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as91
2017-05-17, 07:00 PM
Clairvoyant

The clairvoyant is an arcane fullcaster focused on one of the schools of magic in much the same manner that the Beguiler, Warmage, and Dread Necromancer are. It's focus is on Divination.

Abilities: Intelligence determines what level of spells a clairvoyant may cast and their DC. Constitution is important given the clairvoyant's small Hit Die. Either Dexterity or Strength will likely come into play as there aren't many Divination spells that are useful in combat aside from those that buff ranged or melee attacks in some manner.

Role: Outside of combat clairvoyants are the party's logistical support. In combat they are usually a second line fighter focused on buffing themselves.

Background: Clairvoyants come from a wide range of backgrounds. They might have been con-men, scholars, or itinerant travelers carrying on old traditions.

Alignment: Any. Those of a lawful bent often embrace fate while those who lean chaotic seek to circumvent it. Evil clairvoyants are self-serving in their manipulations while good clairvoyants strive for a utilitarian outcome.

Races: There are clairvoyants among most races though their numbers are lower among the less intelligent ones.

Religion: Clairvoyants typically worship gods of time, fate, luck, law, chaos, and knowledge.

Hit Die: d6.

Class Skills: The Clairvoyant's class skills are Appraise, Bluff, Diplomacy, Intimidate, Gather Information, Sleight of Hand, Spellcraft, Knowledge (all), Tumble, Craft, Spot, Listen, and Profession.


Skill Points at First Level: (6+Int Mod)x4
Skill Points at Each Additional Level: 6+Int Mod




Saves

Spells Per Day


Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+2
+0
Foresight (+1)
5
3
-
-
-
-
-
-
-
-


2nd
+1
+0
+3
+0
Uncanny Dodge
6
4
-
-
-
-
-
-
-
-


3rd
+2
+1
+3
+1
Improved Initiative
6
5
-
-
-
-
-
-
-
-


4th
+3
+1
+4
+1
Eclectic Learning
6
6
3
-
-
-
-
-
-
-


5th
+3
+1
+4
+1
Foresight (+2)
6
6
4
-
-
-
-
-
-
-


6th
+4
+2
+5
+2
Great Timing
6
6
5
3
-
-
-
-
-
-


7th
+5
+2
+5
+2
Improved Uncanny Dodge
6
6
6
4
-
-
-
-
-
-


8th
+6/+1
+2
+6
+2
Threading the Needle
6
6
6
5
3
-
-
-
-
-


9th
+6/+1
+3
+6
+3
Eclectic Learning
6
6
6
6
4
-
-
-
-
-


10th
+7/+2
+3
+7
+3
Foresight (+3)
6
6
6
6
5
3
-
-
-
-


11th
+8/+3
+3
+7
+3
Quicken Spell
6
6
6
6
6
4
-
-
-
-


12th
+9/+4
+4
+8
+4
Forewarned
6
6
6
6
6
5
3
-
-
-


13th
+9/+4
+4
+8
+4
Perfect Timing
6
6
6
6
6
6
4
-
-
-


14th
+10/+5
+4
+9
+4
Eclectic Learning
6
6
6
6
6
6
5
3
-
-


15th
+11/+6/+1
+5
+9
+5
Foresight (+4)
6
6
6
6
6
6
6
4
-
-


16th
+12/+7/+2
+5
+10
+5
Saw it Coming 1/fortnight
6
6
6
6
6
6
6
5
3
-


17th
+12/+7/+2
+5
+10
+5
Improved Critical
6
6
6
6
6
6
6
6
4
-


18th
+13/+8/+3
+6
+11
+6
Forecast 1/day
6
6
6
6
6
6
6
6
5
3


19th
+14/+9/+4
+6
+11
+6
Eclectic Learning
6
6
6
6
6
6
6
6
6
4


20th
+15/+10/+5
+6
+12
+6
Foresight (+5), Best of all Possible Attacks
6
6
6
6
6
6
6
6
6
5


Class Features
All of the following are class features of the clairvoyant.

Weapon and Armor Proficiency: Clairvoyants are proficient with all simple weapons and one martial weapon of your choice, but not with any type of armor or shield. Armor of any type interferes with a clairvoyant’s movements, which can cause her spells with somatic components to fail.

Spells: A clairvoyant casts arcane spells, which are drawn from the clairvoyant spell list. A clairvoyant must choose and prepare her spells in advance.
To prepare or cast a spell, a clairvoyant must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a clairvoyant's spell is 10 + the spell's level + the clairvoyant's Intelligence modifier. Like other spellcasters, a clairvoyant can cast only a certain number of spells of each spell level per day. She receives bonus spells per day if she has a high Intelligence score. Clairvoyants do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they contemplate their spells, receiving them through their own understanding thereof. Each clairvoyant must choose a time at which she must spend 1 hour each day in thought to regain her daily allotment of spells. Time spent resting has no effect on whether a clairvoyant can prepare spells. A clairvoyant may prepare any spell on the clairvoyant spell list (see below), provided she can cast spells of that level, but she must choose which spells to prepare during her daily contemplation.

Foresight (Ex): After casting a divination spell you receive a +1 bonus on all rolls and to Armor Class. At level 5 the bonus increases to +2, at level 10 to +3, at level 15 to +4, and at level 20 to +5. Foresight lasts a number of rounds equal to 1 + the level of the divination spell cast.

Uncanny Dodge (Ex): At 2nd level, you retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gains improved uncanny dodge instead.

Improved Initiative: at 3rd level you gain Improved Initiative as a bonus feat.

Eclectic Learning (Ex): At 4th level, you can add a new spell to your list that would normally be outside your area of expertise. The spell must be a sorcerer/wizard spell, but it can be from any school. The spell is treated as being one level higher than normal. You must be capable of casting spells of the new spell's adjusted level. You gain another new spell at 9th, 14th, and 19th level.

Great Timing (Ex): While receiving the benefits of Foresight attacks against you have a 20% chance to miss.

Improved Uncanny Dodge (Ex): At 7th level and higher, a clairvoyant can no longer be flanked. This defense denies a rogue the ability to sneak attack the clairvoyant by flanking him, unless the attacker has at least four more rogue levels than the target has clairvoyant levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Threading the Needle (Ex): On your action before making attack rolls for a round if you are benefiting from your Foresight ability, you may choose to subtract a number from all attack rolls and add twice that number to all damage rolls. The number you subtract may not exceed your class level. The penalty on attacks and bonus on damage apply until your next turn.

Quicken Spell: at 11th level you gain Quicken Spell as a bonus feat.

Forewarned (Ex): While receiving the benefits of Foresight you get +4 to your saving throws.

Perfect Timing (Ex): The miss chance provided by Great Timing increases to 40%.

Saw it Coming (Su): Once every two weeks if you would become dead, dying, or helpless due to an attack or spell you may choose not to as an immediate action. You dodge the attack or evade the spell in some manner suffering no damage or ill effects. You may not become dead, dying, or helpless until your next turn, avoiding all attacks or spells if need be. At the start of your next turn you become Exhausted until you rest for at least an hour.

Improved Critical: at 17th level you gain Improved Critical as a bonus feat.

Forecast (Su): Once a day as an immediate action you may choose to determine the outcome of your own rolls until the start of your next turn. You might decide that you rolled 20 on all your attack rolls and then that you rolled a 20 when confirming the criticals followed by rolling the maximum possible damage, later during the round you may decide to roll a 20 or any other number when making a save. At the start of your next turn you become Exhausted until you rest for at least an hour.

Best of all Possible Attacks (Ex): On your action before making attack rolls for a round if you are benefiting from your Foresight ability, you may choose to subtract a number from all attack rolls and add four times that number to all damage rolls. The number you subtract may not exceed your class level. The penalty on attacks and bonus on damage apply until your next turn.

Clairvoyant Spell List:

0-- Detect Magic*1, Detect Poison*1, Amanuensis*2, Message*1, Guidance*1, Know Direction*1, Read Magic*1

1-- Comprehend Languages*1, Critical Strike*2, Detect Secret Doors*1, Guided Shot*2, Identify*1, Targeting Ray*2, True Strike*1, Vision of Glory*2, Detect Animals or Plants*1, Detect Chaos*1, Detect Evil*1, Detect Good*1, Detect Law*1, Detect Snares and Pits*1, Detect Undead*1, Arrow Mind*2, Instant Locksmith*2, Instant Search*2, Lay of the Land*2, Sniper's Shot*2, Targeting Ray*2, Detect Thoughts*1, Hunter's Mercy*2

2-- Chain of Eyes*2, Locate Object*1, See Invisibility*1, Listening Lorecall*2, Augury*1, Find Traps*1, Status*1, Clairvoyance*1, Hunter's Eye*3, Know Vulnerabilities*2, Share Husk*2, Tongues*1, Balancing Lorecall*2, Circle Dance*2, Ruin Delver's Fortune*2, Sure Strike*3, Wraithstrike*2,

3-- Arcane Sight*1, Lesser Telepathic Bond*2, Know Opponent*2, Weather Eye*2, Divination*1, Scrying*1, Alter Fortune*3, Unluck*2, Find The Gap*2, Blade Storm*2, Arrow Storm*2, Analyze Portal*2, Dolorous Blow*2, Keen Edge*1, Weapon of Impact*2, Blindsight*2

4-- Detect Scrying*1, Locate Creature*1, Arcane Eye*1, Discern Lies*1, Listening Coin*2, Legend Lore*1, Assay Spell Resistance*2, Anticipate Teleportation*2, Treasure Scent*2, Curse of Arrow Attraction*3, Fell the Greatest Foe*2

5-- Contact Other Plane*1, Prying Eyes*1, Rary’s Telepathic Bond*1, Echo Skull*2, Zone of Revelation*2, Commune with Nature*1, True Seeing*1, Permanency*1, Lesser Spell Matrix*2, False Vision*1, Rary's Mnemonic Enhancer*1

6-- Rary's Interplanar Telepathic Bond*2, Probe Thoughts*2, Find the Path*1, Hindsight*2, Greater Scrying*1, Stone Tell*1, Hide the Path*2, Stalwart Pact*2

7-- Greater Arcane Sight*1, Vision*1, Brain Spider*2, Limited Wish*1, Spell Matrix*2, Greater Anticipate Teleportation*2, Contingency*1

8-- Discern Location*1, Moment of Prescience*1, Greater Prying Eyes*1, Mind Blank*1, Screen*1

9-- Foresight*1, Eye of Power*2, Wish*1, Replicate Casting*2, Greater Spell Matrix*2

*1-PHB
*2-Spell Compendium
*3-PHBII
_

This is the first homebrew class I've built. I'd love feedback! I'm worried that it doesn't have enough spells to choose from at the higher levels but I'm not sure what spells if any I should add.
_

Edit1: Changed hit die from d4 to d6

Edit2: BAB is now 3/4. Removed Trap Sense. Added Eclectic Learning. Foresight now lasts 1 + spell level rounds. Changed what level certain features are received at. Of note there is now one less instance of Foresight. Slightly expanded the spell list. Clarified when the Exhausted condition caused by two of the features would end. The class skills now include all Knowledges as well as Spot and Listen.

Edit3: Quick change to the wording of Thread the Needle and Best of all Possible Attacks to add clarity.

Grizl' Bjorn
2017-05-17, 07:07 PM
I was suprised to see it had a hit die of d4. If it's going to take a secondary fighter role I think it needs more- maybe even d8. I have limited 3.5 experience but... I think it should be fine. Even with d8 it's still nerfed against the wizard.

Grizl' Bjorn
2017-05-17, 07:08 PM
Maybe it should have a few select extra spells to. Nothing major, just utilities like dispel magic that all spell casters need.

as91
2017-05-17, 07:39 PM
I was suprised to see it had a hit die of d4. If it's going to take a secondary fighter role I think it needs more- maybe even d8. I have limited 3.5 experience but... I think it should be fine. Even with d8 it's still nerfed against the wizard.

Hmm. You're probably right that it needs more than d4. I've raised it to d6 for now which is more in line with Beguiler and others like it.

Westhart
2017-05-18, 08:07 AM
Clairvoyant

The clairvoyant is an arcane fullcaster focused on one of the schools of magic in much the same manner that the Beguiler, Warmage, and Dread Necromancer are. It's focus is on Divination.

Abilities: Intelligence determines what level of spells a clairvoyant may cast and their DC. Constitution is important given the clairvoyant's small Hit Die. Either Dexterity or Strength will likely come into play as there aren't many Divination spells that are useful in combat aside from those that buff ranged or melee attacks in some manner.

Role: Outside of combat clairvoyants are the party's logistical support. In combat they are usually a second line fighter focused on buffing themselves.

Background: Clairvoyants come from a wide range of backgrounds. They might have been con-men, scholars, or itinerant travelers carrying on old traditions.

Alignment: Any. Those of a lawful bent often embrace fate while those who lean chaotic seek to circumvent it. Evil clairvoyants are self-serving in their manipulations while good clairvoyants strive for a utilitarian outcome.

Races: There are clairvoyants among most races though their numbers are lower among the less intelligent ones.

Religion: Clairvoyants typically worship gods of time, fate, luck, law, chaos, and knowledge.

Hit Die: d6.

Class Skills: The clairvoyant's class skills are Appraise, Bluff, Diplomacy, Intimidate, Gather Information, Sleight of Hand, Spellcraft, Knowledge (arcana and local), Tumble, Craft, and Profession.

Skill Points at First Level: (6+Int Mod)x4
Skill Points at Each Additional Level: 6+Int Mod




Saves

Spells Per Day


Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+2
+0
Foresight (+1), Trap Sense +1
5
3
-
-
-
-
-
-
-
-


2nd
+1
+0
+3
+0
Uncanny Dodge
6
4
-
-
-
-
-
-
-
-


3rd
+1
+1
+3
+1
Improved Initiative
6
5
-
-
-
-
-
-
-
-


4th
+2
+1
+4
+1
Foresight (+2)
6
6
3
-
-
-
-
-
-
-


5th
+2
+1
+4
+1
Trap Sense +2
6
6
4
-
-
-
-
-
-
-


6th
+3
+2
+5
+2
Great Timing
6
6
5
3
-
-
-
-
-
-


7th
+3
+2
+5
+2
Improved Uncanny Dodge
6
6
6
4
-
-
-
-
-
-


8th
+4
+2
+6
+2
Foresight (+3)
6
6
6
5
3
-
-
-
-
-


9th
+4
+3
+6
+3
Trap Sense +3
6
6
6
6
4
-
-
-
-
-


10th
+5
+3
+7
+3
Threading the Needle
6
6
6
6
5
3
-
-
-
-


11th
+5
+3
+7
+3
Quicken Spell
6
6
6
6
6
4
-
-
-
-


12th
+6/+1
+4
+8
+4
Foresight (+4)
6
6
6
6
6
5
3
-
-
-


13th
+6/+1
+4
+8
+4
Forewarned, Trap Sense +4
6
6
6
6
6
6
4
-
-
-


14th
+7/+2
+4
+9
+4
Perfect Timing
6
6
6
6
6
6
5
3
-
-


15th
+7/+2
+5
+9
+5
Saw it Coming 1/fortnight
6
6
6
6
6
6
6
4
-
-


16th
+8/+3
+5
+10
+5
Foresight (+5)
6
6
6
6
6
6
6
5
3
-


17th
+8/+3
+5
+10
+5
Trap Sense +5
6
6
6
6
6
6
6
6
4
-


18th
+9/+4
+6
+11
+6
Improved Critical
6
6
6
6
6
6
6
6
5
3


19th
+9/+4
+6
+11
+6
Forecast 1/day
6
6
6
6
6
6
6
6
6
4


20th
+10/+5
+6
+12
+6
Foresight (+6), Best of all Possible Attacks
6
6
6
6
6
6
6
6
6
5


Class Features:
All of the following are class features of the clairvoyant.

Weapon and Armor Proficiency: Clairvoyants are proficient with all simple weapons and one martial weapon of your choice, but not with any type of armor or shield. Armor of any type interferes with a clairvoyant’s movements, which can cause her spells with somatic components to fail.

Spells: A clairvoyant casts arcane spells, which are drawn from the clairvoyant spell list. A clairvoyant must choose and prepare her spells in advance.
To prepare or cast a spell, a clairvoyant must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a clairvoyant's spell is 10 + the spell's level + the clairvoyant's Intelligence modifier. Like other spellcasters, a clairvoyant can cast only a certain number of spells of each spell level per day. She receives bonus spells per day if she has a high Intelligence score. Clairvoyants do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they contemplate their spells, receiving them through their own understanding thereof. Each clairvoyant must choose a time at which she must spend 1 hour each day in thought to regain her daily allotment of spells. Time spent resting has no effect on whether a clairvoyant can prepare spells. A clairvoyant may prepare any spell on the clairvoyant spell list (see below), provided she can cast spells of that level, but she must choose which spells to prepare during her daily contemplation.

Foresight (Ex): After casting a divination spell you receive a +1 bonus on all rolls and to Armor Class for 2 rounds. At level 4 the bonus increases to +2, at level 8 to +3, at level 12 to +4, at level 16 to +5, and at level 20 to +6.

Instead of 1 round, how about a number of rounds equal to 1/5 your class level (minimum 1)? Not sure on the number side of things but I believe that it should be fine.


Trap Sense (Ex):
Starting at 1st level, a clairvoyant gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every four clairvoyant levels thereafter (5th, 9th, 13th, and 17th level). Trap sense bonuses gained from multiple classes stack.

:smallyuk:There is a reason any guidebook will say to trade this away with a rogue... I would scrap this personally but OMV. :smallyuk:


Uncanny Dodge (Ex): At 2nd level, you retain your Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized. If you already have uncanny dodge from a different class, you automatically gains improved uncanny dodge instead.

Improved Initiative: at 3rd level you gain Improved Initiative as a bonus feat.

Great Timing (Ex): While receiving the benefits of Foresight attacks against you have a 20% chance to miss.

Should be attacks against you have a 20% chance to miss... Hopeflly?


Improved Uncanny Dodge (Ex): At 7th level and higher, a clairvoyant can no longer be flanked. This defense denies a rogue the ability to sneak attack the clairvoyant by flanking him, unless the attacker has at least four more rogue levels than the target has clairvoyant levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Threading the Needle (Ex): On your action before making attack rolls for a round if you are benefiting from your Foresight ability, you may choose to subtract a number from all attack rolls and add twice that number to all damage rolls. This number may not exceed your class level. The penalty on attacks and bonus on damage apply until your next turn.

It does not come into play till 10th, but it is the equivalent of attacking with a 2H weapon... which if they have a 2H makes it a 1:3 ratio due to how multiples stack... I *think* that this will be ok, although others such as AimlessPolymath can crunch better then I do.


Quicken Spell: at 11th level you gain Quicken Spell as a bonus feat.

Perfect Timing (Ex): The miss chance provided by Great Timing increases to 40%.

Saw it Coming (Su): Once every two weeks if you would become dead, dying, or helpless due to an attack or spell you may choose not to as an immediate action. You dodge the attack or evade the spell in some manner suffering no damage or ill effects. You may not become dead, dying, or helpless until your next turn, avoiding all attacks or spells if need be. At the start of your next turn you become Exhausted.

How long does exhausted last?


Forewarned (Ex): While receiving the benefits of Foresight you get +4 to your Will saves.

Improved Critical: at 18th level you gain Improved Critical as a bonus feat.

Would add "for a weapon of your choice."


Forecast (Su): Once a day as an immediate action you may choose to determine the outcome of your own rolls for 1 round. You might decide that you rolled a 20 on your attack roll and then that you rolled a 20 when confirming the critical followed by rolling the maximum possible damage, later during the round you may decide to roll a 20 or any other number when making a save. At the end of that round you become Exhausted.

This looks possibly pretty powerful, but at 19th wizards have had 9's for 2 levels, I woud say it should work out. Needs duration of exhausted ((rest of encounter, 2d4 rounds, etc)


Best of all Possible Attacks (Ex): On your action before making attack rolls for a round if you are benefiting from your Foresight ability, you may choose to subtract a number from all attack rolls and add four times that number to all damage rolls. This number may not exceed your class level. The penalty on attacks and bonus on damage apply until your next turn.

A question, the bonus to damage can not exceed level or the penalty? I would say penalty can not surpass BAB but give them 3/4 (it is more melee then standard wizard)


Clairvoyant Spell List:

0-- Detect Magic*1, Detect Poison*1, Amanuensis*2, Message*1, Guidance*1, Know Direction*1, Read Magic*1

1-- Comprehend Languages*1, Critical Strike*2, Detect Secret Doors*1, Guided Shot*2, Identify*1, Targeting Ray*2, True Strike*1, Vision of Glory*2, Detect Animals or Plants*1, Detect Chaos*1, Detect Evil*1, Detect Good*1, Detect Law*1, Detect Snares and Pits*1, Detect Undead*1, Arrow Mind*2, Instant Locksmith*2, Instant Search*2, Lay of the Land*2, Sniper's Shot*2, Targeting Ray*2, Detect Thoughts*1, Hunter's Mercy*2

2-- Chain of Eyes*2, Locate Object*1, See Invisibility*1, Listening Lorecall*2, Augury*1, Find Traps*1, Status*1, Clairvoyance*1, Hunter's Eye*3, Know Vulnerabilities*2, Share Husk*2, Tongues*1, Balancing Lorecall*2, Circle Dance*2

3-- Arcane Sight*1, Lesser Telepathic Bond*2, Know Opponent*2, Weather Eye*2, Divination*1, Scrying*1, Alter Fortune*3, Unluck*2, Find The Gap*2, Blade Storm*2, Arrow Storm*2

4-- Detect Scrying*1, Locate Creature*1, Arcane Eye*1, Discern Lies*1, Listening Coin*2, Legend Lore*1, Assay Spell Resistance*2

5-- Contact Other Plane*1, Prying Eyes*1, Rary’s Telepathic Bond*1, Echo Skull*2, Zone of Revelation*2, Commune with Nature*1, True Seeing*1, Permanency*1

6-- Rary's Interplanar Telepathic Bond*2, Probe Thoughts*2, Find the Path*1, Hindsight*2, Greater Scrying*1, Stone Tell*1

7-- Greater Arcane Sight*1, Vision*1, Brain Spider*2, Limited Wish*1

8-- Discern Location*1, Moment of Prescience*1, Greater Prying Eyes*1

9-- Foresight*1, Eye of Power*2, Wish*1

*1-PHB
*2-Spell Compendium
*3-PHBII

_

This is the first homebrew class I've built. I'd love feedback! I'm worried that it doesn't have enough spells to choose from at the higher levels but I'm not sure what spells if any I should add.
_

Edit1: Changed hit die from d4 to d6

I would give them an ability similar to the warmage with evocation spells:
Expanded Lore (or Expanded Knowledge, Expansion of the Mind, Extended Sight etc): Add every (2,3,4,6 etc) levels the Clairvoyant may add 2 spells of the divination school to her spell list. (possibly limit it to wizard or cleric, but I prefer as is).
All In All: I am assuming you are going for t1, or t2 at worse so give them 3/4 BAB (for melee), and divination screams will to me but melee usually has good fort... I would say definitely give them a good will save, and possibly fort... Then increase the HD to a D8... Not sure where that puts us powerwise, but it would still be behind an optimized t1 such as the wizard/cleric/druid/etc. As I said, I am not the best number cruncher though.

Maybe it should have a few select extra spells to. Nothing major, just utilities like dispel magic that all spell casters need.
I wholeheartedly agree with this, I would give them a few defensive spells from transmutation (bull's str etc) as well.

Hope it Helps :smallbiggrin:

EDIT: Skills! Divination should have all the knowledge skills for sure, and possibly throw in gather information. Nevermind, you have it.

Morphic tide
2017-05-18, 08:54 AM
That spell list is rather sparse. Given the focus on being a Gish in the features, you could probably stand to have a few Gish spells from Abjuration or Transmutation. As-is, their optimal niche is mostly that of an assassin, as they have basically all the tracking spells worth using and abilities to snipe the **** out of people, while also lacking in being able to survive in up-front fighting. At level 20, True Strike morphs into +80 damage for one attack, which is well worth a 1st level spell slot.

The class desperately needs 3/4 BAB, given that it's fairly well set up for gishing. Foresight makes up for it quite a bit, but relying on it for basic function exacerbates the 15 minute work day problem casters have, although it does make cantrips actually important. Better to use Foresight to bring their BAB up to full rather than up to 3/4. And the 2 round duration is vital to actually working, so don't nerf it. Buffing it could make the 15 minute work day problem less pronounced, but relying on actively casting spells is always a problem for endurance, and this class's casting is almost all tracking.

as91
2017-05-18, 10:37 PM
Ok, I've increased the BAB to 3/4 and made a bunch of smaller changes. I've slightly expanded the spell list and added a variant of the Advanced Learning feature the other school focused casters have. There are not many divination spells available at the higher levels and adding any meaningful amount more would likely entail pulling from a large number of books. Nothing wrong with that, I just wanted to keep things simpler if I could.

Westhart
2017-05-19, 06:55 AM
Yeah, looks good to me :smallsmile: