s Curse
8. Hex
9. Aura of Unluck (20%)
10. Bonus Feat, Hex, Major Hex
11. Hexblade Arcana
12. Hex
13. Greater Hexblade’s Curse
14. Bonus Feat, Hex
15. Hexblade Arcana
16. Hex
17. Greater Aura of Unluck (50%)
18. Bonus Feat, Hex, Grand Hex
19. Hexblade Arcana, Dire Hexblade’s Curse
20. Free Magic, Hex

Arcane Pool (Su): The Hexblade has a pool of arcane points equal to ½ his Hexblade level + his Charisma bonus (minimum 1). The Hexblade spends points from this pool to activate his Hexblade Curse, Hexblade Arcana, and Aura of Unluck class abilities.

Hex (Su): As the witch ability of the same name. Hexblade levels and witch levels stack for the purposes of determining what level Hex the character can select and for the purposes of determining the Save DC of the character’s Hexes.

Hexblade’s Curse (Su): As a swift action, the Hexblade can target a creature he has line of effect to and line of sight to with his Hexblade’s Curse. The targeted creature must make a Will Save with a DC of 10 + ½ the Hexblade’s class level + the Hexblade’s Charisma modifier or take a -2 penalty on attack rolls, damage rolls, saving throws, skill checks, and ability checks for a number of rounds equal to ½ the Hexblade’s class level + his Charisma modifier. If the Will Save is successful, the targeted creature suffers the penalty for only 1 round. At 7th level, the penalty increases to -4. At 13th level, the penalty increases to -6. At 19th level, the penalty increases to -8.

Arcane Grace (Su): At 2nd level, as long as the Hexblade has at least 1 point in his Arcane Pool, he adds his Charisma bonus to his saving throws against spells, spell-like abilities, and supernatural effects.

Bonus Feats: At 2nd level, and every 4 levels thereafter, the Hexblade may select a feat from the following list. He must meet all requirements of the selected feat. His Hexblade levels stack with Fighter levels for the purposes of meeting the requirements of a selected feat.

Arcane Blast, Arcane Shield, Arcane Strike, Dazzling Display, Disrupting Shot, Disruptive, Enforcer, Eschew Materials, Expanded Arcana, Extra Hex, Great Fortitude, Greater Spell Focus, Greater Spell Penetration, Heavy Armor, Improved Familiar, Improved Great Fortitude, Improved Iron Will, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Magical Aptitude, Minor Spell Expertise, Shatter Defenses, Spell Focus, Spell Penetration, Spellbreaker, Teleport Tactician, Weapon Focus.

Hexblade Arcana (Su): At 3rd level, and every 4 levels thereafter, the Hexblade selects a Hexblade Arcana power. As an immediate action, the Hexblade can spend 1 point from his Arcane Pool and activate one of his selected Hexblade Arcana powers.

Hexblade Arcana:

Arcane Barrier: The Hexblade summons an immovable 5 foot by 5 foot wall of force adjacent to himself that has a duration of 1 round. This grants the Hexblade improved cover (+8 bonus to AC, +4 to Reflex Saves, and Improved Evasion) against attacks from the other side of the barrier. The Hexblade can choose to have an arrow slit in the barrier he summons.

Arcane Burst: The Hexblade causes 2 points of damage per level to all adjacent creatures. They are allowed a Reflex saving throw with a DC of 10 + ½ the Hexblade’s level + the Hexblade’s Charisma modifier for half damage.

Arcane Celerity: The Hexblade gains a +60 enhancement bonus to his speed for 1 round.

Arcane Cloud: The Hexblade fills his space and all adjacent squares with a thick mist. Adjacent opponents have a 20% chance to miss the hexblade; all others have a 50% chance to miss the hexblade.

Arcane Combat: For 1 round, the Hexblade resolves all melee attacks as if they were melee touch attacks.

Arcane Durability: The Hexblade gains DR/- equal to his level for 1 round.

Arcane Endurance: The Hexblade gains 5 temporary hit points per level for 1 round.

Arcane Effort: The Hexblade adds half his level to Strength checks for 1 round.

Arcane Flight: The Hexblade gains a flight speed of 60 feet, with perfect maneuverability, for 1 round.

Arcane Haste: The Hexblade is hasted for 1 round.

Arcane Health: The Hexblade heals 1 hit point per level.

Arcane Maneuvers: The Hexblade adds his Charisma modifier to his CMB and CMD for 1 round.

Arcane Penetration: The Hexblade may re-roll a caster level check to overcome spell resistance.

Arcane Purity: The Hexblade gains a luck bonus on all Saving Throws for 1 round equal to 1/3 his level.

Arcane Reach: The Hexblade’s reach increases by 5 feet for 1 round.

Arcane Resistance: The Hexblade chooses one of the following energy types: acid, cold, electricity, fire, or sonic. The Hexblade gains energy resistance 5, +5 at 4th level and every 4 levels, against the selected energy type for 1 round.

Arcane Retribution: For a number of rounds equal to ½ the Hexblade’s level, any creature that strikes the Hexblade with a natural attack, unarmed strike, or non-reach weapon takes an amount of damage equal to the Hexblade’s level.

Arcane Step: The Hexblade teleports 30 feet.

Arcane Tactics: The Hexblade selects a Teamwork Feat and can use it for 1 round.

Arcane Vengeance: For a number of rounds equal to half his level, any manufactured weapon that strikes the Hexblade takes damage equal to his level + his Charisma modifier; the Hexblade ignores an amount of hardness equal to half his level. If this damage destroys the weapon, the Hexblade takes no damage from the attack.

Arcane Vision: The Hexblade gains darkvision 60 feet and see invisibility for 1 round.

Arcane Vitality: The Hexblade reduces the amount of ability damage, ability drain, and negative levels he suffers by an amount equal to half his level for 1 round.

Stalwart (Ex): At 3rd level, the Hexblade can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless , Hexblade does not gain the benefit of the stalwart ability.

Spells: At 4th level, the Hexblade can cast a small number of arcane spells.

Arcane Bond (Su): At 5th level, the Hexblade gains a special arcane bond with either a creature or weapon. Once this choice is made, it can never be changed. The Hexblade can choose to have a familiar, using his Hexblade level as his equivalent wizard level. Alternatively, the Hexblade can form an arcane bond with a weapon. This ability is similar to the paladin’s divine bond ability, except the Hexblade is not limited in what kind of weapon special abilities he can select from.

Aura of Unluck (Su): At 9th level, the Hexblade may spend 1 point from his Arcane Pool as an immediate action and gain a 20% miss chance for a number of rounds equal to ½ his class level + Charisma modifier. At 17th level, Hexblade gains a 50% miss chance.

Free Magic (Ex): Any hexblade ability that is usually activated as a swift or immediate action may be used as a free action.


Warlock. One of my favorite unbalanced supercasters would be cool to see balanced out properly in Pathfinder.
I also await getting my hands on the Psionics Unleashed book and making a couple soulknives and psionic warriors.


hexa3 wrote:

Warlock. One of my favorite unbalanced supercasters would be cool to see balanced out properly in Pathfinder.

I also await getting my hands on the Psionics Unleashed book and making a couple soulknives and psionic warriors.

1) The Warlock didn't cast

2) It wasn't unbalanced
3) Every caster is a warlock now


Cartigan wrote:
3) Every caster is a warlock now

I thought that the Alchemist was the Pathfinder's warlock.


Cartigan wrote:


1) The Warlock didn't cast
2) It wasn't unbalanced
3) Every caster is a warlock now

1) Incantations are a cast of some sort IMO, the warlock draws something from nothing = casting.

2) It's the end of the day, the wizard has expended all of his spells and finds himself alone in a field. From out of a bush, comes a warlock of equal level, skill, equipment. Combat ends as quickly as it begins because the eldritch blast can be cast an infinate number of times, doing as much damage as each of the wizards powerful spells (had he any left) and can be modified from there to get stronger. Sound balanced?
3) How is every caster a warlock now?

Maerimydra:
The Alchemist comes close, but still has limits, where the Warlock's power never runs dry.


hexa3 wrote:
2) It's the end of the day, the wizard has expended all of his spells and finds himself alone in a field. From out of a bush, comes a warlock of equal level, skill, equipment. Combat ends as quickly as it begins because the eldritch blast can be cast an infinate number of times, doing as much damage as each of the wizards powerful spells (had he any left) and can be modified from there to get stronger. Sound balanced?

So can any cantrip be cast an infinite number of times. Plus Wizard/Sorcerer/Druid/Cleric class abilities beyond spells.


Cartigan wrote:


So can any cantrip be cast an infinite number of times. Plus Wizard/Sorcerer/Druid/Cleric class abilities beyond spells.

So you're saying D3 damage stands a chance against xD6 damage? Do you find yourself taking a really, really long time to kill things?

The class abilities are really cool, I like them a lot; but they are also limited by a number of times a day. Even a fighter with a greatsword is outmatched early on when the eldritch blast starts doing equal to/more damage with a 60 foot range.
I don't mean to offend anyone with this in any way, I was simply stating my oppinion of "the warlock is overpowered".

Dark Archive

hexa3 wrote:
I don't mean to offend anyone with this in any way, I was simply stating my oppinion of "the warlock is overpowered".

While stating that 'every caster is a warlock' because they get a 1d6+5 30 ft. blast usable six or so times a day is wild exaggeration, the Warlock isn't so much overpowered as it is good at it's very, very narrow niche. By 5th level, you'll be bored enough with the character to scream. By 10th level, you'll realize that you're playing a 4e character in a 3e game, and have a piddly selection of interesting options, compared to an actual spellcaster.

Oh, oh, you can UMD scrolls to be more versatile! Whoopy. The *Rogue* can do that, and nobody is touting that being a sexy class-defining roll for him either.

I was a big promoter of the class when the Warlock first came out, I was so excited by it's potential. Then I played one, and wow, eldritch blast is useful, but friggin' tedious after the thirty-thousandth time you use it.

If the Wizard is the thinking man's character, the Warlock is the class for when you want to play the game while also watching TV, since you don't really have to put much thought into it at all. It pretty much plays itself, and if you want to keep up it's effectiveness, your feats and invocations will tend to follow a very similar progression as five out of six other Warlocks. You might have three very different Wizards in the group (abjurant champion/incantatar, spellwarp sniper/arcane trickster, uttercold necromancer), but Warlocks tend to be increasingly cookie-cutter, in my experience.

What the Warlock is perfect for, IMO, is handing to a newbie player. It's good out of the box, and almost never discouraging or confusing or frustrating to play. It's the ideal training wheels class, and there's nothing wrong with enjoying that sort of simple wholesome fun later on (certainly, the game shouldn't be *work*), but, for some of us, at least, it's quickly outgrown in favor of classes with meatier and more meaningful choices.


hexa3 wrote:


I don't mean to offend anyone with this in any way, I was simply stating my oppinion of "the warlock is overpowered".

Being able to do a middling amount of damage with a ray once per round doesn't make the Warlock overpowered no matter how many times misguided DMs says it does.


hexa3 wrote:
Cartigan wrote:


1) The Warlock didn't cast
2) It wasn't unbalanced
3) Every caster is a warlock now

1) Incantations are a cast of some sort IMO, the warlock draws something from nothing = casting.

2) It's the end of the day, the wizard has expended all of his spells and finds himself alone in a field. From out of a bush, comes a warlock of equal level, skill, equipment. Combat ends as quickly as it begins because the eldritch blast can be cast an infinate number of times, doing as much damage as each of the wizards powerful spells (had he any left) and can be modified from there to get stronger. Sound balanced?
3) How is every caster a warlock now?

Maerimydra:
The Alchemist comes close, but still has limits, where the Warlock's power never runs dry.

The warlock was unbalance, but not on the strong side.

A wizard blowing all his spells is very unlikely except at low levels so at best you have a corner case which proves nothing. The best wizards don't do damage. If a wizard did want to do damage the warlock could not keep up though, not for one fight anyway. The warlock like any class can be good in the hands of a really good optimizer, but that is a small percentage of the gaming population, and therefore another corner case. In other words the warlock is not the class to worry about.
If you check the WoTC board the classes to worry about were Codzilla, wizards, sorcerers, archvist, artificers, and I think psions. Warlock did not make the cut. Doing 10d6 as a standard action at high levels is not really much to worry about.


Cartigan wrote:
hexa3 wrote:


I don't mean to offend anyone with this in any way, I was simply stating my oppinion of "the warlock is overpowered".
Being able to do a middling amount of damage with a ray once per round doesn't make the Warlock overpowered no matter how many times misguided DMs says it does.

+1. A rogue does xd6 damage several times a round. Are they overpowered too?


Thanks Set.
That's actually a pretty helpful way to look at it (especially the 4e ina 3.x world part). My group has done a lot of cross classing with warlocks to make interesting mixes (such as a warlock monk with eldritch claws using flurry of blows).
Back to my main point, I think it would be cool to see a well balanced Warlock converted to Pathfinder.


hexa3 wrote:

Thanks Set.

That's actually a pretty helpful way to look at it (especially the 4e ina 3.x world part). My group has done a lot of cross classing with warlocks to make interesting mixes (such as a warlock monk with eldritch claws using flurry of blows).
Back to my main point, I think it would be cool to see a well balanced Warlock converted to Pathfinder.

There are a few homebrewed versions around here, and I think the Pathfinder database, which is not ran by Paizo. You might see something you like in either spot.


wraithstrike wrote:
Cartigan wrote:
hexa3 wrote:


I don't mean to offend anyone with this in any way, I was simply stating my oppinion of "the warlock is overpowered".
Being able to do a middling amount of damage with a ray once per round doesn't make the Warlock overpowered no matter how many times misguided DMs says it does.
+1. A rogue does xd6 damage several times a round. Are they overpowered too?

Then there's the Dragonfire Adept which no one ever mentions and it's the more awesome version of the Warlock.

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