PDA

View Full Version : Shield and Blade of Hurub: 3.5 Gish base classes for my new campaign setting [PEACH]



JackRackham
2013-05-17, 07:11 PM
OK, this thread is open to comments now. The first two posts here are GISH base classes. The first is intended to be a defensive-minded melee heavy. I based it on the Duskblade and Abjurant Champion. The second will be more of a hit-and-run specialist, based on Duskblade and Swiftblade, with a couple more skills. I might give the latter access to hide. (There is a dash of Spellsword in each class, as well.)

I decided that full access to the Sorc/Wiz spell list was too powerful and not focused enough for these classes and the Duskblade list eats poo, so I'm making a spell list from a selection of spells from the wiz/sorc list. And that's very much a work-in-progress. I'm leaning pretty heavily towards having separate lists for each class. I might give the Blade of Hurub more access to utility spells and less variety of offensive and protective spells. But I'm worried doing that will leave one class much stronger than the other.

Obviously, I need the fluff, too. I've got some ideas there, but they're still pretty vague. I'm thinking of having the two classes share a spell list and belong to the same organization, for which they fill very different roles.

At this point, I'm mostly looking for feedback on balance and the spell list and suggestions for the latter. Any cool fluff ideas, or really any ideas are welcome too, though.

PS: I realize these aren't the most original classes out there. Most of the abilities are borrowed from published classes and prestige classes, maybe reinterpreted slightly. That wasn't the point or the goal of these classes. My goal here is to create a Gish class that works. That is, a Gish class whose martial and arcane abilities are allowed to complement on another moreso than most builds allow, without breaking the game (I didn't want this to be a full or 3/4 BAB wizard with the ability to channel spla through his sword).

JackRackham
2013-05-17, 07:12 PM
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th |1st|2nd|3rd|4th|5th |6th |7th

1st|+1|+2|+0|+2|Armored Mage (Light)|5|1|--|--|--|--|--|--

2nd|+2|+3|+0|+3|Abjurant Armor +1|5|3|--|--|--|--|--|--

3rd|+3|+3|+1|+3|-|5|4|--|--|--|--|--|--

4th|+4|+4|+1|+4|Arcane Channeling|5|5|1|--|--|--|--|--

5th|+5|+4|+1|+4|-|5|5|3|--|--|--|--|--

6th|+6/+1|+5|+2|+5|Extended Abjuration|5|5|4|--|--|--|--|--

7th|+7/+2|+5|+2|+5|-|5|5|5|1|--|--|--|--

8th|+8/+3|+6|+2|+6|Abjurant Armor +2|5|5|5|3|--|--|--|--

9th|+9/+4|+6|+3|+6|Swift Abjuration|5|5|5|4|--|--|--|--

10th|+10/+5|+7|+3|+7|Armored Mage (Medium)|5|5|5|5|1|--|--|--

11th|+11/+6/+1|+7|+3|+7|Improved Arcane Channeling|5|5|5|5|3|--|--|--

12th|+12/+7/+2|+8|+4|+8|-|5|5|5|5|4|--|--|--

13th|+13/+8/+3|+8|+4|+8|Abjurant Armor +3|5|5|5|5|5|1|--|--

14th|+14/+9/+4|+9|+4|+9|Spell Storing|5|5|5|5|5|3|--|--

15th|+15/+10/+5|+9|+5|+9|-|5|5|5|5|5|4|--|--

16th|+16/+11/+6/+1|+10|+5|+10|Greater Arcane Channeling|5|5|5|5|5|5|1|--

17th|+17/+12/+7/+2|+10|+5|+10|-|5|5|5|5|5|5|3|--

18th|+18/+13/+8/+3|+11|+6|+11|Abjurant Armor +4|5|5|5|5|5|5|4|--

19th|+19/+14/+9/+4|+11|+6|+11|Greater Spell Storing|5|5|5|5|5|5|5|1

20th|+20/+15/+10/+5|+12|+6|+12|Abjurant Armor +5|5|5|5|5|5|5|5|3

[/table]

Abilities: Shields of Hurub rely primarily on their Strength to deal damage and their Charisma to power their spells. Constitution is essential, as it is for every warrior, as the last line of defense, Dexterity helps him avoid damage, particularly early in his career, and Intelligence is useful for a Shield of Hurub who wishes to expand his selection of skills.

Alignment: Any.
Hit Die: d6.
Class Skills

The Shield of Hurub's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Jump (Str), Knowledge (local) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Swim (Str)..

Skill Points at 1st Level: (2 + Int modifier) × 4.

Skill Points at Each Additional Level: 2 + Int modifier.

Class Features – All of the following are class features of the TBD.

Weapon and Armor Proficiency – A Shield of Hurub is proficient with all martial weapons, bucklers, and light armor.

Spells – A Shield of Hurub casts arcane spells from the (___) spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Shield of Hurub must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Shield of Hurub's spell is 10 + the spell level + the Shield of Hurub's Charisma modifier. Like other spellcasters, a Shield of Hurub can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score (Table 1-1, Player’s Handbook, Pg 8).

Armored Mage – The specialized training and limited focus of a Shield of Hurub allows you to perform the intricate gestures required for spellcasting while wearing light armor. At 10th level, your skill has progressed to the point that even medium armor does not interfere with your ability to cast spells with material or somatic components.

Abjurant Armor – Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by +1. This bonus increases to +2 at 8th level, +3 at 13th level, and +4 at 18th level. This ability does not stack with the Abjurant Champion’s Abjurant Armor ability.

Arcane Channeling – After extensive practice with a spell, you learn to channel its arcane power through your (melee) weapon. Beginning at 4th level, you gain the ability to cast any touch spell you know through your melee weapon as a standard action, provided it is at least two spell levels lower than the highest level spell you know. Casting a spell in this way does not provoke attacks of opportunity. The spell must have a casting time of one standard action or less. If the melee attack is successful, the attack deals damage as normal, then the effect of the spell is resolved. If the attack misses, the spell fails, but is not lost.

Extended Abjuration – Your intense study of abjurations allows you to extend their effect beyond what is normally possible. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).

Swift Abjuration – Beginning at 9th level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to the highest level spell you can cast, minus two.

Improved Arcane Channeling – You have become more adept at channeling your arcane might through your melee weapon (as detailed for the Arcane Channeling ability above). At 11th level, you gain the ability to channel any spell you know through your melee weapon. Even if the spell normally affects an area or is a ray, the spell only affects the target of the attack.

Spell Storing – You gain the ability to store the magical energies of a spell within your melee weapon. The spell affects the next target the Shield of Hurub attacks (resolving as explained above under Arcane Channeling). A spell may be stored in this way for a maximum of 48 hours.

Greater Arcane Channeling – The Shield of Hurub gains the ability to channel two spells through his weapon simultaneously. As a swift action, the TBD focuses his mind, before making a melee attack and channeling two spells of a level at least three levels lower than the highest level spell he can cast as a standard action. The spells resolve as explained under Arcane Channeling.

Greater Spell Storing – The Shield of Hurub may now store two spells at a time in his melee weapon as explained under Spell Storing.

*The Shield of Hurub's class abilities do not stack with those of the Abjurant Champion or Spellsword Prestige Classes.

{table=head]Spells Known
{table=head]Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th
1st | 6 | 1 | -- | -- | -- |- - |- - |- - |
2nd | 6 | 1 | -- | -- | -- | -- | -- | -- |
3rd | 6 | 2 | -- | -- | -- | -- | -- | -- |
4th | 6 | 2 | 1 | -- | -- | -- | -- | -- |
5th | 6 | 3 | 1 | -- | -- | -- | -- | -- |
6th | 6 | 3 | 2 | -- | -- | -- | -- | -- |
7th | 6 | 4 | 2 | 1 | -- | -- | -- | -- |
8th | 6 | 4 | 3 | 1 | -- | -- | -- | -- |
9th | 6 | 4 | 3 | 2 | -- | -- | -- | -- |
10th | 6 | 4 | 4 | 2 | 1 | -- | -- | -- |
11th | 6 | 4 | 4 | 3 | 1 | -- | -- | -- |
12th | 6 | 4 | 4 | 3 | 2 | -- | - -| -- |
13th | 6 | 4 | 4 | 3 | 2 | 1 | -- | -- |
14th | 6 | 4 | 4 | 3 | 3 | 1 | -- | -- |
15th | 6 | 4 | 4 | 3 | 3 | 2 | -- | -- |
16th | 6 | 4 | 4 | 3 | 3 | 2 | 1 | -- |
17th | 6 | 4 | 4 | 3 | 3 | 3 | 1 | -- |
18th | 6 | 4 | 4 | 3 | 3 | 3 | 2 | -- |
19th | 6 | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
20th | 6 | 4 | 4 | 4 | 3 | 3 | 3 | 1 |
[/table][/table]

Spell List (WIP):


0th

Acid Splash
Dazzling Lights
Flare
Ray of Frost
Disrupt Undead
Touch of Fatigue
Mage Hand
Prestidigitation

1st

Shield
Grease
Mage Armor
Mount
Obscuring Mist
True Strike
Sleep
Burning Hands (t)
Magic Missile
Shocking Grasp (t)
Color Spray
Cause Fear
Chill Touch
Ray of Enfeeblement
Reduce Person

2nd

Fog Cloud
Glitterdust
Melf’s Acid Arrow
See Invisibility
Touch of Idiocy
Darkness
Scorching Ray
Blur
Invisibility
Misdirection
Blindness/Deafness
Ghoul Touch
Spectral Hand
Alter Self
Bull’s Strength
Bear’s Endurance
Cat’s Grace
Darkvision
Eagle’s Splendor
Levitate
Pyrotechnics
Whispering Wind

3rd

Dispel magic
Magic Circle against (L, C, G, E)
Nondetection
Protection from energy
Phantom Steed
Stinking Cloud
Arcane Sight
Clairvoyance/audience
Heroism
Hold Person
Daylight
Fireball
Windwall
Displacement
Invisibility Sphere
Halt Undead
Vampiric Touch
Blink
Fly
*Haste
Magic Weapon/Greater
Slow

4th

Dimensional Anchor
Lesser Globe of Invulnerability
Stoneskin
Dimension Door
Solid Fog
Detect Scrying
Locate Creature
Scrying
Confusion
Crushing Despair
Otiluke’s Resilient Sphere
Ice Storm
Shout
Greater Invisibility
Phantasmal Killer
Bestow Curse
Contagion
Enervation
Fear

5th

Break Enchantments
Dismissal
M’s Private Sanctum
Cloudkill
Prying Eyes
Feeblemind
Hold Monster
Mind Fog
Cone of Cold
Nightmare
Blight
Telekinesis

6th

Antimagic Field
Greater Dispel Magic
Guards and Wards
Acid Fog
True Seeing
Chain of Lightning
Mislead
Mass Bull’s Strength
Mass Bear’s Endurance
Mass Cat’s Grace
Mass Eagle’s Splendor
Disintegrate
Control Water
Move Earth
Flesh to Stone
Stone to Flesh

7th

Banishment
Sequester
Greater Arcane Sight
Mass Hold Person
Insanity
Power Word Blind
Bigby’s Grasping Hand
Forcecage
Prismatic Ray
Mass Invisibility
Simulacrum
Finger of Death
Reverse Gravity

JackRackham
2013-05-21, 04:34 PM
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0th |1st|2nd|3rd|4th|5th |6th |7th

1st|+0|+0|+2|+2|Dodge|5|1|--|--|--|--|--|--

2nd|+1|+0|+3|+3|Mobility|5|3|--|--|--|--|--|--

3rd|+2|+1|+3|+3|Armored Mage (Light)|5|4|--|--|--|--|--|--

4th|+3|+1|+4|+4|Arcane Channeling|5|5|1|--|--|--|--|--

5th|+3|+1|+4|+4|Spring Attack|5|5|3|--|--|--|--|--

6th|+4/+5|+2|+2|+5|Quick Cast|5|5|4|--|--|--|--|--

7th|+5/|+2|+5|+5|Haste (Bonus Spell)|5|5|5|1|--|--|--|--

8th|+6/+1|+2|+6|+6|Swift Surge + 1/0ft|5|5|5|3|--|--|--|--

9th|+6/+1|+3|+6|+6|Blurred Alacrity|5|5|5|4|--|--|--|--

10th|+7/+2|+3|+7|+7|Arcane Reflexes, Swift Surge +1/10ft|5|5|5|5|1|--|--|--

11th|+8/+3/+1|+3|+7|+7|Improved Arcane Channeling|5|5|5|5|3|--|--|--

12th|+9/+4/+2|+4|+8|+8|Bounding Assault, Swift Surge +2/10ft|5|5|5|5|4|--|--|--

13th|+9/+4/+3|+4|+8|+8|Evasive Celerity|5|5|5|5|5|1|--|--

14th|+10/+5|+4|+9|+9|Spell Storing|5|5|5|5|5|3|--|--

15th|+11/+6/+1|+5|+9|+9|Diligent Rapidity, Swift Surge +2/20ft|5|5|5|5|5|4|--|--

16th|+12/+7/+2|+5|+10|+10|Perpetual Options|5|5|5|5|5|5|1|--

17th|+12/+7/+2|+5|+10|+10|Sudden Casting, Fortified Hustle|5|5|5|5|5|5|3|--

18th|+13/+8/+3|+6|+11|+11|Greater Arcane Channeling|5|5|5|5|5|5|4|--

19th|+14/+9/+4|+6|+11|+11|Greater Spell Storing|5|5|5|5|5|5|5|1

20th|+15/+10/+5|+6|+12|+12|Innervated Speed|5|5|5|5|5|5|5|3

[/table]

Abilities Dexterity and Charisma are the key abilities of the Blade of Hurub. Constitution provides extra protection, and Intelligence enables the Blade of Hurub to expand his selection of skills.

Alignment: Any.
Hit Die: d6.
Class Skills

The Blade of Hurub's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Disable Device (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).

Skill Points at 1st Level: (4 + Int modifier) × 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features – All of the following are class features of the TBD.

Weapon and Armor Proficiency – A Blade of Hurub is proficient with all martial weapons, bucklers, and light armor.

Spells – A Blade of Hurub casts arcane spells from the (___) spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Blade of Hurub must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Blade of Hurub's spell is 10 + the spell level + the sorcerer’s Charisma modifier. Like other spellcasters, a Blade of Hurub can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score (Table 1-1, Player’s Handbook, Pg 8).

Dodge – At first level, a Blade of Hurub gains the benefits of the Dodge feat as described on page 93 of the Player’s Handbook.

Mobility – At second level, a Blade of Hurub gains the benefits of the Mobility feat as described on page 99 of the Player’s Handbook.

Armored Mage – The specialized training and limited focus of a Blade of Hurub allows you to perform the intricate gestures required for spellcasting while wearing light armor.

Arcane Channeling – After extensive practice with a spell, you learn to channel its arcane power through your (melee) weapon. Beginning at 4th level, you gain the ability to cast any touch spell you know through your melee weapon as a standard action, provided it is at least two spell levels lower than the highest level spell you know. Casting a spell in this way does not provoke attacks of opportunity. The spell must have a casting time of one standard action or less. If the melee attack is successful, the attack deals damage as normal, then the effect of the spell is resolved. If the attack misses, the spell fails, but is not lost.

Spring Attack – Beginning at 5th level, you gain Spring Attack (see page 100 of the Player's Handbook) as a bonus feat. If you already have Spring Attack, choose a different feat for which you do meet the prerequisites.

Quick Cast – Beginning at level six, a Blade of Hurub may cast one spell per day as a swift action. This spell must be at least two levels lower than the TBD’s highest level spell known.

Haste (Bonus Spell) – Haste is your destiny. You feel it to be so. You embrace it and are rewarded. Gain haste as a bonus spell. This does not count against your spells known.

Swift Surge (Ex) – Your body is augmented with the residual energy of previous haste castings. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. At 12th level, these bonuses increase to +2. At 10th level, you gain a +10 foot enhancement bonus to all of your modes of movement and deal an extra 1d6 points of damage during any round in which you move at least 10 feet. At 15th level, this bonus increases to +20 feet and an extra 2d6 points of damage during any round in which you move at least 20 feet. These bonuses stack with the bonuses gained from the haste spell and skirmish ability.

Blurred Alacrity (Ex) – At 9th level, your understanding of the haste spell makes you difficult to target with melee and ranged attacks. While under the effect of a haste spell that you cast yourself, you gain concealment (20% miss chance). This miss chance increases by +10% at 10th, 11th, and 12th level. The effect of this ability does not stack with blur, displacement, or similar spell effects.

Arcane Reflexes (Ex) – At 10th level, you infuse the energy of previous haste castings into your natural reaction time. You receive a competence bonus on initiative rolls equal to your arcane spellcasting ability modifier.

Improved Arcane Channeling – You have become more adept at channeling your arcane might through your melee weapon (as detailed for the Arcane Channeling ability above). At 11th level, you gain the ability to channel any spell you know through your melee weapon. Even if the spell normally affects an area or is a ray, the spell only affects the target of the attack.

Bounding Assault – At 12th level, you gain Bounding Assault (see page 75 of Player's Handbook II) as a bonus feat. You need not have the prerequisites normally required for Bounding Assault to gain this feat. If you already have Bounding Assault, choose a different feat for which you do meet the prerequisites.

Evasive Celerity (Ex) – At 13th level, your knowledge of the haste spell makes you difficult to target with spells. While under the effect of a haste spell that you cast yourself, individually targeted spells have a 20% chance of failing against you. This spell failure chance increases by +10% at 14th, 15th, and 16th level. The effect of this ability does not stack with blink or similar spell effects.

Spell Storing – At 14th level, you gain the ability to store the magical energies of a spell within your melee weapon. The spell affects the next target the Blade of Hurub attacks (resolving as explained above under Arcane Channeling). A spell may be stored in this way for a maximum of 48 hours.

Diligent Rapidity (Ex) – At 15th level, you automatically overcome magic and mundane obstacles with the haste spell. While under the effect of a haste spell that you cast yourself, you can move and attack normally, even under the influence of magic that usually impedes movement, as the freedom of movement spell. See the spell description on page 233 of the Player's Handbook. As an additional effect, you can also move across the surface of placid or flowing water, but not whitewater rapids or stormy water, by making two move actions in a round. You immediately sink any time you make a single move action in a round or come to a complete stop while traversing water.

Perpetual Options (Ex) – At 16th level, you can perform even more actions with the haste spell. Instead of making one extra attack at your highest base attack bonus while under the effect of a haste spell that you cast yourself, you now have the choice of making one extra move action or one extra standard action. For example, you could make three consecutive move actions with this ability, two move actions and one standard action, one move action and two standard actions, a full attack action and a move action, a full attack action and a standard action, a full round action and a move action, or a full round action and a standard action.

Sudden Casting (Ex) – At 17th level, you learn how to seamlessly cast the haste spell. You can cast haste as a free action once per round, as if augmented by the Quicken Spell metamagic feat, but without using up higher-level spell slots.

Fortified Hustle (Ex) – At 17th level, you learn how to intuitively absorb the haste spell into your body. While under the effect of a haste spell that you cast yourself, the effect becomes extraordinary rather than a continuous spell effect, and therefore cannot be dispelled by any means. The haste spell otherwise functions as it normally would, is expended normally, and can be countered as a spell at the moment of casting.

Greater Arcane Channeling – at 18th level, the Blade of Hurub gains the ability to channel two spells through his weapon simultaneously. As a swift action, the TBD focuses his mind, before making a melee attack and channeling two spells of a level at least three levels lower than the highest level spell he can cast as a standard action. The spells resolve as explained under Arcane Channeling.

Greater Spell Storing – At 19th level, the Blade of Hurub may now store two spells at a time in his melee weapon as explained under Spell Storing.

Innervated Speed (Ex) – At 20th level, your mastery of the haste spell can bring the world around you to a standstill. Any time you prepare or spontaneously cast haste in a 6th level spell slot, you can subsume the spell at the moment of casting instead, increasing your speed so greatly that other creatures seem frozen in time, as the time stop spell, but for one round. See the spell description on page 294 of the Player's Handbook. For each spell slot level higher than 6th level, you can extend innervated speed by 1 additional round. For example, a sorcerer could subsume haste in an 8th level spell slot to create three rounds of innervated speed. You cannot subsume a new haste spell until the original innervated speed duration expires and your turn ends. Moreover, you cannot subsume a metamagic version of haste.

*The Blade of Hurub's class abilities do not stack with those of the Swiftblade or Spellsword prestige classes.

{table=head]Spells Known
{table=head]Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th
1st | 6 | 1 | -- | -- | -- |- - |- - |- - |
2nd | 6 | 1 | -- | -- | -- | -- | -- | -- |
3rd | 6 | 2 | -- | -- | -- | -- | -- | -- |
4th | 6 | 2 | 1 | -- | -- | -- | -- | -- |
5th | 6 | 3 | 1 | -- | -- | -- | -- | -- |
6th | 6 | 3 | 2 | -- | -- | -- | -- | -- |
7th | 6 | 4 | 2 | 1 | -- | -- | -- | -- |
8th | 6 | 4 | 3 | 1 | -- | -- | -- | -- |
9th | 6 | 4 | 3 | 2 | -- | -- | -- | -- |
10th | 6 | 4 | 4 | 2 | 1 | -- | -- | -- |
11th | 6 | 4 | 4 | 3 | 1 | -- | -- | -- |
12th | 6 | 4 | 4 | 3 | 2 | -- | - -| -- |
13th | 6 | 4 | 4 | 3 | 2 | 1 | -- | -- |
14th | 6 | 4 | 4 | 3 | 3 | 1 | -- | -- |
15th | 6 | 4 | 4 | 3 | 3 | 2 | -- | -- |
16th | 6 | 4 | 4 | 3 | 3 | 2 | 1 | -- |
17th | 6 | 4 | 4 | 3 | 3 | 3 | 1 | -- |
18th | 6 | 4 | 4 | 3 | 3 | 3 | 2 | -- |
19th | 6 | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
20th | 6 | 4 | 4 | 4 | 3 | 3 | 3 | 1 |
[/table][/table]

Spell List (WIP):


0th

Acid Splash
Dazzling Lights
Flare
Ray of Frost
Disrupt Undead
Touch of Fatigue
Mage Hand
Prestidigitation

1st

Shield
Grease
Mage Armor
Mount
Obscuring Mist
True Strike
Sleep
Burning Hands (t)
Magic Missile
Shocking Grasp (t)
Color Spray
Cause Fear
Chill Touch
Ray of Enfeeblement
Reduce Person

2nd

Fog Cloud
Glitterdust
Melf’s Acid Arrow
See Invisibility
Touch of Idiocy
Darkness
Scorching Ray
Blur
Invisibility
Misdirection
Blindness/Deafness
Ghoul Touch
Spectral Hand
Alter Self
Bull’s Strength
Bear’s Endurance
Cat’s Grace
Darkvision
Eagle’s Splendor
Levitate
Pyrotechnics
Whispering Wind

3rd

Dispel magic
Magic Circle against (L, C, G, E)
Nondetection
Protection from energy
Phantom Steed
Stinking Cloud
Arcane Sight
Clairvoyance/audience
Heroism
Hold Person
Daylight
Fireball
Windwall
Displacement
Invisibility Sphere
Halt Undead
Vampiric Touch
Blink
Fly
*Haste
Magic Weapon/Greater
Slow

4th

Dimensional Anchor
Lesser Globe of Invulnerability
Stoneskin
Dimension Door
Solid Fog
Detect Scrying
Locate Creature
Scrying
Confusion
Crushing Despair
Otiluke’s Resilient Sphere
Ice Storm
Shout
Greater Invisibility
Phantasmal Killer
Bestow Curse
Contagion
Enervation
Fear

5th

Break Enchantments
Dismissal
M’s Private Sanctum
Cloudkill
Prying Eyes
Feeblemind
Hold Monster
Mind Fog
Cone of Cold
Nightmare
Blight
Telekinesis

6th

Antimagic Field
Greater Dispel Magic
Guards and Wards
Acid Fog
True Seeing
Chain of Lightning
Mislead
Mass Bull’s Strength
Mass Bear’s Endurance
Mass Cat’s Grace
Mass Eagle’s Splendor
Disintegrate
Control Water
Move Earth
Flesh to Stone
Stone to Flesh

7th

Banishment
Sequester
Greater Arcane Sight
Mass Hold Person
Insanity
Power Word Blind
Bigby’s Grasping Hand
Forcecage
Prismatic Ray
Mass Invisibility
Simulacrum
Finger of Death
Reverse Gravity

JackRackham
2013-05-21, 07:00 PM
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Redied|Stances Known

1st|
+1|
+2|
+0|
+2|

2nd|
+2|
+3|
+0|
+3|

3rd|
+3|
+3|
+1|
+3|

4th|
+4|
+4|
+1|
+4|

5th|
+5|
+4|
+1|
+4|

6th|
+6/1|
+5|
+2|
+5|

7th|
+7/2|
+5|
+2|
+5|

8th|
+8/3|
+6|
+2|
+6|

9th|
+9/4|
+6|
+3|
+6|

10th|
+10/5|
+7|
+3|
+7|[/table]


d12

CLASS SKILLS

The (Sun God) Crusader’s class skills (and the key ability for each skill) are Balance (Dex), Handle Animal (Cha), Jump (Str), Knowledge (religion) (Int), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

CLASS FEATURES

PREREQUISITES

8 ranks in Martial Lore, ability to use at least one 2nd level maneuver.

JackRackham
2013-05-23, 11:23 AM
I've just added the spell lists for the two gish classes and I have a vague idea of the fluff for them. What I've done with the apell lists is include all the spells from the sorceror/wizard list that these classes would like to have (from the phb; I'm still working through the Spell Compendium). The idea is to cut spells I don't want them to have (enervation, some of the more powerful ability damaging spells, etc), and the spells no right-minded Gish with so few spells known would take.

Are there any obvious cuts or omissions here? Is there anything from abother spell list that they should have? Not to be repetitive, but should I be shooting for two different spell lists? The goal with these classes is to be less powerful than the high-op Gish builds (which typically get wiz/sorc 9ths and four attacks/rd at 20), but to more effectively combine their magical and melee capabilities than those builds. Am I hitting the mark on that front?

The fluff I have so far is that, together, these classes make up an elite mercenary company, famous throughout my game world. This company is contracted to lead armies, to act as a special-forces unit, doing smaller-scale missions of great difficulty, to restore order during civil wars, as personal-guards to rulers in times of war and, rarely, as assassins and man-hunters. They are the very best warriors in the land, but do not come cheap. They recruit children with the sorceror's gift and are willing to pay handsomely for them. They are then branded and trained. This is not always consensual, but to belong to them is highly prestigious. They are the sons of slaves and farmers, but live like kings.

Thoughts?

PS: In some rare cases one of these mercenaries who survives into old age is allowed to retire. These retirees are much sought after by the nobility as mentor/trainers for young aristocrats or as trainers of elite troops - though sharing the proprietary secrets of the order too widely may bring its wrath upon trainer and trainees (PCs can thus take the class without belonging to the mercenary company).