Fruian Thistlefoot |
If I remember correctly the Red Mage was a master of Enfeeblement magics and Buffing Magics. They had a few spells most mages wish they had. They also had the ability to wear medium armors and use some martial weapons.
Yes they had destruction magic and some healing magics....but they never got the last spells in those schools. They also received them at later levels than the Black or White mage.
I'm thinking Hex Magus fits it pretty nicely.
You could try to make some strange eldritch knight combination as well.
Goddity |
Broadhand wrote:It's at the price of some of his favorite internal organs, but it is well worth it.Yeah, but what about his ability to re-arrange his own stats on his character sheet in the middle of battle?
Or am I the only one here who read 8-Bit Theater?
You can only change your character sheet mid battle if you manage to make it say you can. How you do that is up to you.
CHEEPENBULKY |
They flipped MP and HP.
Since Pathfinder doesn't work on mana then no that ability is not mimic-able.
It is if you look at it from an angle. This ability implies that the red mage's magical power and vitality are intertwined. So it could be an ability that as a swift action converts "X" level spell into ("X"x10) HP (or "X" x 7+caster-stat), and vice versa.
But since that ability, and anything like it, do not exist, might as well stick with completely ignoring it. unless you planned to homebrew the class from the ground up; which I think already has a couple thread attempts.
Zwordsman |
i'm assuming yo uwant
the red mage that uses a sword, armour, lower level black magic and lower level white magic?
depending on what you want from it.
Feral hunter (but requires reflavoring of the polymorph so not the best). Has melee ability, some offense and some defense. does waste some of the class abilities that don't fit of xcourse
magus would be good, sans the non ability to use cleric spells. I suppose if you were starting at higher level? Lv 6 magus + Divine caster class, would let you spell combat with both spell lists *with the right arcana choice*. But your spells will be quite impaired.
Otherwise.. Bard into Eldritch Knight I think might be the closest. Though you don't get any classic offensive or defenseive spells they had int eh games. but you can get combat with some spells.
http://www.finalfantasyd20.com/ffd20/red-mage.html is the FF d20 if it might help
I know some people who adapt this quite closely. but change the MP to spell slots, or adapt the 6th level spell casters stuff.
Man. I honestly wish I could play a game using ffd20. I so love red and blue mages.
What's in the box? |
http://www.finalfantasyd20.com/ffd20/red-mage.html is the FF d20 if it might help
I know some people who adapt this quite closely. but change the MP to spell slots, or adapt the 6th level spell casters stuff.Man. I honestly wish I could play a game using ffd20. I so love red and blue mages.
Currently in a group using this system. I play a Blue Mage. I have a BLAST!
Abraham spalding |
The basic Magus/Cleric/Mystic Theurge really isn't that bad.
I would go with Magus 7/Cleric 3/Mystic Theurge 10. The BAB is going to be +12, so you are down by +3, but this isn't as bad as it could be -- you have divine favor early which helps make up for the lack of BAB, as well as righteous might later. Since spell combat will be helping your action economy it is conceivable you will have the actions needed to get all your buffs out. Your save throws are going to be alright (at level 20 you are looking at +13 +6 +11 which is better than most multiclassing/prestige classing will give you), and you can cast all your spells in medium armor -- spell synthesis while late game will be rather interesting for getting multiple spells out quickly while still full attacking. Having heal isn't going to be a bad thing for a 'front line' type character and the clerical buffing spells are going to stack with your magus buffing for the most part (though not always).
The hardest part is going to be the MAD of the build -- but even here it doesn't have to be horribly MAD. It has been established that the magus can survive on lower intelligence, and honestly with the clerical side you don't need that much wisdom to stick to buffs and summons/what not.
Clerics also make some great use of intensify spell. By using the spell switching abilities of the mystic theurge you can put the damage dealing spells you want to use (that might allow a save throw) on the casting side with a better DC and increase your chances of hurting your foe with some intensify spell as well -- now this isn't going to be prefect of course (increasing spells by 2 levels simply to cast them and get extra damage hurts)... but it isn't a gimp either.
Zwordsman |
I'm considering running a FF game based with D6's. Its up in the recruitment the rules are fan-made and free to use.
Assuming this is the one that is around hte net. I played this in Japan. It wasn't too bad, had some issues but the game we played wasn't really the normal kind of game so it's hard to judge which was what.
The recruitment board here? I might have to go find it. I had a lot of fun for parts of it.Kyrrion |
Mystic Theurge pops to mind, Red Mages using some white and black magic (divine and arcane respectively?).
Though to incorporate the melee aspect, it seems like you'd want to go Magus 7 (for the Broad Study arcana at 6 and medium armor casting at 7) and then Cleric 3. This should end up around 12 BAB at 20, but with MT maxed sounds like you can use combine spell with spell combat/spellstrike which sounds wonderfully fun. Get 6th level Magus casting and 7th level Cleric.
Probably won't work, but that's all I can think of at the moment. Been playing Bravely Default recently, and their Red Mage class favored regaining of Brave Points (or earning extra turns if you haven't played).
GozrehTime |
For this kind of thing, I like to find a base spell casting class that offers a "mixed" spell list, then augment combat potential with a PrC. For example, a witch or arcanist (unlettered archetype) would offer both healing and some arcane mainstays; from there, Eldritch Knight would advance casting and combat. On the divine side, one could take any of Te suggestions above (oracle with the right archetypes; shaman; even a fire domain cleric or something), optionally entering Holy Vindicator, would also be effective.
I disclaim that my own predilection, when building a gish, is to secure some amount of competency with weapons, even without buffs, and to treat casting as a source of versatility and augmentation. Simply put, I'd rather play an eighty five- to ninety-percent effective fighter with spell casting for fun and utility than a great caster who can also fight in the right circumstances. If your priorities differ, you might prefer a single-classed solution.