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Elderand
2013-06-18, 07:03 AM
The magister's handbook : God's alternate counterpart


http://i231.photobucket.com/albums/ee265/Elrendil/1354947657722_zpsfc56bc9a.jpg
A dream to some. A nightmare to others !

The magister is one of the class from Monte Cook's arcana evolved player handbook replacement.
The magister fills a role that is similar to a wizard in a classic dnd game in the sense that it is a int based primary spellcaster. From there it gets weird.

This handbook use the following rating

Red : No just no
Purple : Maybe, if you got nothing better
Black : Average
Blue : Pretty good
Gold: Top of the line

Elderand
2013-06-18, 07:04 AM
Class features

The chassis

D6 hit die : You are ever so slightly tougher than a wizard or sorcerer but don't think you can take a greatsword to the face.

Poor BAB : And you won't be able to hit the broadside of a barn either.

Good will save : At least you are stubborn enough to keep going.

Bad fortitude and reflex : But you may have skipped on PE too much.

2 skill points per level : You're not going to spread yourself too much, but a good int compensate.

Proficiency : You're proficient with staves and get proficiency with sword staves at 5th level. And that's it. You don't even get to plink away with a crossbow if you run out of spells.

The actual class features

The magister's staff : Unlike a wizard or sorcerer you don't get a familliar, instead you get this thing to drag you down. You need your staff to be able to cast spell at their full power, whitout it your CL is 1 lower than normal and your spells take longer to cast. Also if it breaks you're stunned for 1d4 round and it take 1000 gp to replace.
Expect everyone in the universe to target your staff. On the bright side, the thing is awfuly sturdy and only gets sturdier as you gain levels.

Spells : Your bread and butter. You're far more flexible than a standard wizard would be whithin the adventuring day since you cast like a sorcerer. But you still prepare spell like a wizard would so you also have the advantage of changing your spells everyday.
And since Arcana Evolved has only the one spell list you have acces to spells that would be the propriety of clerics or druids.
You have access to all simple and complex spell but no exotic spells.

Bonus feats: Great, not only do you get bonus feats but you can ignore some prerequisite for ceremonial feats (the actual ceremony, the cost in gold and the truename).

Familiarity with magic : +2 to saves vs spells, spell like and supernatural abilities and +2 AC vs spells requiring an attack roll ? Sounds good to me.

Lesser aspect of power : Most of the choices are cosmetic but distinct voice and innate spells can be useful sometimes.

Lesser mind over matter : Make an INT check instead of a STR check, apply to grapples but not to attacks, damage nor skills. Still situation in which it comes up at that level should be extremely rare.

Greater aspect of power : Blue because of discard staff, you can now ignore the requirement for a magister staff to cast at full power. The rest is purple at best.

Greater mind over matter : INT now replace STR, DEX and CON for everything but attack rolls, damage and AC. It comes far too late to be of any real uses.

Master's aspect of power : at this point most of the benefits this confer can be replaced by your unlimited cantrips or cheap items. The Magical helper might be usefull.

The skills

Alchemy : Might be usefull to identify potions or make alchemical items at low level but it quickly loses it's interest.

Concentration : You are THE primary spellcaster, this let you cast spells in difficult situation, max it out.

Craft : Maybe a couple ranks here and there if you are the team item supplier, otherwise you can ignore it.

Decipher script : If you have rank left to fill this in, a couple ranks won't hurt.

Innuendo : Who need the skill to check for secret meaning in conversation, or convey messages whitout speaking when you can read mind and use telepathy ?

Intimidation : Gandalf did look scary at some points right ? Still better leave that to the big burly warmain or the party face.

Knowledge : You know all the things ! Too bad the Akashic can do so better than you. At least study up on your history of magic and cosmology. And possibly religion if you decide you want to be more priest than wizard.

Search : Let other search things for you. Afterall being the first to find things also mean being the first to take the trap in the face.

Speak language : Replaced entirely by a 4th level spell, pass.

Spellcraft : Max it out, some divination type spell require you to pass a spellcraft check to learn things. You are only as good as the preparation you can make.

Elderand
2013-06-18, 07:06 AM
Races

Human : The old stapple is still the gold standard, bonus feat and bonus skill is always nice. On top of that, evolved human levels progress spellcasting.

Dracha : Neither good nor bad for a magister on its own but on the other hand none of the bonus are particularly good (but Natural armor bonus can be useful). And their racial and evolved level don't advance spellcasting.

Faen : Loresong faen are small, get an int bonus and racial level advance spellcasting as well as granting free access to the faen spell template. All in all a superb choice for a magister.

Spryte : A Faen can turn into a spryte when he reach level 3, it's a tempting choice since you get to be tiny size, get a fly speed and change type to fey. Taking level in racial or evolved spryte on the other hand is far less tempting with only half casting progression between them.

Giant : The only interesting thing is free access to the giant template for spells with racial levels but you sacrifice your spellcasting for it. Pass.

Litorian : Not any better than the giant, replace giant template with litorian template.

Mojh : Bonus to int, racial and evolved level grant spellcasting for all but one level, +2 to int and free access to the dragon template. Very good. Malus to constitution hurt however.

Runechild : Not so much a race as a template you can get when you have 5 HD it does raise your highest score (which should be int) by 1. In exchange you don't gain a level and are 1 behind the rest of the party. But as we know XP is a river so that's not such a big deal.

Sibeccai : Jackal people look awesome, but you get a malus to int. Like the giant and Litorian you can get a template for free at the cost of spellcasting progression. All in all it's a trap.

Verrik : Verrik racial and evolved level end up getting you +3 to int for the los of 1 spellcasting level. On the other hand they get a few spell like abilities and can shut down their sense selectively. An average choice

Ability scores

Str : Dump it whitout regret
Dex : Useful but not strictly necessery
Con: Your second most important stat, make you less squishy and improve concentration
Int : You want to max it out. At high level it apply to nearly everything
Wis : You have a good will save, you can afford to leave that one low
Cha: You could dump it if you needed to, unless you are a mojh, these guy get a bad rep anyway, don't make it worse.

Elderand
2013-06-18, 07:08 AM
Feats
Note that I will ignore feat that grant templates here since I'll discuss those afterward. I'll also focus on feat that are caster specific and feat that are good for magister only.

General feats

Ability focus : If the DM rules that it apply to all spellcasting (since it is a "class ability that require a saving throw" this feat is great otherwise pass.

Aid spellcasting : Can be usefull if you have a party of several casters and want to do one big spell. Most often though ? Not that great.

Conjure mastery : if your primary tactic is to summon creature it can be good. It does offer an interesting combo with the 6th level exotic spell summoning pact. If you don't often summon creatures you can ignore this.

Exotic spell : There are only three ways for you to get exotic spells, this is one of them and also the least efficient. Still some exotic spell warrant it.

Expertise : Trade attack bonus for AC, you're never going to hit anything anyway, might as well use it for something productive.

Great fortitude : Only if you have the slot for it.

Improved initiative : If you can go first you have a chance to shut down the encounter before it begins. Or hightail it.

Lightning reflexes : See great fortitude

Modify spell : Holy Jeebus on a pogo stick we hit the motherload. This little treasure is is Empower, enlarge, extend, widen, silent and still metamagic rolled into one. One effect at a time but it save so much slots compared to a normal wizard.

Speed burst : Extra move action. Playing with the action economy is always great.

Ceremonial feats

Attune to magic item : Spend a feat to do what a 1st level spell do but more slowly ? I think not !

Blood as power : 3/days you can spend hp to cast spell whitout using spell slot. You don't get enough hp to use them like this.

Brandish magical might : Now we are talking, when you make opposed caster level check you get to add your int bonus, nice. Better still it allows you to counterspell with a readied action and a caster check whitout expending spell slots.

Mirror sight : Heavy requirement (cha 19 ? Really ?!) to be able to use mirrors in a very limited form of scrying ? I don't think so.

Power of the name : If you know the truename of someone you can order them around, take it twice and you can paralyse them. It has a saving throw. So it's basicly a feat to get a save or lose. I'd say ignore it since dominate does more or less the same thing, except this has no HD limits and also function like a geas.

Priest : you become a priest and the only thing it does is grant you small bonuses to social skills when you wear your symbol. How about no ?

Quicken spell : Take it, just take it, it is that good, better than the version from normal dnd.

Resistant spell : your spells are harder to dispel. Could be usefull, not quite a priority though.

Skill mastery : solid choice if you apply it to concentration and spellcraft (amongst other)

Tattoed spell : Good way to get an emergency spell. Note that unlike normal people, spellcaster can put any spell they can cast in a tattoo.

Talents

Signature spell : Treat your CL as 2 higher for one (and only one) spell. Might be usefull if you intent to specialise or you know your game won't reach a level high enough to reach the cap on your favorite spell.

Spell affinity : You cast one spell using a spell slot one lower (and lose the diminished version). Be careful with that, if you pick it for sorcerous blast for exemple, you are forced to use the spell as an area of effect rather than a single target. And you don't get access to the spell sooner anyway.

Spell artist : Spells are harder to identify and get a +2 bonus to counterspell. Given how easy counterspell is with brandishing magic might you might want to invest in this.

Unique spell : can't be rated, it entirely depend on what your DM let you get away with.

Spell templates

Arcana evolved come with a mechanic known as spell template. Template can be placed on certain spells (which are enumerated in the template) that either modify some aspect of the spell or add rider effects on them

There are 3 ways to obtain templates.

The first and best way to obtain a template is to get the ceremonial feat associated with the template. This not only give you the template but also often grant you a bonus and, most important, allow you access to an entire new set of spells.
In practice, a magister who took the dragon mage ceremonial feat would gain access to all the exotic spells with the dragon descriptor.

The second way is to have access to the template after taking racial level. Giant, Faen, Mojh, Litorian and Sibeccai can get access to a template this way.

The third way is to be in possession of specifc magic items that grant the spell template.
Note that the last two method do not grant access to exotic spells.

The templates

Acid : good template if you want to damage object, alternatively if the spell already has the acid descriptor you can stun the target. Trouble is it cost 20 gp to apply it
Get it from : Decanter of acid, it's not worth getting from a feat as it offer too few exotic spells.

Air: This template got a good range of versatility to it with various effect based on which spell it's placed on. Invaluable to enchanters. Still it cost 15 gp to apply it.
Get it from : Cloak of air and wind, elemental mage feat. As a feat it offers access to a coople good spell. You should consider taking it if you can spare the slot.

Blessed : The first truly free template, while air and acid had a gp cost to apply the template this one merely require a verbal component. This template increase the range at which benefic spell can be used. The issue is you need to know the target true name.
Get it from : Blessed mage feat. No item for this one and you should consider taking it if you are the primary buffer for the group. It also offer some good exotic spells.
Note that blessed and corrupt cannot both be taken by the same character.

Cold : cold allow you to slow enemy with damaging spells which can be situationaly useful. It does cost 25 gp to apply it.
Get it from: coat of cold and frost. Like acid it's not worth a feat.

Corrupt : Any attack spell can also deal wisdom damage. The wisdom damage is very small and given that the average length of a battle is around 3 rounds it's not going to matter much.
Get it from : Corrupt mage feat. Just like blessed, no magic item. The mortal banes spell alone would make it worth it. It's also a prerequisite for a prestige class.

Dragon : This template grant a piddling of natural armor to spells that already give you AC. And it cost 30 gp for this privilege.
Get it from : Dragon mage feat. You could get it from being a mojh or even a figurine of the dragon and indeed if all this template did was the nat AC bonus I'd say don't waste time on it.
However exotic spells with the dragon descriptor are simply fantastic. You don't get that feat for the template, you get it for the spells. As a Feat as a template from race or item

Earth : Like air this spell as several effects, some of which can be very nice. It also cost 20 gp to apply.
Get it from: Elemental mage feat if you can afford it, the exotic spells are nice. Otherwise the gauntlet of earth and stone.

Eldritch : simply give your spell a flat +1 to DC at no cost or +2 if you ladden the spell.
Get it from : Eldritch training. No item for this one and it grant no exotic spell. On the other hand there are a lot less spell with no save and fewer way to raise the DC on spells. Might be worth it if you have trouble with your DC.

Electric: Perhaps the best of the energy type template, an electric spell stun the target on top of it's normal damage. It does cost 30 gp to apply though.
Get it from: rod of electricity and lightning. You may or may not want to take it from the energy mage feat. If you already took air, pass this one. The best spells of electricity also tend to have the air descriptor.

Enemy bane: 50% more damage against one type of creature.
Get it from: hunter mage feat. Generaly not worth it unless your campaign focus on a type of enemy extensively, in which case it's gold

Faen: Faen spell double the duration of enchantent and give them a +1 to dc.
Get it from: Faen mage feat or loresong faen racial level a distant second. If you play a loresong and take racial level you'll get it for free, but don't take the racial levels for the template. Simply not worth it. Taking it as a feat is purple

Fire: Fire template simply add dice of damage to spells and make fire elemental stronger.
Get it from : It really depends on how your dm rules with this one. Fire being both an element and an energy type can mean one of two things.
If getting protection from one type of fire (elemental or energy) protect from the other then ignore it.. If on the other hand the dm rule that getting protection from one type of fire doesn't protect from the other consider taking it via one of the two feats that grant it (energy mage or elemental mage). The big advantage of fire is the number of exotic spell it can offer.

Giant: Area spell are 50% larger and as far as I know, stack with other means of enlarging areas but it does cost 25gp to apply.
Get it from : Get it as a feat, being a giant to get this or from an item is not really worth it

Litorian : Spells that grant new, or improve existing, attack modes get a further +1, cost 5 gp to apply.
Get it from : Get it from a litorian figuring of the people if you really want it, otherwise don't bother. The best exotic spells granted by this feat are better gotten by taking the sibeccai feat.

Permanent spell : Non instantaneous spell becomes permanent but the cost is steep, spell level +3 and buttload of XP
Get it from: Creator mage feat, but only if you plan to get the programmed template. Otherwise get it with the human figurine of the people.

Programmed spell : Now that is a nice template, it's basicly craft contingent spell but costing only gold (and less gold at that)
Get it from : Creator mage feat

Psionic : Can cast spell whitout the use of the staff, whitout somatic or verbal component at the cost of laddening the spell.
Get it from: the psion feat. This feat get you access to an awesome list of spell, notably mind blank.

Runic : this force the target of the spell to use int rather con, dex or wis for their saving throw but spells with this template take longer to cast.
Get it from : Runecaster feat. This template doesn't have a magic item associated and so the feat is the only way. It does not provide exotic spells. However the ability to switch stats for saving throw can help make your spell more effective.

Sanctum: designate a place where your magic is more effective.
Get it from : The sanctum feat if you must. I mostly wouldn't bother in a normal game, you are an adventurer you don't stay home. And it offers no exotic feat. Pass.

Sibeccai : Any spell cast on yourself has double duration and give a +1 to attack and damage. Cost 10gp.
Get it from: if you are the party buffer get it from the sibeccai mage feat, the exotic spells it grant justfy it. If not a sibeccai figurine of the people.

Sonic : Deafen enemies on top of the normal damage
Get it from: fork of sonic energy. Like most energy spell this one does not have a great selection of exotic spell to get from the feat.

Subdual : You inflict subdual damage instead of normal damage. And it cost nothing.
Get it from: Peaceful mage feat. Actually not that bad for the primary buffer since the feat allow you to cast non adverse spell at one CL higher than normal. No exotic spell though. It's a corner case.

Unraveling: Spell you cast attempt to dispell effect that would protect against them.
Get it from: Unraveling mage feat. No exotic spell but think of the potential of this thing. This is a great way to strip an adversary of his defense in no time. It only work against spell though so monster with "natural" resistances would still be a problem.

War: you can affect more targets with your spells. But spell are cast using a slot 2 higher than normal.
Get it from : war mage feat. Again, no exotic spell but the boost to the number of targets affected is huge. This combo very nicely with blessed. Cast one spell, affect the whole party.

Water : Spell are automaticly heightened at no cost if you are on a large body of water.
Get it from : Staff of water and waves. Lack of exotic water spell mean the feat is not worth it. If you are playing in a sea farring campaign this becomes pure gold

Wild : 1/4 of the time your spell will get diminished, 3/4 of the time it will be cast as normal or heightened. Cost nothing.
Get it from: The wild mage feat. Still no exotic spells. This makes magic unpredictable, which isn't good. But it does give a good chance of the spell functioning normaly or being heightened for free. And it only affect spells if you want it to.

Elderand
2013-06-18, 07:09 AM
So what spell should I have readied you ask ? Well the big advantage of a magister is his ability to change his entire list of spell readied with one hour of free time and the fact that he knows every simple and complex spell by default. So virtualy any spell, no matter how specific, can be usefull.

That said there are spell that are good enough to consider readying them no matter what situation you are in.

Cantrips

Acid splash : The only direct damage spell at that level. There is little point to heigntening it however.

Appropriate size : Might be useful for a Faen or spryte character. Short duration makes it only useful in a pinch however.

Assess creature : This can be a life saver (or at least a slot saver). This spell allow you to know how many HD a creature has, practical if you want to know if it's worth casting some spells that are HD dependant for their results.

Canny effort : +10 to any one skill check with the heightened version. Makes you a reasonably competent skill monkey (take that Akashik !)

Detect creature: situational at best but it can help tracking an enemy since the aura lingers.

Detect magic : still a staple

Disorient : On the one hand it make the target flat footed until his new initiative comes around so sneak attacker will love this. On the other it's a touch range spell.

Disrupt undead : So I lied about acid splash. Altough this one only affect undead it actually is worth heightening it.

Ghost sound : The heightened version is programable. Usefull in several circumstances or as an alarm in a pinch.

Minor ward : More useful as a deterant than a trap since it's always visible.

Prestidigitation : Minor wish is back with the added benefit of disguising other spell if it's heightened.

Quick boost: Your first buff and one that remain useful for a while.

Read magic: Given the preponderance of rune user in the setting, having this prepared can be a big help.

Recent occupant : good investigative tool.

Web splat : Enemy waste a turn or suffer 50% miss chance on his attacks. Sounds great to me.

Good exotic spells to consider this level : None

1st level

Acidic curse : Blindness and damage, what's not to love ?

Blast of cold : The heightened version can inflict daze. And still pretty good damage overall.

Arrow deflection : If you can pass the reflex DC you just said no to an archer. Good : The DC is fixed and it last minute/level, Bad the DC is rather high.

Change weapon : The fighter type won't have to worry about carrying ten different weapons with this one a passabel spell.

Charm: I'm including this as an exemple to dispel any notion that a magister is stronger than a wizard. Charm person is a win button if it works. Charm give you a bonus (albeit a substantial one) to charisma related check with the target.

Cloak of diversion : 20% concealement against all ranged attack. Great.

Color fan : Color spray by any other name. Still a good low level I win button.

Conjure energy creature 1: It's a variable energy spell. That's good. It also ask you to chose a creature from a rather pitiable list. Not so good.

Crystal shard : As far as pure damage spell goes this thing as the advantage of not being elemental or energy and so make a good fallback until you get something with variable damage. On the other hand the damage doesn't go up if hightened.

Entangle : you can significantly weaken a group. It was good for a druid, it's good for you.

Faen glow : This is faerie fire from the druid spell list on steroid.

Grave ward : If you know you're going into undead heavy location, this spell can save you a lot of trouble.

Guilt : Completely neuter an enemy, it quickly lose steam but when you first get it it can be great.

Ilusory creature : It's like silent image if all silent image could do was make an illusory creature.

Illusory object : And here is the other half of silent image.

Magic ward : You get the benefit of magic circle early, but can only affect one creature.

Memnock frigid enticment: A mind affecting mini geas that target fortitude instead of will saves.

Miracle mount : Any riding creature of 3hd or less. Let wizards deal with light horses and pony. You can get something with style (Or potentialy alternate movement modes).

Object loresight : Good way to find out what magic item do during downtime.

Obscuring mist : Just as good for a magister. Actually better because you can move the cloud around with the heightened version.

Protect staff : Your magister staff is tough, but why take a chance ? Make it even tougher.

Redemptive redress : God yes. Take this, prepare this. You can't prepare for every debuff another spellcaster can throw at you. But with this you don't have to.

Resist touch : Make touch attack less likely to hit, good.

Rogue stab : Improve sneak attack by 1d6. Given how limited source of sneak attack dice are in an arcana evolved game, this is great.

Wilderness lore : What grave ward does to undead, this does to animals.

Good exotic spells of this level :

Anavar's anticipated attack : This is a reverse true strike. It could save your life. You'll get it once you take the psion feat. (What do you mean you weren't going to take the psion feat ?)

Slips : Hello grease, I see someone realised you were broken and shunted you to the exotic list.


2nd level

Beastskin (lesser): One of the few AC augmenting spell.

Bonemask : Useful against low HD enemies, the heightened version makes it slightly better.

Bypass ward : Say no to traps, glyph, runes. Usefull if only because of the prevalence of runes in the setting.

Cloak of darkness : 20% concealement, help with intimidate and sneak. Better still the diminished version makes it better than cloak of diversion for the same cost.

Conjure energy creature II : Better than the first one, still not so great a choice of animals.

Drain away speed : Reduce the speed of a creature by 30 ft and prevent all move action if it falls to 0. Straight up paralysis if heightened.

Dry rain : AoE damage and an entangle like ffect on top, what's not to like ?

Eldritch web : Like web, except made of force. That's a big plus.

Faen motes : Hello glitterdust goodness. At worst this spell will negate invisibility and all but certainly make hiding impossible. At best it's also going to blind whoever is caught in the spell. Even better the heightened version remove the spell resistance tag.

Gusting wind : Compared to it's 3.5 equivalent, this spell is both better and worse. Better because it can knock down large creature, worse because it never pushes a target away.

Idiocy : Only the heightened version is useful, the need to know the truename of the target make it far less useful otherwise.

Mark allies : never worry about friendly fire for spell of third level of lower.

Mark of air/earth/fire/water : Provide several useful bonus to allies. Don't bother with the frost or lightning version.

Mirror image : It's like having a form of ablative concealement.

Muddy ground : A limited form of slips with a higher balance check.

Shatter : Plenty of versatility in this one spell.

Good exotic spells:
Bear endurance, bull strength, cat grace, eagle splendor, fox cunning and owl wisdom: While the ability focus line of spell can do much better in term of pure buffing, these have the advantage of targetting a specific ability score. Get them from the sibeccai feat.

Hunter's boon : Rope trick, now not limited to just ropes. Get it from the sibbecai feat.

Elderand
2013-06-18, 07:11 AM
Arcana evolved comes with a series of prestige classes that a magister could take, the question is of course which of those is actually worth it.

Darkbond : Despite what the blurb says, the prc has far more impact on a greenbond than on a magister. Luckily, you keep most of the good bits.

Chassis
You end up with a different set of skill that is either a wash or a downgrade compared to magister skills depending on your role in the party. If you were the lore guy, this will be an issue.

On the other end you gain some real proficiencies.

Class features
Negative energy spell : does nothing at all for a magister.

Infuse with the dark : on the spot healing for an undead and latter for you. Would be good except the use of this ability is based on wisdom.

Undead companion: the main use of this is to ensure the undead that escape your control do not immediatly try to kill you.

Call of the dark: you get a free greater animate undead or rouse undead spirit.but the undead only serve for 2 hours.
If you got in darkbond as soon as possible that means you get acces to those spell 4 levels earlier. ON the other hand until you reach the 7th level of darkbound the casting is based on your barkbound level. After 7th it's based on your total level.

Bond with the dark: Always on death ward : nice. Healing from negative energy: better.

Sight of the dead : You can see invisible and incorporeal undead. Not bad but situational

Speak with the dead : Highly limited and highly situational.

Battle hymn of the dark: Mini undead army for one hour a day for free. Not bad at all.

Esoteric mage: Welcome to the most DM dependent Prc in the game.

Chassis : Take the magister and remove all the knowledge skills that do not deal with magic and you have the chassis for this prc

Class features
Exotic spell or unique spell: only way to gain unique spells after 1st level, you can't get any better than that, sadly it's dependent on what your DM allow. Getting exotic spell isn't a bad thing either, altough it's simply more efficient to get a template feat.

Secret of magic: +2 to all saves that comes from a magical source ? Nice, stack with familiarity with magic, even better. +5 to your caster level check and caster power check ? You are now the ultimate dispel/counterspell machine.

Mage-Priest: No this won't turn you into a cleric

Chassis: no notable diference from a normal magister

Minor pact Asside from the ability to double the range of your spells the other options are underwhelming.

Name of power: You learn the true name of an outsider with at most twice your HD. All you really gained was not having to put effort into discovering the truename by other means.

Eldritch spirit: Eldritch template for free.

Lesser pact: Now here things become a bit more interesting with some worthwhile options. Double are and double duration of spells is pretty nice. +2 to caster check is nothing to scoff at either.

Ceremony: A bonus ceremony feat, take quicken spell.

Greater pact: Even better than lesser pact, You can cast nonreadied spells, get a superior version of quicken spell once a day. Cast whitout using a spell slot once a day. +4 to caster level check. All very solid options for a negligeable cost.

Eldritch spiritsight : Permanent see invisible and incorporeal creature. Nice

Bond with entity: This is a big honking stinkin trap. You get to give a command to an outsider when you meet him and if close to it, can heal yourself for a pitiful amount. The trap part is the the outsider also get to give you a command. This is giving the DM license to screw with you hard.

Elderand
2013-06-18, 07:12 AM
reserved just in case

Elderand
2013-06-18, 07:13 AM
And one more reserved because I'm paranoid

Chatter away

Halae
2013-06-18, 07:22 AM
Never seen a handbook for a third party class before.

*sits down to watch and grabs some popcorn*

Arcanist
2013-06-18, 08:48 AM
I'm eager to see how this will turn out.

dysprosium
2013-06-18, 08:56 AM
Subscribed.

I have the Arcana Evolved book but have never had a chance to use it (or even read it that much).

Elderand
2013-06-18, 11:11 AM
Only the biggest and largest part of the handbook remain. Spells and spell templates.

edit :Do tell me if I'm making a fool of myself here.

Southern Cross
2013-12-15, 04:05 PM
At last somebody's doing a magister handbook!:smallcool::smallbiggrin::smallsmile:
In addition to the Arcana Evolved Player's Handbook, I also have the Spell Treasury and Transcendence supplements, so if you don't have either of those supplements, I can answer any reasonable questions you have about them.

danzibr
2013-12-15, 07:41 PM
It's interesting to see all these unfamiliar races. I like the use of malus.

Southern Cross
2013-12-25, 06:05 PM
Is malus a synonym for penalty?
I'd also like to point out that taking the runechild template also gives you a +1 luck bonus to all saves, plus having either Int or Wis at 11+ gives the character spell-like abilities and the runechild gains more spell-like every few levels.
Add to the fact that taking the runechild template is one requirement for taking the runelord prestige class. (Otherwise the character has to take at least one level of the runethane class).

Southern Cross
2014-01-01, 02:29 PM
Furthermore, Talents are feats that can only be taken at 1st level, the exception being the Unique Spell Talent, as an Esoteric Mage gets either the Exotic Spell feat or the Unique Spell feat for the first four levels of the prestige class.

Elderand
2014-01-01, 05:47 PM
Is malus a synonym for penalty?
Malus is the opposite of bonus, so yes.



I'd also like to point out that taking the runechild template also gives you a +1 luck bonus to all saves, plus having either Int or Wis at 11+ gives the character spell-like abilities and the runechild gains more spell-like every few levels.

The spell like abilities are nice, but are nicer on other classes. given that you can only use them 1/day they make for panic buttons more than anything and roughly half of the power aren't very useful as panic buttons.


Add to the fact that taking the runechild template is one requirement for taking the runelord prestige class. (Otherwise the character has to take at least one level of the runethane class).

Being a runechild is the only way runelord is useful for magisters and even then it's relatively limited, the main benefit being able to get some small bonuses.

What really drag runechild down is that it's much more DM dependent than other races. You have to earn it in play and the dm has to agree, it's far from being a sure thing.

Edit : I've started examining prcs so be sure to check that out.

Particle_Man
2014-01-02, 12:08 PM
1) It is great that you are doing this.
2) You realize that you will be pressured into doing handbooks for all 3rd party classes from now on, right? :smallbiggrin:

Elderand
2014-01-02, 02:34 PM
1) It is great that you are doing this.
2) You realize that you will be pressured into doing handbooks for all 3rd party classes from now on, right? :smallbiggrin:

Oh god...I hope not.

Altough I have been thinking about writing a short guide to the chaos mage.

Southern Cross
2014-01-10, 05:32 PM
Let him at least post some more stuff on the magister first.....