Monthly Archives: August 2017
When I get on a “old-school multiclass concepts for Pathfinder” kick I generally do several in a row as ideas rattle around in my head. So far I’ve done the anruth (an old school druidic bard), cavalier-paladin, cleric/assassin, cleric/fighter/thief, cleric/ranger, druid/fighter, fighter/magic-user/thief, illusionist/thief, thief-acrobat, as well as randomly acquired psionics, and even the fighter/illusionist at my patreon.
That doesn’t leave a lot of “legal” old-school combinations… but it DOES leave the dreaded cleric/fighter/magic-user!
When looking to combine the spell power of two of the most powerful spellcasters with the weapon and armor expertise of the fighter, there are two obvious places to begin – the magus, and the warpriest. Either makes sense as an opening class for a cleric/fighter/magic-user, but having built the druid/fighter off the magus yesterday I’m going to start with the warpriest this time.
A warpriest is a fine cleric/fighter, but obviously has no magic-user in it at all. It also has some things we can likely cut while still feeling fairly divinely-inspired and martial, which gives us room to expand its spell list and class features to include some wizardly material.
The cleric/fighter/magic-user is an archetype for the warpriest that also counts as a hybrid class of the cleric, fighter, and wizard classes.
Spellcasting: You cast spells drawn from the cleric and wizard spell lists. You cast cleric spells as divine spells, and wizard spells as arcane spells. You have access to all cleric spells of a spell level you can cast, but must add wizard spells to a spellbook as a wizard does. You begin play with a spellbook with all 0-level wizard spells, and a number of 1st level wizard spells equal to 1 + your Intelligence bonus. At each new class level, you can add any 1 wizard spell of a level you can cast to your spellbook. You otherwise learn new spells and scribe them into your spellbook as a wizard does.
Your Wisdom determines what level spell you can cast, your bonus spells, and the save DCs of any cleric spell you cast. Your Intelligence determines the save DC of any wizard spell you cast.
You can cast any spells you gain as a cleric/fighter/magic-user in armor without having to deal with arcane spell failure, but suffer normal ASFfor arcane spells you gain from other sources.
All your spells gained from this class (cleric and wizard) count as warpriest spells for purposes of other class features (such as fervor).
This modifies the cleric/fighter/magic-user’s spells.
Fight Smarter (Ex): A cleric/fighter/magic-user has learned to fuse his training with gods, spells, and fighting into a single art. At 1st level, you can add your Intelligence bonus, instead of your Strength bonus, to attack rolls and weapon damage rolls. When using a weapon that would normally only allow you to add half your Strength bonus to damage you may only add half your Intelligence bonus, but when using a weapon that would normally allow you to add x1.5 or x2 (or more) of your Strength bonus to damage, you can only add x1 your Intelligence bonus. (If your bonus to damage from Strength would thus be better than your bonus to damage from intelligence, you may use your bonus to damage from Strength.)
Additionally, treat your cleric/fighter/magic-user levels as fighter levels when meeting prerequisites for feats.
This ability replaces focus weapon and sacred weapon.
Domains and Schools: At 1st level you select one cleric domain granted by your god, and one wizard school. These have no effect on your spells per day, spells known, chance to learn spells, and so on. One of these selections is your primary selection, and the other is secondary. For your primary selection, you gain special abilities as if your cleric/fighter/magic-user level was your level in the appropriate class. For your secondary selection, you treat your cleric/fighter/magic-user -3 as your level in the appropriate class.
This ability replaces all minor blessings and sacred armor.
Bonus Feats: You gain a bonus feat at 3rd level, and every 3 levels thereafter, as a normal warpriest does. In addition to combat feats, you may select from any item creation or metamagic feat you meet the prerequisites for as bonus feats.
This ability modifies bonus feats.
Spell Combat (Ex): At 10th level, you gain spell combat as the magus class feature. You can use it with any light or 1-handed melee weapon, or with your deity’s favorite weapon. If your deity’s favorite weapon takes 2-hands, you can cast spells when wielding 2-handed it as if you had one hand free.
This ability replaces major blessings.
This Post Brought to By:
Seriously, this amazing-looking Kickstarter campaign (which I have nothing to do with) supported me through my Patreon, and earn themselves this plug! Go check it out, and see if it looks like something you want to support! You have until September 9!
The Monday Bad Idea!
A modern supers game, where most issues are handled by the International Forces.
But if they can’t cope with something, it gets passed up to the World Hero Emergency Network.
“So it’s not I.F., but W.H.E.N.”
BONUS Bad Idea!
“Sir, I’m writing the the Military Action eXtreme Intelligence mandate protocols, and they need a to define default super-agent team for class 1 incidents. Should I indicate the
National Emergency Veteran Executive Reserve?”
“We could, but let’s not go straight to our most experienced agent team in such cases. I think we’re better served with that protocol calling on the Legion of Advanced Tactical Experts first, whenever possible. ”
“Ah, so the M.A.X.I.M. is better L.A.T.E. than N.E.V.E.R.”
I’ll be at Gen Con! Here’s what my schedule looks light right now.
I come in before noon. I have a few informal things planned, but you might be able to catch me someplace (like the Omni hotel lobby) if you want to.
I’m open most of the day! I might try to Meet and greet hour someplace, if folks express interest (and yes, that would be a good time to have me sign stuff).
I mysterious disappear around 7pm, and likely for the rest of the night.
I’m on several seminar panels!
11am Location: ICC room 212
Introduction to the new Starfinder RPG. Learn the story of the Starfinder universe, what you need to start playing, & where to begin your own character’s legend.
Starfinder Rules Q&A
12pm Location: ICC room 212
An up-close look at the rules of Starfinder, including differences between the Starfinder & Pathfinder rules. Ask questions & discuss the philosophy behind the Starfinder game system.
I’ll be at the ENnie Awards! A great time to meet a lot of your favorite game designers, especially those with products up for awards!
Starfinder Rules Design workshop
10am Location: ICC room 212
Participate in a hands-on workshop focused on rules design in the Starfinder universe & assist in developing original rules from concept to execution.
Designing Starfinder Aliens
12pm Location: ICC room 212
Learn the secrets of monster making & everything that goes into creating a truly terrifying foe.
Secrets of the Pact Worlds
1pm Location: ICC room 212
Come explore the inner region of space in the Starfinder universe. Learn about Absalom Station & discover alien species.
Starfinder – The Digital Tools Horizon
2pm Location: Crowne Plaza Victoria Stn B
What does the digital destiny of Starfinder look like? Leading companies answer your questions & outline their visions of the future!
I mysteriously disappear again in the evening. 😀
Currently wide open!
This is the OTHER day I might schedule an open meet-and-greet, if there was interest.
I fly out in the afternoon, and I suspect I’ll watch the Moon eat the Sun from the airport.