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?
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