... somewhat sums my feelings - I do know K's point, but, in my case, I don't want the game balanced against spellcasters (including the monsters who are awesome by being so), so that thing here works seen against some of the weaker classes that are still interesting.K wrote:For the Fighter/Mage to work, we'd really have to hand out Eldritch Knight as a Base Class, and honestly I don't think people are ready for that. Sure, you can hold up the fact that having a level appropriate BAB doesn't mean much of anything, but it's just not going to phase people. I'm sorry, but that kind of character pretty much has to be solved with the introduction of new martial classes like the Duskblade, only presumably with less slashing dispel and more spells that people actually care about like shatter and levitate.
GISH
Hit Die: d8.
BAB: High.
Fortitude, Reflexes: Average.
Will: Good.
Spells per Day: as Duskblade, except for the 1st-level spells column, which is delayed by 1 level.
Class Skills
The gish’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex). See Chapter 4: Skills for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the gish.
Weapon and Armor Proficiency: A gish is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (except tower shields).
Spells: as duskblade.
Spells Known: as duskblade.
Quick Cast: Beginning at 1st level, a gish can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.
A gish gains an extra use of this ability at 3rd level and every two levels thereafter.
Bonus Feats: At 2nd level, a gish gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The gish gains an additional bonus feat at 6th level and every four gish levels thereafter (10th, 14th, and 18th). These bonus feats must be fighter bonus feats or reserve feats. A gish must still meet all prerequisites for a bonus feat.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A gish is not limited to the categories of combat, reserve, or battlecast feats when choosing these feats.
Spell Power (Ex): Starting at 4th level, a gish can more easily overcome the resistance of any opponent he successfully injures with a weapon attack. If a gish has dealt damage to an opponent with a weapon attack, he gains a +1 bonus on his caster level check to overcome that opponent's spell resistance, and to saving throw DCs for spells cast against that opponent, for the remainder of the encounter. This bonus increases to +2 at 8th level, to +3 at 12th level, to +4 at 16th level, and to +5 at 20th level.
Gish Spell List
0: acid splash, dancing lights, daze, detect magic, flare, ghost sound, guidance, know direction, light, mage hand, ray of frost, resistance, touch of fatigue, virtue
1: animate rope, bane, burning hands, cause fear, chill touch, color spray, deathwatch, divine favor, doom, endure elements, enlarge person, entangle, entropic shield, expeditious retreat, faerie fire, feather fall, grease, jump, longstrider, mage armor, magic missile, magic weapon, mount, obscuring mist, ray of enfeeblement, reduce person, shield, shield of faith, shocking grasp, silent image, true strike, ventriloquism
2: acid arrow, aid, barkskin, bear's endurance, blindness/deafness, blur, bull's strength, cat's grace, chill metal, darkness, darkvision, daze monster, death knell, false life, flame blade, flaming sphere, fog cloud, fox's cunning, ghoul touch, glitterdust, gust of wind, heat metal, heroism, hideous laughter, hypnotic pattern, invisibility, levitate, minor image, mirror image, misdirection, obscure object, produce flame, protection from arrows, pyrotechnics, resist energy, scare, scorching ray, shatter, silence, sound burst, spider climb, touch of idiocy, web, wind wall
3: animate dead, arcane sight, bestow curse, blink, clairaudience/clairvoyance, contagion, daylight, deeper darkness, dispel magic, displacement, fear, fireball, flame arrow, fly, greater magic weapon, haste, hold person, invisibility purge, keen edge, lightning bolt, magic vestment, major image, phantom steed, protection from energy, ray of exhaustion, see invisibility, sleet storm, slow, vampiric touch, water breathing, water walk
4: air walk, arcane eye, black tentacles, blight, cone of cold, confusion, control water, control winds, crushing despair, death ward, dimension door, enervation, fire shield, freedom of movement, hallucinatory terrain, ice storm, illusory wall, interposing hand, greater invisibility, nondetection, poison, resilient sphere, rusting grasp, shout, solid fog, stoneskin, wall of fire, wall of ice, waves of fatigue
5: acid fog, baleful polymorph, blade barrier, chain lightning, control weather, create undead, delayed blast fireball, disintegrate, feeblemind, forceful hand, freezing sphere, greater dispel magic, greater heroism, greater shout, hold monster, mind fog, mirage arcana, mislead, move earth, persistent image, polar ray, repulsion, righteous might, spell resistance, telekinesis, wall of iron, wall of stone, waves of exhaustion