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View Full Version : [3.5 Base Class, the Land of Alvia] The Magician



PumpkinEater
2009-07-24, 10:59 PM
This class was designed for a low-magic setting I'm working on. I also just realised that I need to modify the spell list. I'll put that up later once I finish it (hopefully not long). Anyway, PEACH this thing! (I'm not sure whether or not the Spell Mastery abilities (both) are overpowered or not).

The Magician (Better names anyone? Haha)

Hit Dice: d6
Weapon Proficiencies: Magicians are proficient with simple weapons, and one other weapon group of their choosing.
Armor Proficiencies: Magicians are proficient with light armor. Magicians are able to cast their spells in light armor without any arcane spell failure.
Alignment: Magicians can be of any alignment, but are commonly Lawful.
Skill Points: 4 + Intelligence Modifier (x 4 at first level)
Class Skills: Ten + Intelligence Modifier + Craft, Knowledge (Any), Spellcraft
Spells: Arcane, based off of charisma.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|
Special|
-0-|1st|2nd|3rd|4th

1st|
+0|
+0|
+0|
+2|
Summon Familiar|3|-|-|-|-

2nd|
+1|
+0|
+0|
+3|
---|4|-|-|-|-

3rd|
+2|
+1|
+1|
+3|
Brew Potion|5|1|-|-|-

4th|
+3|
+1|
+1|
+4|
Bonus Feat|5|2|-|-|-

5th|
+3|
+1|
+1|
+4|
Craft Wondrous Item|5|3|-|-|-

6th|
+4|
+2|
+2|
+5|
Craft Wand|5|4|1|-|-

7th|
+5|
+2|
+2|
+5|
Mastery of Cantrips|X|5|2|-|-

8th|
+6|
+2|
+2|
+6|
Bonus Feat|X|5|3|-|-

9th|
+6|
+3|
+3|
+6|
Summon Familiar II|X|5|4|1|-

10th|
+7|
+3|
+3|
+7|
Greater Cantrip Mastery|X|5|5|2|-

11th|
+8|
+3|
+3|
+7|
---|X|5|5|3|-

12th|
+9|
+4|
+4|
+8|
Bonus Feat|X|5|5|4|1

13th|
+9|
+4|
+4|
+8|
Forge Ring|X|5|5|5|2

14th|
+10|
+4|
+4|
+9|
Spell Mastery|X|X|5|5|3

15th|
+11|
+5|
+5|
+9|
---|X|X|5|5|4

16th|
+12|
+5|
+5|
+10|
Bonus Feat|X|X|5|5|5

17th|
+12|
+5|
+5|
+10|
---|X|X|5|5|5

18th|
+13|
+6|
+6|
+11|
Greater Spell Mastery|X|X|5|5|5

19th|
+14|
+6|
+6|
+11|
---|X|X|5|5|5

20th|
+15|
+6|
+6|
+12|
Bonus Feat|X|X|5|5|5[/table]

Summon Familiar: Magicians are able to summon familiars exactly like wizards and sorcerers.

Bonus Feat: Selected from the Wizard's bonus feat list.

Mastery of Cantrips: Magicians are able to cast an unlimited number of 0-level spells per day.

Summon Familiar II: Magicians are able to summon a second familiar. This familiar is treated as if the master's HD was 8 lower.

Greater Cantrip Mastery: Either the effects of the Still Spell or Silent Spell metamagic feats are automatically applied to any 0-level spell a magician casts (their choice at the time of the casting of the spell, and the spell still takes up a 0-level spell slot).

Spell Mastery: Magicians are able to cast an unlimited number of 1st level spells per day. In addition, both Still Spell and Silent Spell are applied to any 0-level spell the magician casts.

Greater Spell Mastery: Either the effects of the Still Spell or Silent Spell metamagic feats are automatically applied to any 1st level spell a magician casts (their choice at the time of the casting of the spell, and the spell still takes up a 1st level spell slot).

Magician Spells

0 – Level Magician Spells (Cantrips)
Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Daze: Humanoid creature of 4 HD or less loses next action.
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 feet.
Flare: Dazzles one creature (-1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy; -5 on Spot and Listen checks, -2 on will saves against sleep.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at a distance.
Prestidigitation: Performs minor tricks.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.

1st – Level Magician Spells
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns subject.
Command: One subject obeys selected command for 1 round.
Disguise Self: Changes your appearance.
Enlarge Person: Humanoid creatures doubles in size.
Erase: Mundane or magical writing vanishes.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-foot square or one object slippery.
Hold Portal: Holds door shut.
Hypnotism: Fascinates 2d4 HD of creatures.
Lesser Confusion: One creatures is confused for one round.
Mage Armor: Gives subject +4 armor bonus.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Magic MouthM: Speaks once when triggered.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Reduce Person: Humanoid creature halves in size.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into a magical slumber.
Summon Monster I: Calls extraplanar creature to fight for you.
Tenser’s Floating Disk: Creates 3-foot diameter horizontal disk that holds 100 pounds/level.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 minute/level.


2nd – Level Magician Spells
Alter Self: Assume form of a similar creature.
Arcane LockM: Magically locks a portal or chest.
Bear’s Endurance: Subject gains 1d4+1 bonus to constitution for 1 hour/level.
Blindness/Deafness: Makes subject blind or deaf.
Blur: Attacks miss subject 20% of the time.
Bull’s Strength: Subject gains 1d4+1 bonus to strength for 1 hour/level.
Cat’s Grace: Subject gains 1d4+1 bonus to dexterity for 1 hour/level.
Chill Metal: Cold metal damages those who touch it.
Continual FlameM: Makes a permanent, heatless torch.
Darkness: 20-foot radius of supernatural shadow.
Darkvision: See 60 feet in total darkness.
Daze Monster: Living creatures of 6 HD or less loses next action.
Detect Thoughts: Allows “listening” of surface thoughts.
Eagle’s Splendor: Subject gains 1d4+1 bonus to charisma for 1 hour/level.
Enthrall: Captivates all within 100 feet + 10 feet/level.
Flaming Sphere: Creates rolling balls of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscure vision.
Fox’s Cunning: Subject gains 1d4+1 bonus to intelligence for 1 hour/level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heat Metal: Makes metals o hot it damages those who touch it.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 minute/level or until it attacks.
Leomund’s TrapM: Makes item seem trapped.
Levitate: Subject moves up and down at your direction.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).
Owl’s Wisdom: Subject gains 1d4+1 bonus to wisdom for 1 hour/level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibrations damages objects or crystalline creatures.
Silence: Negates sound in 15-foot radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20 feet-radius with sticky spiderwebs.
Whispering Wind: Send a short message 1 mile/level.

3rd – Level Magician Spells
Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster Makes monster believe it is your ally.
Confusion: Subject behaves oddly for 1 round/level.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Dominate Animal: Subject animal obeys silent mental commands.
Fireball: 1d6 damage per level, 20 foot radius.
Fly: Subject flies at speed of 60 feet.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and reflex saves.
Hold Person: Paralyzes one humanoid for 1 round/level.
Illusory ScriptM: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Lightning Bolt: Electricity deals 1d6 damage/level.
Leomund’s Tiny Hut: Creates shelter for ten creatures.
Major Image: As silent image, plus sound, smell and thermal effects.
NondetectionM: Hides subject from divination, scrying.
Phantom Steed: Magic horse appears for 1 round/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Secret Page: Changes on page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Sepia Snake SigilM: Creates text symbol that immobilizes reader.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, -2 to AC and attack rolls.
Speak with Animals: You can communicate with animals.
Stinking Cloud: Nauseating vapors, 1 round/level.
Suggestion: Compels subject to follow stated course of action.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4th – Level Magician Spells
Arcane Eye: Invisible floating eye moves 30 feet/round.
Break Enchantment: Frees subject from enchantments, alterations, curses, and petrification.
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Enlarge Person, Mass: Enlarges several creatures.
Evard’s Black Tentacles: Tentacles grapple all within 15 feet spread.
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Freedom of Movement: Subjects moves normally despite impediments.
Hold Monster: As hold person, but any creature.
Ice Storm: Hail deals 5d6 damage in cylinder 40 feet across.
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but can attack and stay invisible.
Leomund’s Secure Shelter: Creates sturdy cottage.
Locate Creature: Indicates direction to familiar creature.
Minor Creation: Creates one cloth or wood object.
Modify Memory: Changes 5 minutes of subject’s memories.
Otiluke’s Resilient Sphere: Force globe protects but traps one subject.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Reduce Person, Mass: Reduces several creatures.
Remove Curse: Frees object or person from curse.
ScryingF: Spies on subject from a distance.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Solid Fog: Blocks vision and slows movement.
Stone Shape: Sculpts stone into any shape.
StoneskinM: Ignore 10 points of damage per attack.
Summon Monster IV: Calls extraplanar creature to fight for you.
Wall of Fire: Deals 2d4 fire damage out to 10 feet and 1d4 out to 20 feet. Passing through wall deals 1d6 + l / level fire damage.
Wall of Ice: Ice plane creates wall with 15 hp + 1 / level, or hemisphere can trap creatures inside.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

Comments on this extraordinarily long spell list? What should I take out, and what should I include?

- Edited the list a bit to remove several abjuration and divination spells.

Demons_eye
2009-07-25, 02:29 AM
Cool gish Idea but what about dead levels?

DracoDei
2009-07-25, 06:02 AM
Spellcasting progression means the only dead levels are 17th and 19th.

I assume they prepare there spells from a book, just like wizards?

Most people don't want the risk of one familiar... which makes the option to have two mostly flavor... of course if you allow my Artillery Mage PrC that could change. Actually, that might be a good place to grab some ideas for making familiars less of a risk anyway, either as house rules for how basic familiars work, as feats, or as class features.

Omegonthesane
2009-07-25, 06:28 AM
What's the deal with familiars costing XP to lose and needing a year and a day to replace anyway?
Suggested houserule: You take no further loss beyond the death of the familiar as a result of its death, and you can replace it when you next prepare spells (or reload, in the case of sorcerers).

And you sure Magician doesn't deserve 5th level spells even at high levels? Duskblades get 5th level spells and they're true gishes, not primarily-a-mage-who-isn't-completely-gimped-in-combat gishes.

Then again maybe some obscure 5th level spell is key to breaking the game, I dunno. I appreciate the low magic gig but 15-20th level is where epics are written and the system really begins to crack.

EDIT: Although maybe this is to be your _only_ arcane spellcasting class, in which case, fine.

Adumbration
2009-07-25, 08:56 AM
One option for raising the power level somewhat would be to give them spontaneous casting from the whole Sorcerer/Wizard spell-list. I don't think it would break it - the limit of 5th level spells prevents that efficiently.

Human Paragon 3
2009-07-25, 09:01 AM
Or you could put a few 5th or even 6th level spells on their level 4 spell list. Sending, Break Enchantment and Telekenesis all seem like good spells for the magician without being too game breaking at level 12. And true seeing.

Also, with cantrip mastery and spell master, a spells known list is pretty essential, or at least a spell book.

What is their casting stat? Int?

PairO'Dice Lost
2009-07-25, 10:58 AM
Or you could put a few 5th or even 6th level spells on their level 4 spell list. Sending, Break Enchantment and Telekenesis all seem like good spells for the magician without being too game breaking at level 12. And true seeing.

You want to be careful with this, though; bringing higher-level spells down to 4th means you can now put them in wands. That doesn't really affect the OP's low-magic game, but it could cause problems for anyone else who wanted to use this class.

AstralFire
2009-07-25, 11:00 AM
Give them some bonuses to UMD?

DracoDei
2009-07-25, 11:06 AM
What's the deal with familiars costing XP to lose and needing a year and a day to replace anyway?
Suggested houserule: You take no further loss beyond the death of the familiar as a result of its death, and you can replace it when you next prepare spells (or reload, in the case of sorcerers).


That turns them into a highly disposable scout rather than a treasured and protected companion. If you are OK with that, then go for it.


Regarding the OP:
Note that with no armor, and no way to cast Mage Armor or Shield until level 3 these guys are very hard to even keep alive at low levels, I would seriously consider giving them light armor (with some nulling of the Arcane Spell failure chance), and maybe even shields. Also, I would consider increasing (perhaps even doubling) the number of 0th level spells they get... I think there is precedence for 0ths not following the same progression with Core classes.

Mongoose87
2009-07-25, 11:55 AM
Also, I would consider increasing (perhaps even doubling) the number of 0th level spells they get... I think there is precedence for 0ths not following the same progression with Core classes.

How do you double infinity?


OP, I'd consider letting him use some Metamagic feats on his highest level slots for free, or something, at higher levels. Maybe give him metamagic-only slots.

Adumbration
2009-07-25, 11:57 AM
How do you double infinity?


OP, I'd consider letting him use some Metamagic feats on his highest level slots for free, or something, at higher levels. Maybe give him metamagic-only slots.

Perhaps fill the currently dead levels with bonus Sudden metamagic feats? Without the requirements, of course.

Lappy9000
2009-07-25, 12:12 PM
Perhaps fill the currently dead levels with bonus Sudden metamagic feats? Without the requirements, of course.Dead levels aren't the worst thing in the world, you know.

With the addition of Light Armor proficiency without an arcane failure chance (like a bard) would make this class pretty viable in a low-level magic setting. However, I have a question about your spells since it isn't mentioned: do they use a spell book to prepare spells, or just know them like a sorcerer?

PumpkinEater
2009-07-25, 12:49 PM
Okay, I finally got the really long spell list up! Woo. Comment on it, please.

Anyway...


I assume they prepare there spells from a book, just like wizards?

Most people don't want the risk of one familiar... which makes the option to have two mostly flavor... of course if you allow my Artillery Mage PrC that could change. Actually, that might be a good place to grab some ideas for making familiars less of a risk anyway, either as house rules for how basic familiars work, as feats, or as class features.

Oh yeah. Whoops. They do prepare spells from books, just like wizards.

What's an Artillery Mage? The house rule would probably be that you only have to wait for a week, and not a whole year.



What's the deal with familiars costing XP to lose and needing a year and a day to replace anyway?
Suggested houserule: You take no further loss beyond the death of the familiar as a result of its death, and you can replace it when you next prepare spells (or reload, in the case of sorcerers).

And you sure Magician doesn't deserve 5th level spells even at high levels? Duskblades get 5th level spells and they're true gishes, not primarily-a-mage-who-isn't-completely-gimped-in-combat gishes.

Then again maybe some obscure 5th level spell is key to breaking the game, I dunno. I appreciate the low magic gig but 15-20th level is where epics are written and the system really begins to crack.

EDIT: Although maybe this is to be your _only_ arcane spellcasting class, in which case, fine.


This will not be the only spellcasting class, as the Wizard is a prestige class, and the only other spellcasting class will not advance beyond 4th level spells either.


One option for raising the power level somewhat would be to give them spontaneous casting from the whole Sorcerer/Wizard spell-list. I don't think it would break it - the limit of 5th level spells prevents that efficiently.

I'll think about it.



Or you could put a few 5th or even 6th level spells on their level 4 spell list. Sending, Break Enchantment and Telekenesis all seem like good spells for the magician without being too game breaking at level 12. And true seeing.

Also, with cantrip mastery and spell master, a spells known list is pretty essential, or at least a spell book.

What is their casting stat? Int?

I'll think about moving a couple spells down a spell level.

Oh yeah, haha, I just finished the spell list, sorry. You can will look at my first post to find the spell list.

They use intelligence.


Note that with no armor, and no way to cast Mage Armor or Shield until level 3 these guys are very hard to even keep alive at low levels, I would seriously consider giving them light armor (with some nulling of the Arcane Spell failure chance), and maybe even shields. Also, I would consider increasing (perhaps even doubling) the number of 0th level spells they get... I think there is precedence for 0ths not following the same progression with Core classes.

Haha, whoops. I meant to allow them to wear light armor with no arcane whatever penalty % thing. I'll fix that, thanks.



OP, I'd consider letting him use some Metamagic feats on his highest level slots for free, or something, at higher levels. Maybe give him metamagic-only slots.

I was actually thinking of giving them ability that reduces the spell slot level of metamagic feats.

Djinn_in_Tonic
2009-07-25, 01:33 PM
Here's a thought...what if at, say, 5th level, they removed the level caps from 1st level spells? Then 2nd at 10th, 3rd at 15th, and 4th at 20th.

Having nothing but Burning Hands isn't such a bad deal when it's 20d4 fire damage...but it's still not overpowered. Same with a 20d6 Fireball 2/day, or a 10d4+10 Magic Missile. It might be an interesting way to run the class...

EdroGrimshell
2009-07-25, 07:02 PM
You have Cure Minor Wounds on the spell list, as a 0-level spell, you can use that spell an infinite number of times, max healing outside of combat. Not sure if that is broken or not, but that may be a bit much for a low magic campaign.

DracoDei
2009-07-25, 07:47 PM
What's an Artillery Mage?
Something I 'brewed up recently... thinking of changing their "rapid barrage" ability (I have had several suggestions), but that has nothing to do with their familiars. The class can be found by clicking the "everything else" link in my sig and then scrolling down (which is how I thought you would find it). Or, since you show a direct interest in the subject, HERE (http://www.giantitp.com/forums/showthread.php?p=6485821#post6485821).

The house rule would probably be that you only have to wait for a week, and not a whole year.

That hardly is the large problem. Paladins have to wait the same amount of time to replace a slain mount, but nobody cares about that (they may not USE the rule, but it is an easy fix). The problem is the XP loss.

PumpkinEater
2009-07-25, 10:28 PM
Something I 'brewed up recently... thinking of changing their "rapid barrage" ability (I have had several suggestions), but that has nothing to do with their familiars. The class can be found by clicking the "everything else" link in my sig and then scrolling down (which is how I thought you would find it). Or, since you show a direct interest in the subject, HERE (http://www.giantitp.com/forums/showthread.php?p=6485821#post6485821).

That hardly is the large problem. Paladins have to wait the same amount of time to replace a slain mount, but nobody cares about that (they may not USE the rule, but it is an easy fix). The problem is the XP loss.

Hmm... I'll take a look at the Artillery Mage.

Well, I don't really want to remove the experience penalty, because then it becomes


a highly disposable scout rather than a treasured and protected companion.

Would switching the experience penalty to a constitution penalty be better?

And to one of the other posters, I didn't realise I had Cure Minor Wounds on that list. Haha, it's not supposed to be there. Thanks for pointing it out, I'll remove it.

Mongoose87
2009-07-25, 11:03 PM
Hmm... I'll take a look at the Artillery Mage.

Well, I don't really want to remove the experience penalty, because then it becomes



Would switching the experience penalty to a constitution penalty be better?

And to one of the other posters, I didn't realise I had Cure Minor Wounds on that list. Haha, it's not supposed to be there. Thanks for pointing it out, I'll remove it.

A constitution penalty will guarantee no one ever summons a familiar.

PumpkinEater
2009-07-25, 11:26 PM
A constitution penalty will guarantee no one ever summons a familiar.

Temporary, I meant. Sorry, should've mentioned that part haha. Like... a -1 penalty to your constitution of the familiar dies for one day?

Tetsubo 57
2009-07-26, 06:01 AM
I would make this a spontaneous caster class. It seems to fit the 'feel' better.

Also clarify what type of weapon the class can choose. Is it just martial or can it pick an exotic?

I'd just use the standard wizard spell list, limited to 4th level spells.

Origomar
2009-07-26, 08:36 AM
Hmm interesting class.

DracoDei
2009-07-26, 08:39 AM
Pumpkin Eater: Constitution Burn should do. If you aren't familiar with Burn, it is temporary, but can ONLY be healed with time, not magic or psionics or whatever.

Origomar: Removing those caps is exactly what he was recommending.

PumpkinEater
2009-07-26, 11:27 AM
I would make this a spontaneous caster class. It seems to fit the 'feel' better.

Also clarify what type of weapon the class can choose. Is it just martial or can it pick an exotic?

I'd just use the standard wizard spell list, limited to 4th level spells.

You're right about the spontaneous caster thing, it does fit better, I think. I'll see about making it a spontaneous caster. (I mean, now that I think about it, the Spell Mastery abilities makes the class able to spontaneously cast 0 and 1st level spells, technically).

You can pick martial or exotic.

Well, I was thinking about sticking with the standard wizard list, but then I realised I wanted to give the class more enchantment, transmutation, illusion, and conjuration spells. Now that I think about it, I'm also not really sure I stuck with that. I'd better skim through that list real quick haha.


Pumpkin Eater: Constitution Burn should do. If you aren't familiar with Burn, it is temporary, but can ONLY be healed with time, not magic or psionics or whatever.

Origomar: Removing those caps is exactly what he was recommending.

Oh, yeah, that's exactly what I was looking for, thanks!

Omegonthesane
2009-07-26, 01:05 PM
Couple more thoughts on this class. Three, actually.

1) I find it a little odd that he suddenly goes from 5 spells/day to Infy spells/day with cantrips and 1st level spells. Maybe they could advance to 9/day the level before it becomes Infy/day? Maybe even get more than 5/day of 2nd and 3rd level spells by level 20.

2) Magician is fine as the name, if this is your primary arcane spellcasting class. What's the Wizard prestige class going to look like, and what's the other spellcaster gonna be like?

3) Do you have a start date set for this campaign? :D

PumpkinEater
2009-07-26, 07:46 PM
Couple more thoughts on this class. Three, actually.

1) I find it a little odd that he suddenly goes from 5 spells/day to Infy spells/day with cantrips and 1st level spells. Maybe they could advance to 9/day the level before it becomes Infy/day? Maybe even get more than 5/day of 2nd and 3rd level spells by level 20.

2) Magician is fine as the name, if this is your primary arcane spellcasting class. What's the Wizard prestige class going to look like, and what's the other spellcaster gonna be like?

3) Do you have a start date set for this campaign? :D

1) Haha. I guess you're right, it does seem odd, now that I think about it. I'll see what I can do.

2) I'm not sure about the Wizard, I'm still working it out. The other class is going to be a more tribal-based shaman dude. Conjuration, Evocation, and Necromancy are the schools I'm going for with that class. However, I haven't actually started on that class yet, so I can't say for sure. So far, the Wizard is pretty much restricted to the Magician.

3) Haha, no, sorry.

The Witch-King
2009-08-24, 10:30 PM
What's the deal with familiars costing XP to lose and needing a year and a day to replace anyway?
Suggested houserule: You take no further loss beyond the death of the familiar as a result of its death, and you can replace it when you next prepare spells (or reload, in the case of sorcerers).
That turns them into a highly disposable scout rather than a treasured and protected companion. If you are OK with that, then go for it.

Unless you put in some sort of backlash rule. If the caster is stunned and takes temporary attribute damage (like Intelligence/Charisma) damage from his mental connection to his familiar suddenly being cut then he would be vulnerable if a bunch of uglies killed his familiar and then realized "Hey--there's a robe wearing squishie around here--let's get him!"

PumpkinEater
2009-08-24, 10:35 PM
Unless you put in some sort of backlash rule. If the caster is stunned and takes temporary attribute damage (like Intelligence/Charisma) damage from his mental connection to his familiar suddenly being cut then he would be vulnerable if a bunch of uglies killed his familiar and then realized "Hey--there's a robe wearing squishie around here--let's get him!"

Someone recommended constitution burn earlier. I'll probably go with that.

PinkysBrain
2009-08-25, 05:40 PM
Shouldn't caster level be halved too instead of only spell progression?

At level 20 the marksman will be on 7d6 on his mark ability ... this guy will be on 20d6 for his fireball.

PumpkinEater
2009-08-25, 06:13 PM
Shouldn't caster level be halved too instead of only spell progression?

At level 20 the marksman will be on 7d6 on his mark ability ... this guy will be on 20d6 for his fireball.

Whoops, I meant to fix a few things. Like making the spellcasting ability Charisma instead of Intelligence. And what you just mentioned.