| Rageling |
Without giving away all that it does, here's the summary:
- Fighter'esque, leaning more towards Paladin in an ability sense, but Arcane in nature.
- Specialist in dealing with Magic and SLA opponents
- Not really packing any bonus feats that aren't granted by class.
I have the class all written up, and for all purposes it seems balanced enough.
Problem is, I need a name that I like.
I can think of a few that are two words, but the thing with Pathfinder is that they prefer all base20 classes to have a single word for the name, so I'm trying to keep it in line with that standard, with limited luck.
Magus (even if they didn't use it already) doesn't really fit the class.
I was considering "Archon" - like the sound of that.
I'd like a few other suggestions though from people willing to offer.
So, what do you think would be a good single word name for a fighter-type class that's good at dealing with magical threats?
| Rageling |
Arcanist
Arcane Guardian
Arcadius
Arcane Guardian forces into two words, which I'm trying to avoid.
Arcanist makes it sound like it can do more than it can... Heh.Arcadius on the other hand might work. Makes me think of a city or nation though.
Thanks for the first-round suggestions!
Got at least one more to consider for final call.
| Kalyth |
Hard thinking of a name without knowing much about the class. Isn't Archon some kind of extraplanar? Celestial I think.
Yes Archon are extraplanar creatures in D&D/Pathfinder
Historically Archons were the ruling body of Athens (I believe unless im having a massive memory issue.)
| KaeYoss |
Hard thinking of a name without knowing much about the class. Isn't Archon some kind of extraplanar? Celestial I think.
Archon (lit. ruler) are the LG outsiders. I don't think that it would fit for an arcane warrior even if the archons weren't around.
What about spellsword? It's one word if you put it like that. I'd have gone for Arcane Champion, but that is two words.
If you don't have any ties to certain 3e classes, you could use the name warlock. It's a kind of magic user, and there is the word "war" in it.
Warmage could similarly work (but again, it's already in use if you count extra 3e classes, and, if you want to be pedantic, it's two words)
Set
|
Names like Mageblade or Spellblade seem relatively popular.
It's harder to think of a name that isn't a combination of two words like 'magic word' and 'weapon word.'
Stabracadabra is right out. :)
It's circling around in my brain, but not yet landing. Something to do with craftsmanship, which could be seen as a combination of mundane hammering away with tools, and more esoteric creativity / act of creation as well.
Something like blacksmith, that not only evokes the image of a big old hammer, but also the use of fire (symbolizing magic). Just as a blacksmith combines fire and metal into a weapon to smite his foes, the XXX combines magic and steel into his weapon.
Spellsmith? Meh. Sounds more like someone who crafts new spells. If the setting has a magical metal or gemstone associated with magical arts or the supernatural (like jade, in Rokugan, or orichalum, or whatever), a 'blah-smith' might represent a warrior-mage who charges weapons of that metal/crystal with magical power to enhance their potential.
If said magical material is a blue crystal that forms in the craters where stones fall from the sky, the warrior-mage could be called a Skysmith, Bluesmith or Azuresmith or something, and craft special weapons of this blue crystal that store magical energy, and allow him to use his arcane class abilities through them.
| Irontruth |
Dunamis - greek work that means power, strength or force. The common root found in english is "dun" or "dyn" (like hydrodynamics).
Episteme - "knowledge, science". In modern english, Epistemology is the study of knowledge. This works since they study magical opponents, they have to study those who study magic.
Kinesthai - "to move, movement", I just like the sound of it.
| DrDew |
Templar in other languages according to Google translator:
German: Templer
Croatian: Hramovnik
Czech: Templáři
Dutch: Tempelier
Galacian/Portuguese: Templário
Haitian Creole: Tanpliye
Hungarian: Templomos
Italian: Templare
Japanese: Tenpurā
Latin/Macedonian: Templari
Lithuanian: Tamplierius
Polish: Templariusz
Romanian: Templierilor
Russian: Tamplier
Slovak: Templári
Spanish: Templarios
Ukranian: Templiyer
Welsh: Deml
| Rageling |
Holy whoa!~
There was some deadspace in the conversation for a while, then this fell by my thought-process wayside, but I come back to it and it's got a lot more than it had in the first place! Thanks everyone, and sorry to keep you hanging on a response.
The class is still somewhat unfinished... I thought I had it done, but then new ideas started fluttering in, and it's been going through a series of revisions to account for new abilities without busting the balance issue. Still doing good on that I think, but it's certainly a challenge!
First the suggestions I'm most fond of:
- Incantus
- Harbinger
- Spellreaver
Sorta like Spellward too, at least in terms of what it implies, but the more I say it out loud the clunkier the words feel rolling off the tongue. Also you're all right on Archon... I love the term, but yeah it's already a creature and doesn't really seem fitting.
Some insight into the class...
There is a source of inspiration for it, but I'll leave that a mystery - there are certainly bound to be people pick up on it, but Shh~ Trying to make something all its own in a pen-and-paper arena.
The class is meant to be a rough-and-tumble type, "meat shield" if you prefer, that is particularly defiant of magic. Most people take a hit from a Magic Missile and think "Why you little..." - but these guys just smile and change course for the caster that doesn't realize what they've just done.
The basics of it are d10 HD, full BAB, Fort high, 2+ Skill points.
I'll cover abilities up to the first few levels, as those are mostly set.
They get their charisma modifier to saves vs Spells and Spell-Like effects (like the Hexblade did).
They eventually gain the equivalent of "Evasion" for all save types, but ONLY against Spells and Spell-Like Abilities (so more like Mettle).
The most fundamental feature of the class is the ability to store "Ether" (term may change but going with that for now). Ether is obtained from being subjected to any spell of at least 1st level (cantrips and orisons don't work for reasons that'll become obvious). Ether is used to fuel most of the classes abilities, and without it, the character is not much unlike a fighter without all the bonus feats. A character can initially hold a maximum amount of Ether equal to their level x2 (this improves later). At the end of the day when resting, you lose all ether in excess of your int modifier, though on the other hand if you had less than your modifier you gain up to that much.
Ether is gained primarily by being subject to a spell - you gain one charge of Ether (drinking in residual spell energies). If you make your save vs the spell there are other benefits, and at later levels rolling a natural 20 on a save can let you absorb the spell entirely, negating it and gaining Ether equal to its actual level. If it's not too painful for you to accept, you can think of it like an advanced version of the older Spellfire idea (that was not the inspiration), but with a total retooling which also removed the healing aspect. Stored ether will eventually make the eyes glow (color up to player) with energy, possibly granting low-light or darkvision or more with enough stored.
They posses a "Tome" as a class feature. A Tome is similar to a spellbook, though really it functions more like a notebook where-in they write their understanding of how certain magics work. They can share their findings with others with a Tome, and a Wizard can provide information from their spellbook for understanding, but a Wizard can not learn spells from a Tome - it's not the complete information. Tome provides a number of benefits such-as on spellcraft checks to identify spells they know of, UMD checks to emulate spell effects they understand, and craft checks to make a magic item that requires something they've studied (reduces the penalty from a +5 DC increase for unknown spells to a +2).
They begin the game with a number of Zero-level spells equal to 2 + Int mod, and can use them at-will as long as they have at least one charge of Ether. They can be drawn from any spell list, and represent their broad understanding of magic.
They can spend stored ether to replicate spells they've analyzed with a spellcraft check (as a SLA), going as far as 3rd of 4th level at 20 (undecided as of yet).
They gain the anti-caster feats (Disruptive & Spellbreaker) as bonus feats, and use their class level as their caster level when taking craft feats or using items that allow it (such as Staffs). There are at least 3 other ways for them to spend Ether, but they're still in production so I can't really say... but one of them is to release the raw energy dealing damage to all adjacent creatures (friend or foe alike), and another allows them to use it to counter a spell if the situation is right.
And there! There's the basic understanding without any of the truly advanced features. Trust me, the writeup is much more concise and far less wordy in the text document.
If I were to post the class in its entirety at some point, would anyone be interested in play-testing it (or letting their players play-test one), like they've done with the Magus and Gunslinger?