Results 1 to 12 of 12
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2016-03-09, 07:22 PM (ISO 8601)
- Join Date
- Feb 2016
Soothsayer (Divinatory equivalent of Warmage, Beguiler, and Dread Necromancer) PEACH
Soothsayer
Saves: Fort (bad), Ref (bad), Will (Good)
Bab: As Wizard
HD: d4
Proficiencies: As wizard
Special Abilities
lv01 Lore, Initiative Bonus +1
lv02 Bonus Feat, Magic Trapfinding
lv03 Advanced Learning
lv04 Skill bonus, Skepticism +1
lv05 Initiative Bonus +2
lv06 Bonus Language
lv07 Advnaced Learning
lv08 Bonus Feat, Uncanny Dodge
lv09 Initiative Bonus +3
lv10 Reflex Save Bonus +1
lv11 Advanced Learning, Skepticism +2
lv12 Bonus Language, Skill Bonus
lv13 Initiative Bonus +4
lv14 Bonus Feat
lv15 Advanced Learning
lv16 Improvede Uncanny Dodge
lv17 Initiative Bonus +5, Skepticism +3
lv18 Linguistics
lv19 Advanced Learning
lv20 Bonus Feat, Reflex Save Bonus +2, Skill Bonus, Unshakable Will
Official Spell progression for this class type
lv01 5/3
lv02 6/4
lv03 6/5
lv04 6/6/3
lv05 6/6/4
lv06 6/6/5/3
lv07 6/6/6/4
lv08 6/6/6/5/3
lv09 6/6/6/6/4
lv10 6/6/6/6/5/3
lv11 6/6/6/6/6/4
lv12 6/6/6/6/6/5/3
lv13 6/6/6/6/6/6/4
lv14 6/6/6/6/6/6/5/3
lv15 6/6/6/6/6/6/6/4
lv16 6/6/6/6/6/6/6/5/3
lv17 6/6/6/6/6/6/6/6/4
lv18 6/6/6/6/6/6/6/6/5/3
lv19 6/6/6/6/6/6/6/6/6/4
lv20 6/6/6/6/6/6/6/6/6/5
though it should be
lv01 5/3
lv02 6/4
lv03 6/5/3
lv04 6/6/4
lv05 6/6/5/3
lv06 6/6/6/4
lv07 6/6/6/5/3
lv08 6/6/6/6/4
lv09 6/6/6/6/5/3
lv10 6/6/6/6/6/4
lv11 6/6/6/6/6/5/3
lv12 6/6/6/6/6/6/4
lv13 6/6/6/6/6/6/5/3
lv14 6/6/6/6/6/6/6/4
lv15 6/6/6/6/6/6/6/5/3
lv16 6/6/6/6/6/6/6/6/4
lv17 6/6/6/6/6/6/6/6/5/3
lv18 6/6/6/6/6/6/6/6/6/4
lv19 6/6/6/6/6/6/6/6/6/5 (/3)
lv20 6/6/6/6/6/6/6/6/6/6 (/4)
Lore: Bonus equal to 1/2 soothsayer level. Stacks with Loremaster lore ability.
Initiative Bonus: Insight bonus of the indicated amount
Magic Trapfinding: As trapfinding but magic traps only
Advanced Learning (Ex): At 3rd, 6th, 11th, and 16th level, a soothsayer can add a new spell to his list, representing
the result of personal study and experimentation. The spell must be a wizard, bard, or Wu Jen spell of the divination, abjuration, or transmutation school, and of a level no higher than that of the highest-level spell the soothsayer already knows. Once a new spell is selected, it is forever added to that soothsayer’s spell list and can be cast just like any other spell on the soothsayer’s list.
Linguistics: Gain a bonus language plus a bonus feat from the following list
Linguistics Bonus Feats: Dark Speech (BoVD, FC1, FC2), Minor Utterance of the Evolving Mind (ToM), Scribe Scroll, Skill Focus (Decipher Script, Forgery, or Truespeech), Utterance of the Evolving Mind (ToM), Words of Creation (BoED)
Reflex Save Bonus: Insight bonus of the indicated amount
Skill bonus: +1 insight bonus each time to one of the Following: Appraise, Decipher Script, Gather Information, Heal, Knowledge (pick one), Sense Motive, Spellcraft
Skepticism: Insight bonus of the listed amount to will saves to disbelieve
Unshakable Will: If a 20th level soothsayer makes a successful Will saving throw against an effect that normally has a partial effect on a successful save, there is instead no effect. An unconscious soothsayer does not gain the benefit of Unshakable Will.
General Bonus Feat List:
Alertness, Appraise Magic Value (CAd), Arcane Disciple (CD), Arcane Thesis (PHB2), Blind Fight, Brew Potion, Communicator (CA), Cool Head (CSco), Diligent, Disguide Spell (CAd), Dodge, Enlarge Spell, Eschew Materials, Extend Spell, Eyes in the Back of Your Head (CW), Graft Flesh (LOM, FF), Greater Spell Focus (Divination only), Hear the Unseen CAd), Improved Initiative, Insightful (CA), Insightful Divination (CM), Insightful Reflexes (CAd), Investigator, Iron Will, Jack of All Trades (CAd), Lightning Reflexes, Magical Aptitude, Magic Disruption (CM), Magic Sensitive (CM), Metamagic School Focus (Divination) (CM), Mystic Backlash (CM), Negotiator, Night Haunt (CA), Obscure Lore (CAd), Open Minded (CAd, EPH), Persuasive, Scribe Scroll, Self-Sufficient, Spell Focus (Abjuration, Divination, Transmutation, or Necromancy), Spell Penetration, Sunlight Eyes (CM), Track, Vatic gaze (PHB2), Widen Spell
Class Skills:
Appraise, Autohypnosis (EPH), Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (all), Listen, Perform (Oratory), Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, True Speach (ToM), Use Magic Device
2+int mod skill points per level
Spellcasting:
Intelligence determines spell save DC
Wisdom determines bonus spells and max spell level
Otherwise as Warmage, Beguiler, and Dread Necromancer.
Spell List
Lv0- Amanuensis (sc), Arcane Mark, Dawn (sc), Detect Poison, Detect Magic, Easy Math (S&S) Guidance, Know Direction, Light, Naturewatch (sc), Read Magic, Silent Portal
Lv1- Alarm, Allied Footsteps (cm), Amplify (sc), Appraising Touch (sc), Bloodhound (sc), Comprehend Languages, Dancing Lights, Detect Animals or Plants, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Snares and Pits, Detect Undead, Faerie Fire, Find Temple (sc), Guided Path (sc), Guiding Light (sc), Identify, Instant Search (sc), Know Greatest Enemy (sc), Living Prints (sc), Message, Omen of Peril, Spontaneous Search (sc), Targeting Ray (sc), True Casting (cm) True Strike, Vigilant Slumber (cm), Vision of Glory (sc)
Lv2- Animal Messenger, Circle Dance (sc), Continual Flame, Corpse Candle, Deathwatch, Detect Thoughts, Discern Shapechanger (sc), Erase, Eyes of the Avoral (BOED), Find Traps, Healthful Rest (sc), Hide From Animals, Hold Portal, Listening Lorecall (sc), Locate Object, Low Light Vision (sc), Luminous Gaze (sc), Magic Aura, Master's Touch (sc), Mending, Sanctuary, Scent (sc), See Invisibility, Sleep, Songbird (SC) (oratory only), Speak With Animals, Speak With Plants, Ventriloquism, Zone of Truth
Lv3- Analyze Portal (sc), Anticipate Teleportation (sc), Arcane Sight, Clairaudience/Clairvoyance, Darkvision, Discern Lies, Find the Gap, Fox's Cunning, Glitterdust, Healing Lorecall (sc), Invisibility Purge, Know Opponent (sc), Know Vulnerabilities (sc), Lesser Telepathicv Bond (sc), Listening Coin (sc), Locate Object, Make Whole, Mechanus Mind (SC), One With The Land (sc), Owl's Wisdom, Protection From Good/Evil/Law/Chaos, Speak With Dead, Speechlink (sc), Tongues, Weather Eye (sc)
Lv4- Arcane Eye, Arcane Lock, Assay Spell Resistance, Blessed Sight (BoED), Blindsight (sc), Calm Emotions, Chain of Eyes, Daylight, Detect Scrying, Divination, Enthrall, Helping Hand, Implacable Pursuer (sc), Interplanar Message (sc), Lay of the Land (sc), Locate Creature, Remove Blindness/Deafness, Safety (sc), Scent (sc), Scrying,
Lv5- Commune, Commune With Nature, Contact Other Plane, Deeper Darkvision (sc), Dispel Magic, Dream, Echo Skull, Leomund's Tiny Hut, Magic Circle Against Good/Evil/Law/Chaos, Prying Eyes, Sending, Sonorous Hum (sc), Telepathic Bond, Zone of Revelation (sc)
Lv6- Analyze Dweomer, Break Enchantment, Create Food and Water, Dream Sight (sc), Knock, Legend Lore, Lesser Geas, Nondetection, Probe Thoughts, Psychic Poison (BOVD), Secret Page, Stone Tell, True Seeing, Wall of Light
Lv7- Brain Spider (sc), Dismissal, Greater Arcane Sight, Greater Dispel Magic, Greater Scrying, Illusory Script, Leomund's Secure Shelter, Lesser Planar Binding, Mass Fox's Cunning, Mass Owl's Wisdom, Telepathy Block (BOED), Vision
Lv8- Cure Light Wounds, Discern Location, Geas, Greater Prying Eyes, Hindsight (sc), Lesser Planar Ally, Mental Pinnacle (EPH), Moment of Prescience, Scramble Portal (sc)
Lv9- Astral Projection, Awaken, Banishment, Contact Deity (CofC), Cure Moderate Wounds, Eye of Power (sc), Fiendish Clarity (BOVD), Foresight, Planar Binding, Seal Portal (sc), Speak With Anything (MotW)
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2016-03-09, 08:04 PM (ISO 8601)
- Join Date
- Dec 2015
Re: Soothsayer (Divinatory equivalent of Warmage, Beguiler, and Dread Necromancer) PE
The casting seems kind of anemic, honestly. It looks like the Soothsayer gets one solid offensive spell a level and it's a level behind what the Wizard gets. Maybe give him some time/action economic spells/abilities or sneak attack.
Also, all the +1s to random things seems too fiddly. I'd probably give him one bonus, and have it apply to more stuff as he levels up. Maybe change the capstone too.
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2016-03-09, 11:18 PM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Erutnevda
Re: Soothsayer (Divinatory equivalent of Warmage, Beguiler, and Dread Necromancer) PE
Worse than any of the fixed list casters so it'll need something to help make up for things.
Special Abilities
lv01 Lore, Initiative Bonus +1
lv02 Bonus Feat, Magic Trapfinding
lv03 Advanced Learning
lv04 Skill bonus, Skepticism +1
lv05 Initiative Bonus +2
lv06 Bonus Language
lv07 Advnaced Learning
lv08 Bonus Feat, Uncanny Dodge
lv09 Initiative Bonus +3
lv10 Reflex Save Bonus +1
lv11 Advanced Learning, Skepticism +2
lv12 Bonus Language, Skill Bonus
lv13 Initiative Bonus +4
lv14 Bonus Feat
lv15 Advanced Learning
lv16 Improvede Uncanny Dodge
lv17 Initiative Bonus +5, Skepticism +3
lv18 Linguistics
lv19 Advanced Learning
lv20 Bonus Feat, Reflex Save Bonus +2, Skill Bonus, Unshakable Will
Official Spell progression for this class type
lv01 5/3
lv02 6/4
lv03 6/5
lv04 6/6/3
lv05 6/6/4
lv06 6/6/5/3
lv07 6/6/6/4
lv08 6/6/6/5/3
lv09 6/6/6/6/4
lv10 6/6/6/6/5/3
lv11 6/6/6/6/6/4
lv12 6/6/6/6/6/5/3
lv13 6/6/6/6/6/6/4
lv14 6/6/6/6/6/6/5/3
lv15 6/6/6/6/6/6/6/4
lv16 6/6/6/6/6/6/6/5/3
lv17 6/6/6/6/6/6/6/6/4
lv18 6/6/6/6/6/6/6/6/5/3
lv19 6/6/6/6/6/6/6/6/6/4
lv20 6/6/6/6/6/6/6/6/6/5
though it should be
lv01 5/3
lv02 6/4
lv03 6/5/3
lv04 6/6/4
lv05 6/6/5/3
lv06 6/6/6/4
lv07 6/6/6/5/3
lv08 6/6/6/6/4
lv09 6/6/6/6/5/3
lv10 6/6/6/6/6/4
lv11 6/6/6/6/6/5/3
lv12 6/6/6/6/6/6/4
lv13 6/6/6/6/6/6/5/3
lv14 6/6/6/6/6/6/6/4
lv15 6/6/6/6/6/6/6/5/3
lv16 6/6/6/6/6/6/6/6/4
lv17 6/6/6/6/6/6/6/6/5/3
lv18 6/6/6/6/6/6/6/6/6/4
lv19 6/6/6/6/6/6/6/6/6/5 (/3)
lv20 6/6/6/6/6/6/6/6/6/6 (/4)
Lore: Bonus equal to 1/2 soothsayer level. Stacks with Loremaster lore ability.
Initiative Bonus: Insight bonus of the indicated amount
Magic Trapfinding: As trapfinding but magic traps only
Advanced Learning (Ex): At 3rd, 6th, 11th, and 16th level, a soothsayer can add a new spell to his list, representing
the result of personal study and experimentation. The spell must be a wizard, bard, or Wu Jen spell of the divination, abjuration, or transmutation school, and of a level no higher than that of the highest-level spell the soothsayer already knows. Once a new spell is selected, it is forever added to that soothsayer’s spell list and can be cast just like any other spell on the soothsayer’s list.
Linguistics: Gain a bonus language plus a bonus feat from the following list
Linguistics Bonus Feats: Dark Speech (BoVD, FC1, FC2), Minor Utterance of the Evolving Mind (ToM), Scribe Scroll, Skill Focus (Decipher Script, Forgery, or Truespeech), Utterance of the Evolving Mind (ToM), Words of Creation (BoED)
Reflex Save Bonus: Insight bonus of the indicated amount
Skill bonus: +1 insight bonus each time to one of the Following: Appraise, Decipher Script, Gather Information, Heal, Knowledge (pick one), Sense Motive, Spellcraft
Skepticism: Insight bonus of the listed amount to will saves to disbelieve
Unshakable Will: If a 20th level soothsayer makes a successful Will saving throw against an effect that normally has a partial effect on a successful save, there is instead no effect. An unconscious soothsayer does not gain the benefit of Unshakable Will.
General Bonus Feat List:
Alertness, Appraise Magic Value (CAd), Arcane Disciple (CD), Arcane Thesis (PHB2), Blind Fight, Brew Potion, Communicator (CA), Cool Head (CSco), Diligent, Disguide Spell (CAd), Dodge, Enlarge Spell, Eschew Materials, Extend Spell, Eyes in the Back of Your Head (CW), Graft Flesh (LOM, FF), Greater Spell Focus (Divination only), Hear the Unseen CAd), Improved Initiative, Insightful (CA), Insightful Divination (CM), Insightful Reflexes (CAd), Investigator, Iron Will, Jack of All Trades (CAd), Lightning Reflexes, Magical Aptitude, Magic Disruption (CM), Magic Sensitive (CM), Metamagic School Focus (Divination) (CM), Mystic Backlash (CM), Negotiator, Night Haunt (CA), Obscure Lore (CAd), Open Minded (CAd, EPH), Persuasive, Scribe Scroll, Self-Sufficient, Spell Focus (Abjuration, Divination, Transmutation, or Necromancy), Spell Penetration, Sunlight Eyes (CM), Track, Vatic gaze (PHB2), Widen Spell
Class Skills:
Appraise, Autohypnosis (EPH), Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (all), Listen, Perform (Oratory), Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, True Speach (ToM), Use Magic Device
2+int mod skill points per level
Spellcasting:
Intelligence determines spell save DC
Wisdom determines bonus spells and max spell level
Otherwise as Warmage, Beguiler, and Dread Necromancer.
I mean their class features are better than Beguiler's. Nowhere near as good as DN's (Charnel Touch, the 8th level animate undead buff, the improved familiar which gives you 7th level mindblank) and worse than warmage's, but better than Beguiler's... but beguiler has better toughness, better skills (even ignoring skill points per level) and 4 more skill points per level and then cloaked casting can when it actually matters matter. These have nothing that creates synergies with being a diviner and they're just sort of weaker than the other three before spellcasting. If they were a Transmuter or a Conjurer I'd be expecting that, but the problem with fixed list diviners is that while Divination is great for wizards as it allows them to prepare for tomorrow, a fixed list caster doesn't have that option.
The thing that made DN and Warmage interesting was their class features, things that helped them be a better necromancer or warmage. This doesn't really get that. It gets some small (+5, +3, +2, +1) bonuses to a few things that they barely care about for the most part. Still the spell list matters. Beguiler is stronger than DN or Warmage because it has the strongest list.
Spell List
Lv0- Amanuensis (sc), Arcane Mark, Dawn (sc), Detect Poison, Detect Magic, Easy Math (S&S) Guidance, Know Direction, Light, Naturewatch (sc), Read Magic, Silent Portal
Lv1- Alarm, Allied Footsteps (cm), Amplify (sc), Appraising Touch (sc), Bloodhound (sc), Comprehend Languages, Dancing Lights, Detect Animals or Plants, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Snares and Pits, Detect Undead, Faerie Fire, Find Temple (sc), Guided Path (sc), Guiding Light (sc), Identify, Instant Search (sc), Know Greatest Enemy (sc), Living Prints (sc), Message, Omen of Peril, Spontaneous Search (sc), Targeting Ray (sc), True Casting (cm) True Strike, Vigilant Slumber (cm), Vision of Glory (sc)
Lv2- Animal Messenger, Circle Dance (sc), Continual Flame, Corpse Candle, Deathwatch, Detect Thoughts, Discern Shapechanger (sc), Erase, Eyes of the Avoral (BOED), Find Traps, Healthful Rest (sc), Hide From Animals, Hold Portal, Listening Lorecall (sc), Locate Object, Low Light Vision (sc), Luminous Gaze (sc), Magic Aura, Master's Touch (sc), Mending, Sanctuary, Scent (sc), See Invisibility, Sleep, Songbird (SC) (oratory only), Speak With Animals, Speak With Plants, Ventriloquism, Zone of Truth
Lv3- Analyze Portal (sc), Anticipate Teleportation (sc), Arcane Sight, Clairaudience/Clairvoyance, Darkvision, Discern Lies, Find the Gap, Fox's Cunning, Glitterdust, Healing Lorecall (sc), Invisibility Purge, Know Opponent (sc), Know Vulnerabilities (sc), Lesser Telepathicv Bond (sc), Listening Coin (sc), Locate Object, Make Whole, Mechanus Mind (SC), One With The Land (sc), Owl's Wisdom, Protection From Good/Evil/Law/Chaos, Speak With Dead, Speechlink (sc), Tongues, Weather Eye (sc)
Lv4- Arcane Eye, Arcane Lock, Assay Spell Resistance, Blessed Sight (BoED), Blindsight (sc), Calm Emotions, Chain of Eyes, Daylight, Detect Scrying, Divination, Enthrall, Helping Hand, Implacable Pursuer (sc), Interplanar Message (sc), Lay of the Land (sc), Locate Creature, Remove Blindness/Deafness, Safety (sc), Scent (sc), Scrying,
Lv5- Commune, Commune With Nature, Contact Other Plane, Deeper Darkvision (sc), Dispel Magic, Dream, Echo Skull, Leomund's Tiny Hut, Magic Circle Against Good/Evil/Law/Chaos, Prying Eyes, Sending, Sonorous Hum (sc), Telepathic Bond, Zone of Revelation (sc)
Lv6- Analyze Dweomer, Break Enchantment, Create Food and Water, Dream Sight (sc), Knock, Legend Lore, Lesser Geas, Nondetection, Probe Thoughts, Psychic Poison (BOVD), Secret Page, Stone Tell, True Seeing, Wall of Light
Lv7- Brain Spider (sc), Dismissal, Greater Arcane Sight, Greater Dispel Magic, Greater Scrying, Illusory Script, Leomund's Secure Shelter, Lesser Planar Binding, Mass Fox's Cunning, Mass Owl's Wisdom, Telepathy Block (BOED), Vision
Lv8- Cure Light Wounds, Discern Location, Geas, Greater Prying Eyes, Hindsight (sc), Lesser Planar Ally, Mental Pinnacle (EPH), Moment of Prescience, Scramble Portal (sc)
Lv9- Astral Projection, Awaken, Banishment, Contact Deity (CofC), Cure Moderate Wounds, Eye of Power (sc), Fiendish Clarity (BOVD), Foresight, Planar Binding, Seal Portal (sc), Speak With Anything (MotW)
I'd trim their spell list of the random spells, and give them some in combat utility, possibly either more of a martial bent (Medium BAB, some armor), or the ability to grant insight bonuses or something. Looking at what you've given them and Divine Oracle I'd actually give them Su Evasion/Improved Evasion if you want to go that route, Improved Uncanny Dodge, and eventually continual (self-targeted) foresight is an option. Overall, though, they need a bit well more.Peanut Half-Dragon Necromancer by Kurien.
Current Projects:
Group: The Harrowing Halloween Harvest of Horror Part 2
Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.
Old: My homebrew (updated 9/9)
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2016-03-10, 12:51 AM (ISO 8601)
- Join Date
- Feb 2016
Re: Soothsayer (Divinatory equivalent of Warmage, Beguiler, and Dread Necromancer) PE
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2016-03-10, 01:41 AM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Erutnevda
Re: Soothsayer (Divinatory equivalent of Warmage, Beguiler, and Dread Necromancer) PE
Making a table is simple. You go find the base class contest and copy the sample table there. My preferred format includes a bit of fanciness with Spells per Day and alt2 instead of 'grid' but it's pretty simple to make either way. Easiest, though, is to find a class with a working table, quote it, copy the table, not actually post the quote, and then refill the table.
Spoiler: My preferred table[b][SIZE=3]CLASS NAME[/SIZE][/b]
[table="class: alt2 head"]
[tr]
[th][b]Level[/b][/th]
[th][b]Base Attack Bonus[/b][/th]
[th][b]Fort Save[/b][/th]
[th][b]Ref Save[/b][/th]
[th][b]Will Save[/b][/th]
[th][b]Special[/b][/th]
[th="colspan:9"][b][center]Spells per Day[/center][/b][/th]
[/tr]
[tr]
[th][/th]
[th][/th]
[th][/th]
[th][/th]
[th][/th]
[th][/th]
[td][b]1st[/b][/td]
[td][b]2nd[/b][/td]
[td][b]3rd[/b][/td]
[td][b]4th[/b][/td]
[td][b]5th[/b][/td]
[td][b]6th[/b][/td]
[td][b]7th[/b][/td]
[td][b]8th[/b][/td]
[td][b]9th[/b][/td]
[/tr]
[tr]
[td]1st[/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][/td]
[td]3[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]- [/td]
[/tr]
[tr]
[td]2nd[/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][/td]
[td]4[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]- [/td]
[/tr]
[tr]
[td]3rd[/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][/td]
[td]5[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]- [/td]
[/tr]
[tr]
[td]4th[/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][/td]
[td]6[/td]
[td]3[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]- [/td]
[/tr]
[tr]
[td]5th[/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][/td]
[td]6[/td]
[td]4[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[/tr]
[tr]
[td]6th[/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][/td]
[td]6[/td]
[td]5[/td]
[td]3[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[/tr]
[tr]
[td]7th[/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][/td]
[td]6[/td]
[td]6[/td]
[td]4[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]- [/td]
[/tr]
[tr]
[td]8th[/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][/td]
[td]6[/td]
[td]6[/td]
[td]5[/td]
[td]3[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]- [/td]
[/tr]
[tr]
[td]9th[/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][center][/center][/td]
[td][/td]
[td]6[/td]
[td]6[/td]
[td]6[/td]
[td]4[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]-[/td]
[td]- [/td]
[/tr]
[tr]
[td]10th[/td]
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[/table]Peanut Half-Dragon Necromancer by Kurien.
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2016-10-21, 01:16 AM (ISO 8601)
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Re: Soothsayer (Divinatory equivalent of Warmage, Beguiler, and Dread Necromancer) PE
Last edited by Bohandas; 2016-10-21 at 01:21 AM.
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2016-10-21, 05:44 AM (ISO 8601)
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Re: Soothsayer (Divinatory equivalent of Warmage, Beguiler, and Dread Necromancer) PE
I like the concept a lot, but I agree with many of the above comments regarding its "meh" mechanics as-is. I feel like, to justify not playing a straight-up Div specialist wizard instead, the class needs to be noticeably more potent at its core "mission" (divination) than anybody else at similar levels--along the lines of the dread necro. Less versatility, more potency at its "one job."
To me, "soothsayer" implies the following, in order of importance:
1- telling people what the future holds, whether based on actual magical knowledge or logical prediction/inference;
...1a: see the Soothsayer character from Shakespeare's Julius Caesar, who predicts the day of Caesar's death. Right now this class gets deathwatch at level 2, later than Clerics and Dread Necros, when they should get it earlier. There's predecent, too: the Healer class from Miniatures Handbook gets it as a level 0 spell.
2- interpreting the will of the gods (see ancient Roman augury), though you can of course ignore this if you don't want any religious fluff at all;
3- having a lot of general knowledge, particularly about the past;
4- being the weirdo in town, or some manner of hermit, mendicant, or vagabond.
I won't offer any other mechanical advice because I lack experience with divination from the player perspective. From what I've read, IIRC it seems like the diviner-style PC is a concept D&D doesn't support that well, but I wouldn't swear to it. I'd research other discussions of divination (and particularly homebrewed diviner classes) if I were you.
But I will say this: if you concur with my fluff-ish opinions above, I think for D&D purposes it might make sense to give them skills and class features that boost their social/diplomancy capabilities, since people will be coming to soothsayers asking for their insights. Alternately, you could expressly NOT give them much of a chance to be socially adept, on account of the "weirdo" factor--plus the fact that a lot of the time people won't like what the soothsayer's predictions are! It kind of depends on what flavor you want for the class.Last edited by OttoVonBigby; 2016-10-21 at 05:59 AM.
"This civilization has not yet fully recovered from the shock of its birth — the transition from the tribal or 'enclosed society,' with its submission to magical forces, to the 'open society' which sets free the critical powers of man." - Karl Popper, The Open Society and Its Enemies, 1945
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2018-09-26, 02:53 PM (ISO 8601)
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Re: Soothsayer (Divinatory equivalent of Warmage, Beguiler, and Dread Necromancer) PE
ok,better formatted version
The Soothsayer
Level BAB Fort Save Ref Save Will Save Special Spells per Day0st 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 0002Lore, Initiative Bonus +1 5 3 - - - - - - - - 2nd 1003Bonus Feat, Magic Trapfinding 6 4 - - - - - - - - 3rd 111Advanced Learning 6 5 3 - - - - - - - 4th 2113Skill bonus, Skepticism +1 6 6 4 - - - - - - - 5th 2114Initiative Bonus +2 6 6 5 3 - - - - - - 6th 3225Bonus Language 6 6 6 4 - - - - - - 7th 3225Advnaced Learning 6 6 6 5 3 - - - - - 8th 4226Bonus Feat, Uncanny Dodge 6 6 6 6 4 - - - - - 9th 4336Initiative Bonus +3 6 6 6 6 5 3 - - - - 10th 5337Reflex Save Bonus +1 6 6 6 6 6 4 - - - 11th 5337Advanced Learning, Skepticism +2 6 6 6 6 6 5 3 - - - 12th 6/1448Bonus Language, Skill Bonus 6 6 6 6 6 6 4 - - - 13th 6/1448Initiative Bonus +4 6 6 6 6 6 6 5 3 - - 14th 7/2449Bonus Feat 6 6 6 6 6 6 6 4 - - 15th 7/2559Advanced Learning 6 6 6 6 6 6 6 5 3 - 16th 8/35510Improvede Uncanny Dodge 6 6 6 6 6 6 6 6 4 - 17th 8/35510Initiative Bonus +5, Skepticism +3 6 6 6 6 6 6 6 6 5 3 18th 9/46611Lingusitics 6 6 6 6 6 6 6 6 6 4 19th 9/46611Advanced Learning 6 6 6 6 6 6 6 6 6 5 20th 10/66612Bonus Feat, Reflex Save Bonus +2, Skill Bonus, Unshakable Will 6 6 6 6 6 6 6 6 6 6
Lore: Bonus equal to 1/2 soothsayer level. Stacks with Loremaster lore ability.
Initiative Bonus: Insight bonus of the indicated amount
Magic Trapfinding: As trapfinding but magic traps only
Advanced Learning: At 3rd, 6th, 11th, and 16th level, a soothsayer can add a new spell to his list, representing
the result of personal study and experimentation. The spell must be a wizard, bard, or Wu Jen spell of the divination, abjuration, or transmutation school, and of a level no higher than that of the highest-level spell the soothsayer already knows. Once a new spell is selected, it is forever added to that soothsayer’s spell list and can be cast just like any other spell on the soothsayer’s list.
Linguistics: Gain a bonus language plus a bonus feat from the following list
Linguistics Bonus Feats: Dark Speech (BoVD, FC1, FC2), Minor Utterance of the Evolving Mind (ToM), Scribe Scroll, Skill Focus (Decipher Script, Forgery, or Truespeech), Utterance of the Evolving Mind (ToM), Words of Creation (BoED)
Reflex Save Bonus (su): Insight bonus of the indicated amount
Skill bonus: +1 insight bonus each time to one of the Following: Appraise, Decipher Script, Gather Information, Heal, Knowledge (pick one), Sense Motive, Spellcraft
Skepticism: Insight bonus of the listed amount to will saves to disbelieve
Uncanny Dodge (Su)
This is similar to the rogue ability, but is asupernatural divination effect and thus does not work in an antimagic field or against attackers protected by mind blank or nondetection. Starting at 8th level, a soothsayer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a soothsayer already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge (Su)
This is similar to the rogue ability, but is a supernatural divination effect and thus does not work in an antimagic field or against attackers protected by mind blank. A soothsayer of 16th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has rogue levels at least equal to their soothsayer level.
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 rogue level required to flank the character.
Unshakable Will: If a 20th level soothsayer makes a successful Will saving throw against an effect that normally has a partial effect on a successful save, there is instead no effect. An unconscious soothsayer does not gain the benefit of Unshakable Will.
General Bonus Feat List:
Alertness, Appraise Magic Value (CAd), Arcane Disciple (CD), Arcane Thesis (PHB2), Blind Fight, Brew Potion, Communicator (CA), Cool Head (CSco), Diligent, Disguide Spell (CAd), Dodge, Enlarge Spell, Eschew Materials, Extend Spell, Eyes in the Back of Your Head (CW), Graft Flesh (LOM, FF), Greater Spell Focus (Divination only), Hear the Unseen CAd), Improved Initiative, Insightful (CA), Insightful Divination (CM), Insightful Reflexes (CAd), Investigator, Iron Will, Jack of All Trades (CAd), Lightning Reflexes, Magical Aptitude, Magic Disruption (CM), Magic Sensitive (CM), Metamagic School Focus (Divination) (CM), Mystic Backlash (CM), Negotiator, Night Haunt (CA), Obscure Lore (CAd), Open Minded (CAd, EPH), Persuasive, Scribe Scroll, Self-Sufficient, Spell Focus (Abjuration, Divination, Transmutation, or Necromancy), Spell Penetration, Sunlight Eyes (CM), Track, Vatic gaze (PHB2), Widen Spell
Class Skills:
Appraise, Autohypnosis (EPH), Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (all), Listen, Perform (Oratory), Search, Sense Motive, Speak Language, Spellcraft, Spot, Survival, True Speach (ToM), Use Magic Device
2+int mod skill points per level
Spellcasting:
Intelligence or Wisdom, whichever is currently higher determines spell save DC and max spell level
Intelligence determines bonus spells
Otherwise as Warmage, Beguiler, and Dread Necromancer.
Spell List
Lv0- Amanuensis (sc), Arcane Mark, Dawn (sc), Detect Poison, Detect Magic, Easy Math (S&S) Guidance, Know Direction, Light, Naturewatch (sc), Read Magic, Silent Portal
Lv1- Alarm, Allied Footsteps (cm), Amplify (sc), Appraising Touch (sc), Bloodhound (sc), Comprehend Languages, Dancing Lights, Detect Animals or Plants, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Snares and Pits, Detect Undead, Faerie Fire, Find Temple (sc), Guided Path (sc), Guiding Light (sc), Identify, Instant Search (sc), Know Greatest Enemy (sc), Living Prints (sc), Message, Omen of Peril, Spontaneous Search (sc), Targeting Ray (sc), True Casting (cm) True Strike, Vigilant Slumber (cm), Vision of Glory (sc)
Lv2- Animal Messenger, Circle Dance (sc), Continual Flame, Corpse Candle, Deathwatch, Detect Thoughts, Discern Shapechanger (sc), Erase, Eyes of the Avoral (BOED), Find Traps, Healthful Rest (sc), Hide From Animals, Hold Portal, Listening Lorecall (sc), Locate Object, Low Light Vision (sc), Luminous Gaze (sc), Magic Aura, Master's Touch (sc), Mending, Sanctuary, Scent (sc), See Invisibility, Sleep, Songbird (SC) (oratory only), Speak With Animals, Speak With Plants, Ventriloquism, Zone of Truth
Lv3- Analyze Portal (sc), Anticipate Teleportation (sc), Arcane Sight, Clairaudience/Clairvoyance, Darkvision, Discern Lies, Find the Gap, Fox's Cunning, Glitterdust, Healing Lorecall (sc), Invisibility Purge, Know Opponent (sc), Know Vulnerabilities (sc), Lesser Telepathicv Bond (sc), Listening Coin (sc), Locate Object, Make Whole, Mechanus Mind (SC), One With The Land (sc), Owl's Wisdom, Protection From Good/Evil/Law/Chaos, Speak With Dead, Speechlink (sc), Tongues, Weather Eye (sc)
Lv4- Arcane Eye, Arcane Lock, Assay Spell Resistance, Blessed Sight (BoED), Blindsight (sc), Calm Emotions, Chain of Eyes, Daylight, Detect Scrying, Divination, Enthrall, Helping Hand, Implacable Pursuer (sc), Interplanar Message (sc), Lay of the Land (sc), Locate Creature, Remove Blindness/Deafness, Safety (sc), Scent (sc), Scrying,
Lv5- Commune, Commune With Nature, Contact Other Plane, Deeper Darkvision (sc), Dispel Magic, Dream, Echo Skull, Leomund's Tiny Hut, Magic Circle Against Good/Evil/Law/Chaos, Prying Eyes, Sending, Sonorous Hum (sc), Telepathic Bond, Zone of Revelation (sc)
Lv6- Analyze Dweomer, Break Enchantment, Create Food and Water, Dream Sight (sc), Knock, Legend Lore, Lesser Geas, Nondetection, Probe Thoughts, Psychic Poison (BOVD), Secret Page, Stone Tell, True Seeing, Wall of Light
Lv7- Brain Spider (sc), Dismissal, Greater Arcane Sight, Greater Dispel Magic, Greater Scrying, Illusory Script, Leomund's Secure Shelter, Lesser Planar Binding, Mass Fox's Cunning, Mass Owl's Wisdom, Telepathy Block (BOED), Vision
Lv8- Cure Light Wounds, Discern Location, Geas, Greater Prying Eyes, Hindsight (sc), Lesser Planar Ally, Mental Pinnacle (EPH), Moment of Prescience, Scramble Portal (sc)
Lv9- Astral Projection, Awaken, Banishment, Contact Deity (CofC), Cure Moderate Wounds, Eye of Power (sc), Fiendish Clarity (BOVD), Foresight, Planar Binding, Seal Portal (sc), Speak With Anything (MotW)"If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins
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2018-09-28, 07:11 AM (ISO 8601)
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Re: Soothsayer (Divinatory equivalent of Warmage, Beguiler, and Dread Necromancer) PE
Then you make a precedent, because it's called "homebrew", not "do-what-wotc-did-but-make-it-slightly-different".
I am disappointed, maybe you will add Cure Minor Wounds as a 7th level spell as well? (If you want healing, add Lesser Vigor to the spell list instead)
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2018-09-28, 10:53 AM (ISO 8601)
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Re: Soothsayer (Divinatory equivalent of Warmage, Beguiler, and Dread Necromancer) PE
Why is awaken a ninth level spell and why is it in that list?
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2018-09-28, 11:41 PM (ISO 8601)
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Re: Soothsayer (Divinatory equivalent of Warmage, Beguiler, and Dread Necromancer) PE
It sort-of fits but not well, so I stuck it at a higher than normal level
"If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins
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2018-09-29, 07:19 AM (ISO 8601)
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Re: Soothsayer (Divinatory equivalent of Warmage, Beguiler, and Dread Necromancer) PE
Illusory Script as a seventh level spell is again a spell at a way too high level: at that level everybody can get the tools to counter it.
Also in which way does this spell could possibly fit as a spell for a diviner?
major image would make as much sense for a diviner.
illusion magic is some form of overlap with beguiler.
I suggest you go and ask jormengad for information about his class about combining two schools of magic then pick spells who fits in divination and another school at once and add them to your list instead of many of the weird fits.Last edited by noob; 2018-09-29 at 07:22 AM.