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View Full Version : Arcane Casters in Mythra (peach) (help)



Tracersmith
2006-12-26, 09:54 PM
In my homebrew world arcane magic comes from many diffent sources inner strength, plant life, and the elemental planes. My questions are:

1 are the prc's balenced? (Ill put them up in the next few posts)
2 what should i do with the apentice that has yet to choose his path of magic?
3 how do sorcers fit in this power arc?
BTW the link to my world is in my sig.

Tracersmith
2006-12-27, 09:47 AM
As a standard wizard but instead of forgetting spells they grow tired.


Channeler
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|1 spell level, bonus feat

2nd|
+1|
+0|
+0|
+3|2 spell levels

3rd|
+1|
+1|
+1|
+3|4 spell levels

4th|
+2|
+1|
+1|
+4|7 spell levels

5th|
+2|
+1|
+1|
+4|10 spell levels, bonus feat

6th|
+3|
+2|
+2|
+5|14 spell levels

7th|
+3|
+2|
+2|
+5|19 spell levels

8th|
+4|
+2|
+2|
+6|26 spell levels

9th|
+4|
+3|
+3|
+6|34 spell levels

10th|
+5|
+3|
+3|
+7|43 spell levels, bonus feat

11th|
+5|
+3|
+3|
+7|52 spell levels

12th|
+6/1|
+4|
+4|
+8|63 spell levels

13th|
+6/1|
+4|
+4|
+8|74 spell levels

14th|
+6/1|
+4|
+4|
+9|87 spell levels

15th|
+7/2|
+5|
+5|
+9|100 spell levels, bonus feat

16th|
+7/2|
+5|
+5|
+10|115 spell levels

17th|
+8/3|
+5|
+5|
+10|130 spell levels

18th|
+9/4|
+6|
+6|
+11|147 spell levels

19th|
+9/4|
+6|
+6|
+11|163 spell levels

20th|
+10/5|
+6|
+6|
+12|180 spell levels, bonus feat[/table]

Spell Fatigue by wizard level
{table=head]Wizards[br]level|Light[br]Fatigue|Moderate[br]Fatigue|Heavy[br]Fatigue|Severe[br]Fatigue|Mortal[br]Fatigue

1-2|
*|
0|
1|
2|3&up

3-4|
0|
1|
2|
3|4&up

5-6|
1|
2|
3|
4|5&up

7-8|
1|
2,3|
4|
5|6&up

9-11|
<2|
3,4|
5|
6|7&up

12-13|
<3|
4,5|
6|
7|8&up

14-15|
<4|
5,6|
7|
8|9

16-17|
<5|
6,7|
8|
9|*

18-19|
<5|
6,7|
8,9|
*|*

20|
<5|
6-8|
9|
*|*[/table]

Light Fatigue: 3/4 move, slight headache, tired.

Moderate Fatigue: -1 attack, 1/2 move, Hazy vision, persistent Headache, Muscle Aches.

Heavy Fatigue: -2 attack, AC-1, 1/4 Move, Exhausted, Splitting Headache, aches all over, possible nose bleeds, etc.

Severe Fatigue:-4 attack, AC-3, move 1, barely standing, if character moves reflex save DC 15 or fall, can barely cast spells, Extreme problems.

Mortal Fatigue: collapses unconscious 1d6 HRs, make Fort save DC 15+spell level- intelligent ability mod or die, awakes severely fatigued.

Existing Fatigue: raise Fatigue level if at moderate by 1, by 2 at heavy, 3 if severe

Loss of Hit Points: if at or under 50% of max HP raise cat by 1, if at or under 25% of max HP by 2.

Recovering from Fatigue: Fort save vs. DC 15 -Ability Mod

Light or moderate Fatigue: each round of rest

Heavy Fatigue: each turn of rest

Severe Fatigue: each hour of rest

Each time period passed gain +1 cumulative bonus on save.

Tracersmith
2006-12-27, 12:51 PM
Wild mages as per the complete arcane. Except Im using the 2nd ed wild surge table.


Elemental savants study the basic building blocks of existence air, earth, fire, life, quintessence, shadow, and water.

Those that choose the paths Shadow and life use negative and positive energy respectively.

Those that choose the paths quintessence still red robed ES’s generally take the class “Argent savant”
(see complete arcane for these classes)

Tracersmith
2006-12-28, 09:15 AM
So is it balanced?

any idea of how the sorcers fit into this?