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Old 10-11-2012, 04:54 AM   Top  -  End  -  #1
Arcanist
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confused Arcanist & Epic Arcanist [PEACH]

Preface:
Spoiler


The Arcanist

Alignment
Any.

Hit Die
d4.

Table 1-1
LevelBABFortRefWillSpecialArcs/dayUnique Spells/dayWeave Depth
1st+0+0+0+2Field Specialization, Spellbook, Scribe Scroll211st
2nd+1+0+0+3 621st
3rd+1+1+1+3 1131st
4th+2+1+1+4 1732nd
5th+2+1+1+4Bonus Feat2542nd
6th+3+2+2+5 3553rd
7th+3+2+2+5 4663rd
8th+4+2+2+6 5864th
9th+4+3+3+6 7274th
10th+5+3+3+7Bonus Feat8885th
11th+5+3+3+7 10695th
12th+6/+1+4+4+8 12696th
13th+6/+1+4+4+8 147106th
14th+7/+2+4+4+9 170117th
15th+7/+2+5+5+9Bonus Feat195127th
16th+8/+3+5+5+10 221128th
17th+8/+3+5+5+10 250138th
18th+9/+4+6+6+11 280149th
19th+9/+4+6+6+11 311159th
20th+10/+5+6+6+12Bonus Feat3431510th
Class Skills (2 + Int modifier per level,x4 at 1st level) Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha)

Class Feature

Weapon and Armor Proficiency
Spoiler


Arcs
Spoiler


Field Specialization
Spoiler


Spellcasting
Spoiler


Weave Depths
Spoiler


Bonus Languages
Spoiler


Scribe Scroll
Spoiler


Bonus Feats
Spoiler


Bonus Arcs
Just as common spellcasters receive bonus spells per day due to high ability scores, gifted Arcanists gain bonus arcs. To determine the number of bonus arcs gained from a high Intelligence score, first find the row for the Arcanist’s Int on table 1–4. Next, find the column for the highest level of spell the character is capable of casting based on his Arcanist level (even if he doesn’t have a high enough Int to cast spells of that level). At the point where the row and column intersect, you find the bonus arcs the character gains. This value can change each time his Int score undergoes a permanent change (such as from an acquired template, a wish spell, or due to character level) and each time his level changes.

How To Determine Bonus Arcs
Your key Int score grants you additional Arcs equal to your key ability modifier × your Caster level ×½.

Table 1-4:Bonus Arcs per level
Ability Score
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
10-1100000000000000000000
12-13011223344556677889910
14-151234567891011121314151617181920
16-171346791012131516181921232425272830
18-19246810121416182022242628303234363840
20-212571012151719222527303235374042454750
22-233691215182124273033363942454851545760
24-2537101417212428313538424549525659636670
26-2748121620242832364044485256606468727680
28-2949131822273136404549545863677276818590
30-315101520253035404550556065707580859095100
32-3351116222733384449556066717782889399104110
34-356121824303642485460667278849096102108114120
36-3761319263239455258657178849197104110117123130
38-39714212835424956637077849198105112119126133140

The Arcanist's Spellbooks and adding spells to it

An Arcanist must learn spells before he can cast them, and part of this process is scribing them into one of his Spellbooks.

An Arcanist begins play with a Spellbook containing all 0-level sorcerer/wizard spells from his major and minor fields, plus three 1st-level spells of your choice. For each point of Intelligence bonus the Arcanist has, the Spellbook holds one additional 1st-level spell of your choice. At each new Arcanist level, he gains two new spells of any spell level or levels that he can cast (based on his new Arcanist level) to his Spellbook.

Arcanists can add new spells to their Spellbooks through several methods. An Arcanist can only learn new spells that belong to the wizard/Sorcerer spell lists.

Spells Gained at a New Level:

Arcanists perform a certain amount of spell research between adventures. Each time a character attains a new Arcanist level, he gains two spells of his choice to add to his Spellbook. The two free spells must be of spell levels he can cast. One of the two free spells must be from his specialty school.

Spells Copied from Another Spellbook or Scroll:

An Arcanist can also add a spell to his Spellbook whenever he encounters one on a magic scroll or in another Arcanist's or Wizard's Spellbook. No matter what the spell's source, the Arcanist must first decipher the magical writing. Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). Arcanist gain a +2 spellcraft bonus to the spells under their field of specialization. If an Arcanist studies a spell and fails his Spellcraft check to learn it, that spell is out of his reach—forever. he can never attempt to learn the spell again, unless he receives an increased rank in Spellcraft, the use of Wish, Limited Wish, or Miracle or any other method (though it’s possible that Mystra or another deity of magic could bypass this restriction by placing the spell directly in the Arcanist’s mind).

Arcane Spells and Armor
Due to the particular and unique way that the Arcanist cast spells, the Arcanist's spells are casted as if they were all stilled. This does not affect caster level or spell level. This allows an Arcanist to cast spells while tied and bind, without Arcane Spell Failure, however while the Arcanist is gagged they may not cast spells unless they apply the Silent spell metamagic to them.

Last edited by Arcanist : 04-13-2013 at 08:33 PM.
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Old 10-11-2012, 04:55 AM   Top  -  End  -  #2
Arcanist
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Epic Arcanist

Hit Die
d4.

Skill Points
2 + Int modifier.
Table 1-5
Level
Special
21 Epic Spellcasting
22
23  
24 Bonus Feat
25
26  
27 Bonus Feat
28
29  
30 Bonus Feat

Spellcasting: The Arcanist’s caster level is equal to his class level. The Arcanist’s base arcs do not increase after 20th level.

Unique Spells per day: The Epic Arcanist continues to gain to obtain Unique spells per day, albeit at a slower rate. At 25th caster level an Epic Arcanist gains an additional unique spell per day and then again every 5 more caster levels.

Weave Depth: The Epic Arcanist continues to gain access to greater depths of the weave, at 30th caster level and every 10 level thereafter, the Epic Arcanist gains access to an additional Weave Depth. So a 40th caster level Arcanist would have access to 12th level spells (either for metamagic use or through the use of an actual spell of that level). This is treated as gaining the Improved Spell Capacity feat for the sake of prerequisites.

Field Specialization: The base Spellcraft DC for developing and casting spells in the epic Arcanist’s major field of specialization is reduced by 10. he cannot develop or cast epic spells based on seeds from his restricted field. For the sake of Schools the Mythal seed is treated as apart of the Universal school of magic.

Epic Spellcasting: At 21st level, an Arcanist gains the Epic Spellcasting feat as a bonus feat. (See Epic Spellcasting)

Bonus feats: The epic Arcanist gains a bonus feat (selected from the list of epic Arcanist feats) at ever level divisible by 3 after 21st. This is in addition to any feat gained for leveling up

Epic Arcanist Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Extra Spell, Epic Spell Focus, Epic Spell Penetration, Extra Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spellcasting, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Penetration, Spell Stowaway, Spell Opportunity, Tenacious Magic. In addition to the feats on this list, the Arcanist may select any item creation feat or metamagic feat not listed here.

Last edited by Arcanist : 04-19-2013 at 08:29 AM.
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Old 10-11-2012, 04:56 AM   Top  -  End  -  #3
Arcanist
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Epic Feats
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Last edited by Arcanist : 12-02-2012 at 09:06 PM.
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Old 10-12-2012, 07:41 PM   Top  -  End  -  #4
Wavelab
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Default Re: Arcanist & Epic Arcanist [PEACH]

I like this very much. Power level wise it's a bit more powerful than a wizard in my opinion but from previous experience, tier 1 doesn't mean anything power wise.

How do you feel about class abilities for it?

Anyway, I'm book marking this, it's permanently replacing my wizard class.
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Old 10-12-2012, 08:22 PM   Top  -  End  -  #5
Dante & Vergil
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Ah yes, the Arcanist, we meet again.
Do you know why this class knew all it's spells, and functioned completely differenlty from the normal arcane class of the time? It's because this was supposed to represent the raw power that the Netherese had before their fall.
Ofcourse, after reading through the class a little, you do know this.

Last edited by Dante & Vergil : 10-12-2012 at 08:28 PM.
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Old 10-12-2012, 09:10 PM   Top  -  End  -  #6
Arcanist
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Quote:
Originally Posted by Wavelab View Post
I like this very much. Power level wise it's a bit more powerful than a wizard in my opinion but from previous experience, tier 1 doesn't mean anything power wise.

How do you feel about class abilities for it?

Anyway, I'm book marking this, it's permanently replacing my wizard class.
Heh... So I take it you like it? Any recommendations to make it balance out more compared to the Wizard? The Arcanist is meant to be a Wizard thick and thin (albeit a little different) so I'd rather not add more Class features then their already are (Field Specialization, Bonus feats and Improved Spell Capacity). I was going to make the class start out with 2 spells memorized and then progress at 2 more per level, however at early levels this scales terrible making it only worth while to play at levels 12-20 (where it actually out cast the Psion)... Any recommendations?

Quote:
Originally Posted by Dante & Vergil View Post
Ah yes, the Arcanist, we meet again.
Do you know why this class knew all it's spells, and functioned completely differenlty from the normal arcane class of the time? It's because this was supposed to represent the raw power that the Netherese had before their fall.
Ofcourse, after reading through the class a little, you do know this.
I own a hard copy of Netheril: Empire of Magic and am trying to get my hands on a few copies of other 2nd edition books (Dreams of the Red Wizards and Cormanthyr: Empire of Elves).

At the moment I'm trying to recreate a 3.5 Edition recreate of Netheril: Empire of Magic, however due to real life issues (School, Friends, Family, Significant Other) I'm kind of delayed on the project... I'm tried my hand at remaking the class with an idea I had after seeing how imbalanced the other remakes were

Please, Keep them coming gentlemen. Hit me with your best shot

EDIT: Hmm... I'm examining that Dicefreak alternative to Epic Spellcasting... I'm intrigued at the method to creation level based spells

Last edited by Arcanist : 10-12-2012 at 09:18 PM.
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Old 10-12-2012, 09:24 PM   Top  -  End  -  #7
Wavelab
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Quote:
Originally Posted by Arcanist View Post
Heh... So I take it you like it? Any recommendations to make it balance out more compared to the Wizard? The Arcanist is meant to be a Wizard thick and thin (albeit a little different) so I'd rather not add more Class features then their already are (Field Specialization, Bonus feats and Improved Spell Capacity). I was going to make the class start out with 2 spells memorized and then progress at 2 more per level, however at early levels this scales terrible making it only worth while to play at levels 12-20 (where it actually out cast the Psion)... Any recommendations?
I find it to be good as it is. Yeah it has a bit more power than the wizard but that's because it should have, it's a Netherese Arcanist, so I wouldn't change anything.

Quote:
I own a hard copy of Netheril: Empire of Magic and am trying to get my hands on a few copies of other 2nd edition books (Dreams of the Red Wizards and Cormanthyr: Empire of Elves).

At the moment I'm trying to recreate a 3.5 Edition recreate of Netheril: Empire of Magic, however due to real life issues (School, Friends, Family, Significant Other) I'm kind of delayed on the project... I'm tried my hand at remaking the class with an idea I had after seeing how imbalanced the other remakes were
I'd like to see the completed project.
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Old 10-12-2012, 10:05 PM   Top  -  End  -  #8
Arcanist
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I find it to be good as it is. Yeah it has a bit more power than the wizard but that's because it should have, it's a Netherese Arcanist, so I wouldn't change anything.
Excellent

Quote:
Originally Posted by Wavelab View Post
I'd like to see the completed project.
In the future my friend! (most likely next spring...)
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Old 10-12-2012, 11:22 PM   Top  -  End  -  #9
bobthe6th
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Default Re: Arcanist & Epic Arcanist [PEACH]

this looks like you could just make a prc... I mean, it is limited to one race, something no base class should be. Hell, a master specialist esque prestige class starting at level 4 would work...
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Old 10-13-2012, 12:26 AM   Top  -  End  -  #10
Arcanist
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Quote:
Originally Posted by bobthe6th View Post
this looks like you could just make a prc... I mean, it is limited to one race, something no base class should be. Hell, a master specialist esque prestige class starting at level 4 would work...
I made the class have a base requirement for a race because of the nature of a class. It is supposed to be exclusive to Humans from Netherese, otherwise you would have Elves playing as Arcanist and it just wouldn't make sense, because fluff wise it would be... Silly

For the sake of this homebrew I will remove it
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Old 10-13-2012, 11:43 PM   Top  -  End  -  #11
bobthe6th
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Originally Posted by Arcanist View Post
I made the class have a base requirement for a race because of the nature of a class. It is supposed to be exclusive to Humans from Netherese, otherwise you would have Elves playing as Arcanist and it just wouldn't make sense, because fluff wise it would be... Silly

For the sake of this homebrew I will remove it
base classes as a rule are meant to be fluffless, or at least the fluff is generic. Again, I would suggest a)making this racial substitution levels wizard for netheriese humans, or b)making it a prestige class for netheriese wizards.
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Old 10-14-2012, 01:38 AM   Top  -  End  -  #12
Wavelab
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Quote:
Originally Posted by bobthe6th View Post
base classes as a rule are meant to be fluffless, or at least the fluff is generic. Again, I would suggest a)making this racial substitution levels wizard for netheriese humans, or b)making it a prestige class for netheriese wizards.
I actually think the race if fine as is, it's meant to be based on Netherese Arcanists who were trained from birth to be good, so changing it wouldn't make much sense.
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Old 10-14-2012, 10:18 PM   Top  -  End  -  #13
Arcanist
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Originally Posted by Wavelab View Post
I actually think the race if fine as is, it's meant to be based on Netherese Arcanists who were trained from birth to be good, so changing it wouldn't make much sense.
I removed the racial requirement since the Terraseer is technically considered an Arcanist and everyone knows that he (they) isn't (aren't) human so eh...

It's all the same really. If you want to use the Arcanist class instead of a Wizard then it is completely reasonable to do so since in essence the Arcanist is a Wizard that uses the Spell point variant and is able to use Metamagic that require a 10th level spell slot much more easily.

In the long run I think I should just make it so that Caster level actually means something for this class beyond effecting how much damage a Fireball does and make it so that it can actually do something neat...

Hmm... Might make it so that Spells that deal damage based on on a # of dice can be augmented as a Psionic power can
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Old 10-14-2012, 10:27 PM   Top  -  End  -  #14
Arcanist
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Originally Posted by Wavelab View Post
I'd like to see the completed project.
Oh god... I just realized that I have to recreate the Netherese Priesthood...

This is going to take longer then I thought... Needing to divide all the Cleric spells into domains, bump them down to a 7th level spell progression limit and compose it all into a Spell point system progression

And then I have to re-organize all the spells into Domains, organize them under specific gods and then assign domains to deities... Hmm... might use that Cleric Spell point variant I saw once upon a moon (making adjustments of course)
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Old 10-15-2012, 09:24 PM   Top  -  End  -  #15
Dante & Vergil
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Default Re: Arcanist & Epic Arcanist [PEACH]

Quote:
Originally Posted by Arcanist View Post
Oh god... I just realized that I have to recreate the Netherese Priesthood...

This is going to take longer then I thought... Needing to divide all the Cleric spells into domains, bump them down to a 7th level spell progression limit and compose it all into a Spell point system progression

And then I have to re-organize all the spells into Domains, organize them under specific gods and then assign domains to deities... Hmm... might use that Cleric Spell point variant I saw once upon a moon (making adjustments of course)
Do you really have to bring the Clerics back to the domains and 7th level spells? Where the Netherese Priest that different from 3.X incarnations other than that? Personally, and this is only if they know and cast spells similar to the Arcanist, I'd stick with specific spells known for generic Clericness, and your Domain choices be not as focused as their are now, like the Death domain having Cleric Necromancy, (Death), and (Undead Creation[a new subtype for simplicities sake), under it's purview, adding those spells to your list. With other domains, or even this one, you don't have to stick to just the cleric list, but if you do go this route, limit to 1-3 spells each level for off-list spells.
Again, suggestion is only useful if this is how I think the class runs, so take it as you will.

Last edited by Dante & Vergil : 10-15-2012 at 09:27 PM.
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Old 10-15-2012, 09:37 PM   Top  -  End  -  #16
Arcanist
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Quote:
Originally Posted by Dante & Vergil View Post
Do you really have to bring the Clerics back to the domains and 7th level spells? Where the Netherese Priest that different from 3.X incarnations other than that? Personally, and this is only if they know and cast spells similar to the Arcanist, I'd stick with specific spells known for generic Clericness, and your Domain choices be not as focused as their are now, like the Death domain having Cleric Necromancy, (Death), and (Undead Creation[a new subtype for simplicities sake), under it's purview, adding those spells to your list. With other domains, or even this one, you don't have to stick to just the cleric list, but if you do go this route, limit to 1-3 spells each level for off-list spells.
Again, suggestion is only useful if this is how I think the class runs, so take it as you will.
Clerics were much more under powered in Netheril. They didn't have a general Cleric spell list like they do in 3.X, they were simply stuck with their domains and thats it (not even granting Domain powers).

I'm tempted to just go with your idea on that matter, with allowing them access to spells under certain descriptors and schools of magic and assigning them to certain Gods, however the problem I mentally come back to is that certain domains will still trump other domains. I'd like to see a Cleric Domain fix to see if it would be even worth while to implement or adjust to my needs.

Obviously, I'll be making these casters Spell Point variants on the Psion progression. At the moment I'm considering just keeping the Cleric as is and putting them on that Spell Point Progression
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Old 12-01-2012, 01:27 PM   Top  -  End  -  #17
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Default Re: Arcanist & Epic Arcanist [PEACH]

Someone forgot to post the table for bonus Arc's.
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Old 12-02-2012, 06:12 PM   Top  -  End  -  #18
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Default Re: Arcanist & Epic Arcanist [PEACH]

Well put-together class, I'd say. I tried my hand at this a while back, but you've nailed it far more squarely than I did. I support the decision to eliminate the racial requirement. Terraseer(s) notwithstanding, techinically, by RAW, any of the Arcanists that have since become undead would no longer qualify for their own base class...which is silly.

Also, that way, the class can simply be refluffed for a different setting altogether.
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Old 12-02-2012, 08:07 PM   Top  -  End  -  #19
Arcanist
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Quote:
Originally Posted by IKilledTheDevil View Post
Someone forgot to post the table for bonus Arc's.
I fixed that when you mentioned it. Silly me

Quote:
Originally Posted by Dainbramaged01 View Post
Well put-together class, I'd say. I tried my hand at this a while back, but you've nailed it far more squarely than I did. I support the decision to eliminate the racial requirement. Terraseer(s) notwithstanding, techinically, by RAW, any of the Arcanists that have since become undead would no longer qualify for their own base class...which is silly.

Also, that way, the class can simply be refluffed for a different setting altogether.
I liked making this class so much that I made it twice. I'll adjust the class to show the changes made there, but keep it for 3.5 (the 2nd one is made for Pathfinder and made to be much more powerful then it currently is).

Last edited by Arcanist : 12-02-2012 at 09:37 PM.
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Old 12-05-2012, 04:13 PM   Top  -  End  -  #20
IKilledTheDevil
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Hey something of note is because you took out the ability to use the extra spell feat to gain spells from the forbidden specialization that means that some things are now imposable, such as making an Iron Golem which use's spells from all three! And some DM's may chose to rule that you can't get anyone to help you enchant the Golem and in setting's that don't have the traditional Wizard class then the Arcanist can't even fall back on Manual's because those are magic items, and as such need all the spells to be made which are of coarse, as I've said impossible.
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Old 12-12-2012, 05:14 PM   Top  -  End  -  #21
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Originally Posted by IKilledTheDevil View Post
Hey something of note is because you took out the ability to use the extra spell feat to gain spells from the forbidden specialization that means that some things are now imposable, such as making an Iron Golem which use's spells from all three! And some DM's may chose to rule that you can't get anyone to help you enchant the Golem and in setting's that don't have the traditional Wizard class then the Arcanist can't even fall back on Manual's because those are magic items, and as such need all the spells to be made which are of coarse, as I've said impossible.
It's not so much that I removed it as I simply forgot to add it back in Another thing to note is that you can simply buy a scroll and use it for the production of the Golem since the Arcanist has Use Magic Device and the spells are still on there list of spells, they just can't cast them.

Last edited by Arcanist : 12-12-2012 at 05:17 PM.
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Old 04-13-2013, 07:30 AM   Top  -  End  -  #22
umbrapolaris
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Cormanthyr: Empire of Elves).

it will not give you much infos about the Netherese Arcanists class, just that the Nether Scrolls were stolen by High Mage elves and the scrolls transformed into a sentient golden tree giving arcane knowledge to those meditating on it...


Elves has a kind of dual specialist called Dualist.

mostly, a modern dual specialist wizard limited to one school and its opposite only !

they master only 2 schools, example : Illusion & Necromancy; gaining 2 bonus specialist spell/day; and some other benefits. Far less powerful than Arcanists but this is the entry to the High Mage , master of High Magic able to torn the world.
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Old 04-13-2013, 02:21 PM   Top  -  End  -  #23
Silvernale
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Do love! I've always loved the whole Netherese history. Just for grins and giggles I made a 50th level Netherese character with her own enclave and stuff. This class suits so much better than the regular wizzy.
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Old 04-13-2013, 08:23 PM   Top  -  End  -  #24
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it will not give you much infos about the Netherese Arcanists class, just that the Nether Scrolls were stolen by High Mage elves and the scrolls transformed into a sentient golden tree giving arcane knowledge to those meditating on it...
I am aware of the Quess'Ar'Teranthvar

Personally, as far as obtaining knowledge from the Nether Scrolls, I'd rather travel back in time and read from them than go through the whole process of tracking down all the volumes.

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Originally Posted by umbrapolaris View Post
Elves has a kind of dual specialist called Dualist.

mostly, a modern dual specialist wizard limited to one school and its opposite only !

they master only 2 schools, example : Illusion & Necromancy; gaining 2 bonus specialist spell/day; and some other benefits. Far less powerful than Arcanists but this is the entry to the High Mage , master of High Magic able to torn the world.
So... A Dual Specialized Wizard that bans two schools for each specialization... Might function better as an Alternate class feature then a class of its own

I found a guy willing to part ways with his book and it's in the mail so I'll be getting it in a few weeks

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Do love! I've always loved the whole Netherese history. Just for grins and giggles I made a 50th level Netherese character with her own enclave and stuff. This class suits so much better than the regular wizzy.
Heh... Thanks I have been into the idea of Arcane Supremacy and when I got into D&D, we first started with D&D playing a FR game and eventually we started playing a Netherese Game using the Wizard class. I hated using the Wizard after finding about the Arcanist. After looking around on the internet I found Arcanist classes based on the Netherese and bam... The rest is as they say, history
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Old 04-13-2013, 09:34 PM   Top  -  End  -  #25
Silvernale
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I'd suggest at 20th level they get a capstone ability. Maybe something like this:

Netherese High Magic: At 20th level, the arcanist has attained their first step into becoming a legitimate archwizard. You gain access to 10th level weave depth (10th level spell slots) and are given an ornate grimoire containing Proctive's Move Mountain and the instructions for enchanting a mythallar (treat as a one-use item creation feat). Once your enclave is created, or at least flying, you are recognized as a fully-fledged archwizard and may continue your study of high arcana.

It makes a nice bridge into becoming epic level and keeps with the Netherese traditions.
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Old 04-13-2013, 10:44 PM   Top  -  End  -  #26
Arcanist
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I'd suggest at 20th level they get a capstone ability. Maybe something like this:

Netherese High Magic: At 20th level, the arcanist has attained their first step into becoming a legitimate archwizard. You gain access to 10th level weave depth (10th level spell slots) and are given an ornate grimoire containing Proctive's Move Mountain and the instructions for enchanting a mythallar (treat as a one-use item creation feat). Once your enclave is created, or at least flying, you are recognized as a fully-fledged archwizard and may continue your study of high arcana.

It makes a nice bridge into becoming epic level and keeps with the Netherese traditions.
WELL, The Arcanist, as it is, already gains access to 10th level spells. For the Arcanist it doesn't stop at 9th level spells. It advances every 10 levels, granting Improved Spell Capacity as a bonus feat to gain an additional Weave Depth, etc.

I'm not going to make the Arcanist an automatic Archwizard at level 20 since it was effectively a choice to become an Archwizard. Becoming one was defined as an Arcanist who successfully severed a mountain from the ground, lifted it, inverted it and placed a Mythallar (that they do not necessarily HAVE to create) and creating an appealing city to attract citizens.


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Regardless of my whining and ranting I see no reason for the Arcanist to automatically be granted access to Epic Spell at 20th level. I might perhaps make it more reasonable to have it so that they can use 10th level Arcs (19 Arcs) to power an Epic level spell, if they know it (which they can't since it is an Epic feat and I plan to leave it that way).
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Old 04-13-2013, 11:31 PM   Top  -  End  -  #27
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So... A Dual Specialized Wizard that bans two schools for each specialization... Might function better as an Alternate class feature then a class of its own
in fact, the elves has a kind of philosophy with schools; you don't ban 6 schools but you choose to master 2 schools exclusively.

- Conjuration & Divination: those called Di-jakkar look upon magic and the Weave as a Great Tunnel connecting Toril to all other planes and worlds; they simply draw either ephemeral thoughts or actual things through the Great Tunnel.

these dualist gains improved specialist bonuses:

+2 spells/day per spell level
+2 new spells obtained at each new level of experience,
+2 to saves

etc...
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Old 04-14-2013, 01:03 AM   Top  -  End  -  #28
Silvernale
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Well I just read a lot of Netheril stuff again today and it just feels like the goal of -every- arcanist is to become an archwizard. Plus if I understand it correctly, "epic" spells didn't even exist until -after- Karsus' Folly. Before that it was just spells exceeding 9th level. I'm not saying at 20th level they automatically become an archwizard, just that its the first steps to that goal.
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Old 04-14-2013, 02:21 AM   Top  -  End  -  #29
umbrapolaris
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yep, no epic spell, just extraordinary powerful spell of level 10+, for example "Karsus Avatar" (the spell that destroyed him and Mystril) is a 12th level spell.

Archwizard is just a title when they are able to create their own floating enclave. It doesn't give much more benefit other than renown.
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Old 04-14-2013, 03:12 AM   Top  -  End  -  #30
Arcanist
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Originally Posted by umbrapolaris View Post
in fact, the elves has a kind of philosophy with schools; you don't ban 6 schools but you choose to master 2 schools exclusively.

- Conjuration & Divination: those called Di-jakkar look upon magic and the Weave as a Great Tunnel connecting Toril to all other planes and worlds; they simply draw either ephemeral thoughts or actual things through the Great Tunnel.

these dualist gains improved specialist bonuses:

+2 spells/day per spell level
+2 new spells obtained at each new level of experience,
+2 to saves

etc...
Interesting... I can understand how the bonus spells per day and the bonus spells per level work, but I don't understand the Saves. Perhaps, I'll learn more once I get my book.

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Originally Posted by Silvernale View Post
Well I just read a lot of Netheril stuff again today and it just feels like the goal of -every- arcanist is to become an archwizard. Plus if I understand it correctly, "epic" spells didn't even exist until -after- Karsus' Folly. Before that it was just spells exceeding 9th level. I'm not saying at 20th level they automatically become an archwizard, just that its the first steps to that goal.
Epic spells did exist prior to the Fall of Netheril, however the Netherese largely abandoned them upon the discovery of the Nether Scrolls (LoEF Page 43 "Mystra's Ban and Epic Magic"). Not every Arcanist dreamed of becoming an Archwizard, but I'm not going to deny I'd be hardpressed to find one who didn't want to be one. I'd also like to note that there were Arcanist who founded Enclaves that weren't Flying Enclaves (Deep Netheril was entirely made up of Enclaves that were, quite literally, Underground and certain Enclaves on Low Netheril did in fact exist, but were ironically enough still on top of Mountains for the most part.)

Getting back to Epic Spells. After the discovery of the Nether Scrolls, it was mostly associated with the Fair Folk (Elves).

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Archwizard is just a title when they are able to create their own floating enclave. It doesn't give much more benefit other than renown.
So a +2 renown bonus if you are playing with that subsystem? A +2 leadership bonus? To be completely blunt there aren't many benefits for being an Archwizard beyond just being incredibly awesome amongst the Academic community in Netheril (and to be quite fair everywhere after the Fall, considering how valued ancient Netherese knowledge is worth post-fall).

You can accomplish, for the most part, all of the benefits of being an Archwizard without creating a Floating Enclave. If you would like for me to create rules for creating an Enclave (floating or otherwise), I'd be quite honored to perform the task

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