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    Default The Magiaraptor - Wizard Revision [3.5e Class]

    Wizard
    In the world of Keran magic can be accessed in several different ways; some tap into magic with their innate talent, others have their powers bestowed upon them, others gain their power through soul binding pacts. But Wizards donít have innate ability or gain their power from others, instead they steal magic from their surroundings, using their body as a conduit.
    To do this they utilise knowledge and understanding of the three moons, and exploit their gifts. While a Wizard can utilise a variety of spells, they are limited in focus when it comes to higher classes of magic.

    Role: A Wizard is often a marvel who can use magic in various ways, and change them with little difficulty. This allows Wizards to fit into many roles, and change between them.

    Alignment: A Wizard can be of any alignment.

    Hit Die: d4.

    Class Skills
    Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

    Skill Points at First Level: (2 + Int modifier)

    Wizard
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3|4|5|6|7|8|9

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Arcane Bachelor, Strain|3|1|-|-|-|-|-|-|-|-

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Create Familiar|4|2|-|-|-|-|-|-|-|-

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Strain|4|2|1|-|-|-|-|-|-|-

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Cantrips|*|3|2|-|-|-|-|-|-|-

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Bonus Feat, Strain|*|3|2|1|-|-|-|-|-|-

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Eldritch Experiment|*|3|3|2|-|-|-|-|-|-

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Arcane Magister, Strain|*|4|3|2|1|-|-|-|-|-

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Improved Cantrips|*|4|3|3|2|-|-|-|-|-

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Strain|*|4|4|3|2|1|-|-|-|-

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Bonus Feat|* |4|4|3|2|2|-|-|-|-

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Strain|*|4|4|4|3|2|1|-|-|-

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Eldritch Experiment, Improved Cantrips|*|4|4|4|3|3|2|-|-|-

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Arcane Doctorate, Strain|*|4|4|4|4|3|2|1|-|-

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    ||*|4|4|4|4|3|3|2|-|-

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Bonus Feat, Strain|*|4|4|4|4|4|3|2|1|-

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Improved Cantrips|*|4|4|4|4|4|3|3|2|-

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Strain|*|4|4|4|4|4|4|3|2|1

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Eldritch Experiment|*|4|4|4|4|4|4|3|3|2

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Strain|*|4|4|4|4|4|4|4|3|3

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Archmage, Improved Cantrips|*|*|4|4|4|4|4|4|4|4[/table]

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

    Weapon and Armour Proficiencies: Wizards are proficient with simple weapons, but not any form of armour or shield. Armor of any type interferes with a wizardís movements, which can cause her spells with somatic components to fail.

    Spells: A wizard casts arcane spells which are drawn from the sorcerer/wizard spell list, and limited by his Arcane Bachelor, Magister, and Doctorate abilities (see below). A wizard must choose and prepare her spells ahead of time (see below).

    To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizardís spell is 10 + the spell level + the wizardís Intelligence modifier.

    Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.

    Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good nightís sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

    If your gain levels in a Prestige class that increases your wizard spells per day, if this would make you count as a 7th level Wizard, you gain Arcane Magister as if you gained the level normally. If this would make you count as a 13th level Wizard, you gain Arcane Doctorate as if you gained the level normally.

    Arcane Bachelor: Despite a wizardís intellect would be difficult to learn the art behind utilising every form of magic. As such, a Wizard must select seven out of the eight schools of magic. When casting level 0 Ė 3 spells he is restricted to spells of these schools, and any schools not selected are removed from his wizard spell list for these levels.

    Strain: Using your body as a conduit of magic you werenít meant to contain has a negative effect upon you. This negative effect is in the form of Strain. At first level, you immediately possess knowledge of all the strains.
    At 3rrd level and every two levels thereafter, you may reduce the penalties associated with a Strain. The specifics of these reductions are detailed with each form of strain.
    When preparing your spells you must choose a single strain. While that Strain is prepared, whenever you cast a Wizard spell you become subject to its effects. Spells with a level of zero, do not cause Strain.
    If a strain afflicts you while the duration of a previous strain is still in effect, their durations stack. This only happens if they are both the same type of strain.

    A Wizard can change his active Strain with five minutes of thought and focus.

    Spellbooks: A wizard must study her spellbook each day to prepare his spells. He cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.

    A wizard begins play with a spellbook containing all 0-level wizard spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizardsí spellbooks to his own.

    Create Familiar (Su): Upon reaching secondly level, a Wizard learns how to can create a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is an aberration that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

    The wizard chooses the kind of familiar he gets. As the wizard advances in level, his familiar also increases in power.

    If the familiar dies or is dismissed by the wizard, the wizard must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per wizard level; success reduces the loss to one-half that amount. However, a wizardís experience point total can never go below 0 as the result of a familiarís demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

    A character with more than one class that grants a familiar may have only one familiar at a time.

    Cantrips: Upon attaining 4th level, level zero wizard spells are not expended when cast and may be used again.

    Bonus Feat: At 5th, 10th, and 15th level, you gain a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, spelltouched feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

    These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

    Eldritch Experiment (Su): As a Wizard gains experience, he gains understanding of magic. Starting at 6th level, a Wizard gains one Eldritch Experiment. He gains an additional eldritch experiment for every 6 levels of wizard attained after 6th level. A wizard cannot select an individual experiment more than once.
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    Alien Discharge: Once per day, you can make a touch attack against a creature with an intelligence score above 4. If this attack hits then it deals a point of damage for each Warp Point you sacrifice. Only Xenotheurges may take this experiment.

    Anima Analyzer: A Wizard that takes this Eldritch Experiment may add a third of his Wizard level to his Effective Binder Level. Only Binders may take this experiment.

    Arcane Variables: A Wizard that takes this Eldritch Experiment gains a metamagic feat of his choice as a bonus feat. He must still fulfil the feats prerequisites.

    Component Harvester: When a Wizard that takes this Eldritch Experiment uses Harvest Material he may choose to gain a material component for a spell instead of a graft. This material component can be used for any spell with a material component, though itís value is 100gp per HD of creature. Only Xenoalchemist may take this experiment.

    Cosmological Cartographer: A Wizard that takes this Eldritch Experiment can instantly identify which plane of existence he is currently on without a Knowledge (Planar) check. This also allows him to identify which layer of a plane he is in.

    Eldritch Engineer: A Wizard that takes this Eldritch Experiment learns a Gramarist Principle. Only Gramarist can take this experiment.

    Flesh Weaver: When a Wizard that takes this Eldritch Experiment attempts to create an Animal Hybrid, the DC is reduced by 10. This cannot reduce the DC to less than 10.

    Focused Defence: When a Wizard that takes this Eldritch Experiment casts on the defensive, the DC is reduced to 10 + Spell Level.

    Generalist: A Wizard that takes this Eldritch Experiment can use all the schools of magic when casting spells of 0 Ė 3rd level.

    Generalist, Advanced: A Wizard that takes this Eldritch Experiment may select an additional school of magic for his Arcane Magister ability. This experiment requires the Generalist experiment to obtain.

    Generalist, Expert: A Wizard that takes this Eldritch Experiment may select an additional school of magic for his Arcane Doctorate ability. This experiment requires the Advanced Generalist experiment to obtain.

    Incantation Practitioner: A Wizard that takes this Eldritch Experiment may oncer per day, reroll a single check while enacting an Incantation. He must choose to reroll before he finds out whether he succeeded or failed.

    Living Creation: A Wizard that takes this Eldritch Experiment gains Improved Familiar as a bonus feat.

    Metallic Attunement: A Wizard that take this Eldritch Experiment, has his Arcane Casting failure decreased by 20%. If the Wizard possesses the Armoured Mage ability, he can apply its effects to his wizard spells.

    Swift Transcriber: When a Wizard that takes this Eldritch Experiment attempts to learn a spell from a scroll or spell book, it takes 4 hours instead of eight.

    Redirect Arcana: A Wizard that takes this Eldritch Experiment can take 10 on Use Magic Device checks, even if distracted or endangered.

    True Artificer: A Wizard that takes this Eldritch Experiment gains 500 xp per Wizard level. This extra experience can only be used for creating magical items, and doesnít contribute to level advancement.


    Arcane Magister: As the knowledge of the different forms of magic become more obscure and complex, the Wizard must focus his knowledge to improve his skills. At 7th level, a Wizard must select three out of the seven schools of magic you selected for Arcane Bachelor. When casting level 4 Ė 6 spells he is restricted to spells of these schools, and any schools not selected are removed from his wizard spell list for these levels.

    Improved Cantrips (Su): At 8th level, the Wizard gains greater skill with simple magic. Once per round, the Wizard may cast a level zero spell as a free action.
    At 12th level, and every four levels thereafter he may use this ability another time per round.

    Arcane Doctorate: As the arcane knowledge of a mage reaches its peak, each school has become amazingly complex and differ in the most fundamental ways, forcing a practitioner to specialize. At 13th level, a Wizard must select one out of the three schools of magic you selected for Arcane Magister. When casting level 7 Ė 9 spells he is restricted to spells of this school, and any schools not selected are removed from his wizard spell list for these levels.

    Archmage (Su): Upon reaching 20th level, the Wizard has reached to pinnacle of his power and for the purposes of his class features level one spells count as cantrips. Additionally, the Wizard gains damage reduction 10/Dead Iron.
    Last edited by Milo v3; 2012-12-30 at 02:06 AM.
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    Default Re: The Magiaraptor - Wizard Revision [3.5e Class]

    Strains
    Apate (Deceit)
    When this Strain is used, the caster loses the capability to speak the truth for a number of minutes equal to the spells level.
    Reduction Each time this Strain is reduced, the duration is reduced by one minute. This cannot reduce the duration further than one minute.
    Note If you possess no method of speech, you cannot prepare this Strain.

    Geras (Old Age)
    When this Strain is used, the caster ages a number of months equal to a third the spellís level (Minimum 1 month).
    Reduction Each time this Strain is reduced, the spell counts as one level lower for the purpose of this strain. This cannot reduce the aging to less than 1 month.
    Note If you possess no maximum age, you cannot prepare this Strain.

    Hypos (Sleep)
    When this Strain is used, you are dealt a number of points of Non-Lethal damage equal to double the spellís level.
    Reduction Each time this Strain is reduced, the damage to be dealt is reduced by one. This cannot reduce the damage to less than 2 points.
    Note If you are immune to non-lethal damage, you cannot prepare this Strain.

    Keres (Violent Death)
    When this Strain is used, you are dealt a number of points of damage equal to the spellís level.
    Reduction Each time this Strain is reduced, the damage to be dealt is reduced by one. This cannot reduce the damage to less than one point.
    Note This damage cannot be lowered in any way other than the method mentioned above.

    Momos (Mockery & Complaint)
    When this Strain is used, the caster loses the capability to speak anything but mockery and criticism for a number of minutes equal to the spells level.
    Reduction Each time this Strain is reduced, the duration is reduced by one minute. This cannot reduce the duration further than one minute.
    Note If you possess no method of speech, you cannot prepare this Strain.

    Moros (Doom)
    When this strain is used, the caster suffers a luck penalty to all checks equal to the spellís level. This penalty lasts until the end of your next turn.
    Reduction Each time this Strain is reduced, the luck penalty is reduced by one. This cannot reduce the luck penalty further than -1.

    Nemesis (Justice)
    When this Strain is used, the next time the caster casts a spell he must make a caster level check, with a DC of 10 + double spell level. Success means the spell works as normal, failure means the spell fails to take effect.
    Reduction Each time this Strain is reduced, the check DC is reduced by one. This cannot reduce the DC further than 10.

    Oizy (Misery)
    When this strain is used, the caster suffers a -2 morale penalty to all checks. This penalty lasts for one minute per spell level.
    Reduction Each time this Strain is reduced, the duration is reduced by one minute. This cannot reduce the duration further than 1 minute.

    Oneiroi (Dreams)
    While this Strain is used, next time you rest you require an additional hour of rest per two spell levels.
    Reduction Each time this Strain is reduced, the number of additional hours is reduced by one. This cannot reduce the additional hours of rest further than 1 hour.

    Thanatos (Peaceful Death)
    When this Strain is used, the casters maximum age is reduced a number of months equal a third of the spellís level (Minimum 1 month).
    Reduction Each time this Strain is reduced, the spell counts as one level lower for the purpose of this strain. This cannot reduce the months to less than one month.
    Note If you possess no maximum age, you cannot prepare this Strain.

    Eris (Discord)
    When this Strain is used, you are dealt a number of points of wisdom damage equal to half the spellís level (Minimum 1). This ability damage is removed after 1 minute.
    Reduction Each time this Strain is reduced, the damage to be dealt is reduced by one. This cannot reduce the damage to less than one point.
    Note This ability damage cannot be lowered or stopped in any way other than the method mentioned above.

    Moirai (Fate)
    ?

    Philotes (Intimacy)
    ?
    Last edited by Milo v3; 2012-12-25 at 05:28 PM.
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    Default Re: The Magiaraptor - Wizard Revision [3.5e Class]

    Is Arcane Bachelor supposed to restrict you to 5 schools?

    Also, I kinda like the idea behind the strain; maybe Eris results in you randomly being affected by an effect that essentially gives you kleptomania?

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    Default Re: The Magiaraptor - Wizard Revision [3.5e Class]

    I think the Arcane Bachelor etc need to be tweaked to account for prestige classes. As it stands, if you PrC out before hitting Arcane Magister, you have unrestricted access to 4th+ level spells. Probably the PrC friendly way to do it is to include a note in spells that you gain those effects when your effective wizard spellcasting level reaches the given level. The PrC unfriendly way to do it would be to say a wizard starts with no spells on its class list, and those effects allow it to add the spells of the chosen schools for the relevant levels.

    Strains are interesting in concept, but I think they need to be reworked. There's absolutely no reason for a wizard to learn more than two strains, at best (probably you don't want more than one, but maybe you take one for heavy combat days and one for no expected combat days). All other slots will go to reducing. The strains themselves also aren't in balance with each other.

    Apate: In a combat heavy scenario, as long as your party knows of the effect of this Strain, it does not hinder you. I'd call it the second or third least disadvantageous strain.

    Geras: No one in their right mind (except dragons?) would take it. Every single spell used is permanently hustling your character closer to permanent death. A human wizard who somehow lived to 20th level could cast itself to death twice over by expending its full daily allotment of spells - not counting bonus spells from Int.

    Hypos: This is a well-balanced Strai, I think. It wouldn't be taken by an optimizing player, because there are better options, but it's solid on its face. Exception: characters with reliable access to healing.

    Keres: Pretty much same as Hypos.

    Momos: Either the least or second-least disadvantageous Strain. In a combat scenario and with a party that knows of its effects (or for a player who just wants to play a pompous, arrogant wizard anyway), no downside. Might want an alternate for social situations, or accept that in any scene where you're interacting socially, you either don't cast spells or don't speak.

    Moros: If you're a paranoid sort and good at preparation, you might take this as an alternate Strain to Momos. Chances are in a non-combat situation situation, you won't have to make a check the round after you cast a spell (even in combat, wizards being wizards, there's a fair chance of not having to make a check). I'd actually call this Strain fairly balanced, though. A smart mage can often find ways around it, but not always, and when it does hit, it can be devastating, so it encourages tactics.

    Nemesis: This Strain is quite serious...except one thing. There's a feat that lets you take 10 on caster level checks, so you auto-succeed with even your best spells on even levels. With one reduction, you simply auto-succeed, making this Strain basically just a feat tax. Go that route, and it's the best Strain to choose, bar none.

    Oizy: Less devastating but longer lasting than Moros. Moros is easier to control, but if you build around not making checks whenever possible, this can probably work about as well.

    Oneiroi: In most games, this simply takes you out of action too long. Not quite as bad as the lifespan reducers, but probably the worst after them.

    Thanatos: As bad as Geras. You'd have to be crazy to take this.
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    Default Re: The Magiaraptor - Wizard Revision [3.5e Class]

    Quote Originally Posted by Amechra View Post
    Is Arcane Bachelor supposed to restrict you to 5 schools?
    No that was a typo. Fixed.

    Also, I kinda like the idea behind the strain; maybe Eris results in you randomly being affected by an effect that essentially gives you kleptomania?
    That would force the player to do illegal activities, and probably do more than just annoy other players. So I'm hesitant to add that.

    Quote Originally Posted by Quellian-dyrae View Post
    I think the Arcane Bachelor etc need to be tweaked to account for prestige classes. As it stands, if you PrC out before hitting Arcane Magister, you have unrestricted access to 4th+ level spells. Probably the PrC friendly way to do it is to include a note in spells that you gain those effects when your effective wizard spellcasting level reaches the given level. The PrC unfriendly way to do it would be to say a wizard starts with no spells on its class list, and those effects allow it to add the spells of the chosen schools for the relevant levels.
    I've added a paragraph to Spells, which should hopefully address this issue.

    Strains are interesting in concept, but I think they need to be reworked. There's absolutely no reason for a wizard to learn more than two strains, at best (probably you don't want more than one, but maybe you take one for heavy combat days and one for no expected combat days). All other slots will go to reducing.
    While most slots will probably go towards reducing, I see no reason to limit the wizard to only two types of strain.

    Apate: In a combat heavy scenario, as long as your party knows of the effect of this Strain, it does not hinder you. I'd call it the second or third least disadvantageous strain.
    Perhaps I should increase the duration to hours, but that would require a large amount of book keeping, and the player would likely forget.

    Geras: No one in their right mind (except dragons?) would take it. Every single spell used is permanently hustling your character closer to permanent death. A human wizard who somehow lived to 20th level could cast itself to death twice over by expending its full daily allotment of spells - not counting bonus spells from Int.
    I'll reduce it, though it is meant to be severe cost later for no-cost magic now. Also it can fill the old mage trope.

    Momos: Either the least or second-least disadvantageous Strain. In a combat scenario and with a party that knows of its effects (or for a player who just wants to play a pompous, arrogant wizard anyway), no downside. Might want an alternate for social situations, or accept that in any scene where you're interacting socially, you either don't cast spells or don't speak.
    I could increase it to an hour per spell level. But personally I dislike Momos but couldn't think of anything else to make it.

    Nemesis: This Strain is quite serious...except one thing. There's a feat that lets you take 10 on caster level checks, so you auto-succeed with even your best spells on even levels. With one reduction, you simply auto-succeed, making this Strain basically just a feat tax. Go that route, and it's the best Strain to choose, bar none.
    Which feat is that?

    Oneiroi: In most games, this simply takes you out of action too long. Not quite as bad as the lifespan reducers, but probably the worst after them.
    Reduced it by half.
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    Default Re: The Magiaraptor - Wizard Revision [3.5e Class]

    Arcane Mastery, although I realize it specifies "as if the caster level check was a skill check", so one could argue that it doesn't work in combat due to being rushed/threatened. Although...that interpretation makes the feat pretty much useless, so I don't know.

    I'm not sure that changing the numbers is really going to balance the Strains. Reducing the aging ones enough that they aren't a constant concern would make them too good, since they basically become, cast your spells freely until you eventually get hit by permanent age penalties/death. The social ones, if extended, either don't get chosen (too crippling in social situations/daily life) or just become a permanent character flaw, because any mage trying to pull its weight is going to have them on pretty much constantly.

    I guess the question becomes, how big of an impact on the wizard's casting are the Strains meant to have? Are they supposed to make every spell a risky proposition, limit how much the caster can output in a single encounter, just make casting in general less powerful, etc?
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    Default Re: The Magiaraptor - Wizard Revision [3.5e Class]

    Quote Originally Posted by Quellian-dyrae View Post
    Arcane Mastery, although I realize it specifies "as if the caster level check was a skill check", so one could argue that it doesn't work in combat due to being rushed/threatened. Although...that interpretation makes the feat pretty much useless, so I don't know.
    I could make it that Arcane Mastery doesn't affect the Nemesis Strain, similiar to how Keres isn't reduced by DR and such.

    I'm not sure that changing the numbers is really going to balance the Strains. Reducing the aging ones enough that they aren't a constant concern would make them too good, since they basically become, cast your spells freely until you eventually get hit by permanent age penalties/death.
    That's in a way the point, you are focusing on the present, giving yourself a something to deal with later rather than now.
    "Sorry Future Ted." Three years later... "Damn you Past Ted!"

    The social ones, if extended, either don't get chosen (too crippling in social situations/daily life) or just become a permanent character flaw, because any mage trying to pull its weight is going to have them on pretty much constantly.
    I don't know how I would fix that...

    I guess the question becomes, how big of an impact on the wizard's casting are the Strains meant to have? Are they supposed to make every spell a risky proposition, limit how much the caster can output in a single encounter, just make casting in general less powerful, etc?
    They are meant to create a slight risk to magic, and lower it from Tier 1.
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    Default Re: The Magiaraptor - Wizard Revision [3.5e Class]

    This class is still tier one.

    It has access to Sorc/Wiz spells, after all.

    Full casting and with minor annoyances..

    It's an interesting class though.

    I mistook the first strain for "You may not speak.." Which would be rather incapacitating.
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    Default Re: The Magiaraptor - Wizard Revision [3.5e Class]

    Quote Originally Posted by Zale View Post
    This class is still tier one.

    It has access to Sorc/Wiz spells, after all.

    Full casting and with minor annoyances..

    It's an interesting class though.

    I mistook the first strain for "You may not speak.." Which would be rather incapacitating.
    It's still tier one even though it's spell list is this limited. With this a single Wizard cannot cast Scrying, Charm Monster, Greater Invisibility, and Animate Dead. He can't cast Shapechange and Astral Projection. He can't have both Polymorph Any Object and Trap the Soul. Or even Control Weather and Delayed Blast Fireball.
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    Default Re: The Magiaraptor - Wizard Revision [3.5e Class]

    A) Your class doesn't prevent them from simply using those spells from scrolls.

    B) Yes. They still have access to a wild variety of spells, are still capable of changing them with a great degree of ease, still get a full progression of spells..

    Even if they only get Shapechange, it's still Shapechange.

    It's interesting, but I still think it's tier one. But I can be wrong. I've been wrong countless times before.
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    Default Re: The Magiaraptor - Wizard Revision [3.5e Class]

    Quote Originally Posted by Zale View Post
    A) Your class doesn't prevent them from simply using those spells from scrolls.
    Actually it does as the spell list is reduced by the Arcane Bachelor, etc. Maybe I should have made that clearer.
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    Default Re: The Magiaraptor - Wizard Revision [3.5e Class]

    Quote Originally Posted by Milo v3 View Post
    Actually it does as the spell list is reduced by the Arcane Bachelor, etc. Maybe I should have made that clearer.
    Ah, sorry. It says "When Casting-".

    Ambiguities.
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