Base Classes instead of Wizard Specialist


Homebrew and House Rules


So I'm looking to make all of the Wizards in my campaign have a requirement that they be a specialist. Now instead of home brewing special abilities and limitations for each group I figured why not just use base classes already in place such as a Mesmerist (Enchant / Illusion) or the Summoner (Conjuration), Warmage (WoTC) / BattleMage (3rd party) (Evoker), etc.

Can anyone think of others that might work for this? Even if it were from 3.0 / 3.5 OGL?

Dark Archive

Beguiler, Dread Necromancer and some variation on the Abjurant Champion, from 3.X, might make good single class enchanters, necromancers and abjurers.


You also have Magus (combat magic), Elementalist (a variant specialist wizard with different focus) or Kineticist (both for elemental magic), alchemist (material magic), Bard (magic songs), Healer (3.5 Miniature's Handbook, but in need of heavy rebuild), Oracle (divination, if you rework his spell list) and Witch (curses and afflictions, also needs a reworked spell list).

I would not use the dread necromancer as a base, since he's more of a villain or a doomed anti-hero, bound to be corrupted and lost. Surely, there should be some kind of necromantic figure among the casters.


Looks good so far. Anyone else?

Scarab Sages

I'd encourage you to try homebrewing some specialists in each field. It's what I'd do, and it can be great fun!


No disagreement there, however my house rules are already huge from this sorta thing. So I'm trying to leverage the good material already out there which allows me to not reinvent the wheel and focus more time in other areas of my overhaul.

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