| Evil Lincoln |
I'll bet that got your attention.
This is a game.
.
.
From the entire Pathfinder library, select:
3 Cantrips or Orisons.
10 1st-level spells.
9 2nd-level spells.
8 3rd-level spells.
7 4th-level spells.
6 5th-level spells.
5 6th-level spells.
4 7th-level spells.
3 8th-level spells.
2 9th-level spells.
...that you think the fighter "would be able to cast" to do his job independently. Arcane, Divine, no matter.
If this makes you want to post a polemic on how "fighters shouldn't cast spells, blah, blah, Bo9S..."—I've never read it, and you have no idea what I'm driving at.
Many of you are really smart people. Tell me the spells that a fighter needs to do his job better. Don't hold back on account of themes or flavor, just tell me which tools they need to be self-sufficient. Not to beat everyone else, but to be self-sufficient.
Feral
|
I wish these sorts of threads were less specific because the problem effects more than just fighters. It should be: WHAT SPELLS WOULD YOU GIVE TO THE NON-MAGICAL MELEE COMBATANT?
One of my biggest ones is: Some method of flight, anti-flight, or a way of making his primary attack usable at near full capacity from ranged.
Melee shouldn't have to rely on magic to close on the strafing dragon. They need to be able to force (strongly encourage) it to close and fight or a way to 'throw their sword' and still fight effectively.
| SunsetPsychosis |
There are a few melee-oriented spells that show up on the Magus list that could be useful for other martial classes, like Bladed Dash.
Ultimately, though, giving previously caster-only abilities to fighters would make Pathfinder closer and closer to 4E, where the abilities of every single class basically break down into the reskinned versions of the same thing.
| Aelryinth RPG Superstar 2012 Top 16 |
| 1 person marked this as a favorite. |
Very interesting...
1) True Strike, Shield, Mage Armor, Magic Weapon, Regen Light Wounds, Longstrider, Expeditious Retreat, Endure Elements, Enlarge
2) Spider Climb, Jump, Resist Energy, Ghost Touch, See Invisible, Darkvision, Regen Moderate, Barkskin, Animal Affinity (+4 Stat buffs)
3) Haste (self only), Greater Magic Weapon/Vestment, Leaded Weapon, Dispel Magic, Proof Against Teleportation, Bane Weapon, Prot/Elements, Slow Poison
4) Dimensional Lock, Resist Magic, Stoneskin, Air Walk, Restoration, Regen Crit Wounds, Cure Blind/deaf/poison,etc
5) Energy Immunity, Iron Body, Reaving Dispel, Remove Enchantment, Heroism, True Seeing
6) Greater Dispel Magic, Anti-magic shell, Heal/Regen, Contingency, Freedom of Movement (long duration)
7) Mind Blank, Greater Restoration, Regeneration (limbs), Limited Wish (condition removal)
8) Spell Immunity, Greater Spell Resistance; Giant-size.
9) Disjunction; Wish (inherent bonus/abilities)
heh!
==Aelryinth
| Evil Lincoln |
It should be: WHAT SPELLS WOULD YOU GIVE TO THE NON-MAGICAL MELEE COMBATANT?
You are absolutely, 100% correct. I was using "fighter" for shorthand. I do try to say "martial" usually (since I nouned it), but for the OP I felt like using the stupidest possible wording, because that makes people fail will saves.