Alternative to the wizard and sorcerer

Beholder Bob

First Post
Below is the Arcanist, an alternative per the title description. Part of the reason for the suggestion - there is little/no reason to continue as a wizard or sorcerer after 5th/6th level. Let me know what you think.

Arcanist

Alignment: Any.
Hit Die: d4.
Skill Points: (2 + Int modifier)
Class Skills: Concentration, Craft, Decipher Script, Knowledge (any), Profession, and Spellcraft.
Weapon and Armor Proficiency: Arcanists are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Arcanist’s movements, which can cause her spells with somatic components to fail.
Good Save: Will
Spells castable: as wizard
1st: 2 Schools, Familiar
2nd: Meta magic
3rd: Familiar Increase
4th: +1 School
5th: 1 Spell Chain
6th: Meta magic
7th: Familiar Increase
8th: +1 School
9th: 1 Spell Chain
10th: Meta magic
11th: Familiar Increase
12th: +1 School
13th: 1 Spell Chain
14th: Meta magic
15th: Familiar Increase
16th: +1 School
17th: 1 Spell Chain
18th: Meta magic
19th: Familiar Increase
20th: +1 School

Spells: A Arcanist casts arcane spells drawn from the arcane spell list, limited to the known schools of magic.
To learn, prepare, or cast a spell, the Arcanist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Arcanist’s spell is 10 + the spell level + the Arcanist’s Intelligence modifier.
Like other spellcasters, a Arcanist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Arcanist. In addition, she receives bonus spells per day if she has a high Intelligence score. The Arcanist prepares spells in advance, regaining them after a good nights rest and 1 hour in meditation.
Familiar: Obtain a familiar at 1st level. Familiar traits listed below.
Meta Magic: Learn a new meta-magic feat at 2nd and every 4 levels thereafter.
Familiar Increase: Gain a familiar power (see table below), gaining 1 at 3rd, and every 4 levels thereafter.
Schools: May only learn spells from schools known. Starting with 2 schools known, and learning new schools every multiple level of 4.
Spell Chain: learn 1 spell chain, treating spells in that chain as if known with spell mastery, and able to convert memorized spells spontaniously to spells of equal or lower level in the spell chain. Must meet the requirements in order to take a spell-chain. An Arcanist may delay taking the spell chain till a later level, so as to learn the spells required for a spell chain.
Spell Book: An Arcanist keeps a spell book, an ongoing log of experiments and occult facts learned. An Arcanist must maintain at least 1 such book for every spell level of 1st level or higher spell they can cast in order to learn new spells. Failure to do so prevents them from learning new spells when they gain a level. Gaining another Arcanist’s spell book aids another Arcanist in researching spells, but does not provide the exact formula – the Arcanist gains a +4 research roll when attempting to learn/decipher a spell known by the prior owner. If the prior owner had that spell in a spell chain, that spell can be researched at +8 instead. It costs 25 GP per spell whose information is included in the book, each such spell filling 1 page per spell level, 0th level spells taking up ½ page.
Spells Known: An Arcanist begins with all 0th level spells included in their beginning schools and universal spells, and 6 spells of 1st level from the same schools. An Archanist learns 2 spells per level gained.

FAMILIARS​
Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following
changes:
Basic Familiar Abilities
Natural Armor Adj. ½ + ½ caster level
HP ½ Arcanist’s normal HP
HD Arcanists HD
BATT eqaul to masters
Saves equal to master's base save or F+2, R+2, W+2
Intelligence 5 + ½ caster lev
Abilities had automatically: improved evasion, share spells, empathic link, Speak with animals of its kind
Skills: Retains normal skills for its race. It also gains 1/4 the # of ranks the master has in these skills.
Bestowed Ability: as per the PHB for animal type.
Improved Evasion (Ex): as per the rogue ability
Empathic Link (Su): The master has an empathic link with his familiar up to 1 mile away. Only general emotional content can be communicated.
Speak with Animals of Its Kind (Ex): The familiar can communicate with animals of the same family (feline, canine, rodent...)

Familiar Increase:
Share Spells) You may have spells you casts on yourself also affect his familiar while within 5’. The spell ends on the familiar if it moves more then 5’ away. You may also cast spells on the familiar that normally have a target of ‘You’.
Deliver Touch Spells) As share spell, except it grants the familiar the touch attack, not the caster. The familiar may move beyond 5’ w/out losing the spell.
Speak with Master) The familiar and master can communicate verbally with their own unique language.
Spell resistance) Familiar gains spell resistance equal to the master’s level + 5.
Scry on Familiar) The Arcanist may scry on his familiar (as per the spell scrying) once per day. You may spontaneously cast this as a 3rd level spell to Scry on your familiar additional times.
2nd Thought) The familiar can maintain control of a spell 1/3 the caster level of the master. Requires 2nd Pair of Eyes and Eye to Eye.
Off Hand) familiar can channel a touch spell without ever being near his master (you are in a pub, when your cat reaches a guard. you cast vampire touch, the cat rubs his leg, viola!). Requires Deliver Touch Spells
2nd Pair of Eyes) The familiar can take 10 to assist other for search, listen, or spot rolls.
Eye to Eye) caster level/5 times a day, sense through your familiar while retaining your own senses, lasts lv minutes, requires 2nd pair of eyes
Lethal Little Friend) when your familiar attacks, you can sacrifice a spell/spell slot as a free action (limit 1 spell per round), adding d3/spell level damage to a single attack of your familiars. If the spell had an energy descriptor, so to does the familiar's attack. This requires Deliver touch spell ability.
Killer Kat) as per lethal little friend, except it does d6/spell level damage and requires lethal little friend. Limit is now 1 spell per attack This requires Lethal little friend.
Little Buddy) heal that sweet little pal of yours, you can sacrifice a spell/spell slot as a free action (limit 1 spell per round), to heal (by touch) your familiar, healing 1d3/spell lv damage. This requires Share Spells.
Best Friends) your little friend can now return the favor. 1/day per 4 levels, cast shield other between you and familiar (either can be target). As a move action, sacrifice a spell or spell slot, the shield other lasts for # rounds = spell level. Requires little buddy.
Come to Me) you can, 1/day and as a standard action, teleport your familiar (no further then 300’ + 10’/LV) to your current location.
 

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Could you expand a little more on what is wrong with the existing wizard and sorcerer classes? I don't understand what you mean when you say "there is little/no reason to continue as a wizard or sorcerer after 5th/6th level."

If I understood what problem you were trying to fix, it would be easier to evaluate your solution.
 

Well, once a wizard reaches 5th level, gaining his bonus feat and 3rd level spells - what does he gain for levels 6-9 that is not gained with regular increase in spell progression gained from most spell caster prestige classes?

His familiar gains Speak with animals of its kind.
At 10th he gains a meta-magic.
The sorcerer is the same, minus gaining the meta-magic.
Over 5 levels, thats it. But I do not wish to pump wizards or sorcerers up in power too much, else they become uber nasty. Also, a specialist wizard is not actually very specialized - 1 spell per spell level must be of your specialty type, but I can make a diviner who casts mostly evocations - with just that 1 spell per spell level in divinations.
Sorcerers have magic in their blood, but nothing makes them take spells that fit a bloodline theme at all (I have dragon blood - behold my grease spell, fear my hideous laughter!!).
The proposed class is slightly weaker then a wizard (no bonus spells for specialization), is more focused (limited spell selection per school availability - and to qualify for spell chains, you need to persue themes), and with minor advancement spread throughout, they have something to gain every level but do not surpass the wizard/sorcerer (I think).

I could be full of it. People often fail to look past their own view on their creations, and I may have missed some severe balance issues. For that, only feedback and playtest will help. I'd rather get feedback from the gaming community to catch as much as possible before I playtest this fellow.

Oh - and thank you for giving me feedback!! :D
 

I would say that it's also tempting to go into a PrC from the cleric and rogue base classes as well. I think the problem is with the PrC system, however.

Anyway, I think the arcanist should have a separate book for each school of magic, not for each spell level. Schools of magic seem very important in this system.

I think the arcanist should have spell chain starting at 1st level. At least give the low level guys a chance if they happen to lose their spellbook. Also, having one 0 level and one 1st level spell to cast spontaneously would add nicely to the class's versatility, I think.

Why can't the arcanist gain an item creation feat as a bonus feat?

How are the spell chains determined? Won't everyone take the burning hands/scorching ray/fireball chain?
 

"I would say that it's also tempting to go into a PrC from the cleric and rogue base classes as well. I think the problem is with the PrC system, however."

I agree - well, the rogue is not that bad, only level 14 and 20 have nothing gained. I would say the cleric and bard, though.

"Anyway, I think the Arcanist should have a separate book for each school of magic, not for each spell level. Schools of magic seem very important in this system."

Hmmm. I like this idea - I may just steal it!

"I think the Arcanist should have spell chain starting at 1st level."

The spell chain is this guys main power boost - and in order to qualify, you must now certain spells, feats, or attributes before taking them. They wouldn't be able to qualify at 1st level.

"At least give the low level guys a chance if they happen to lose their spellbook."

They lose the automatic learned spells for going up levels if they lose their book, they do not need the book to memorize spells, they just meditate. The books do not hold entire spells, only research notes, tricks, observations, and specialized bits of data regarding the magic they do know. That is why getting someone else’s book does not give you an automatic chance to learn the spell, just a bonus to your research roll for spells the book's owner encoded data for.

"Also, having one 0 level and one 1st level spell to cast spontaneously would add nicely to the class's versatility, I think."

Unfortunately, not until they can qualify for a spell chain.

"Why can't the Arcanist gain an item creation feat as a bonus feat?"

For flavor. You could allow item creation feats without upsetting the balance easily.

"How are the spell chains determined? Won't everyone take the burning hands/scorching ray/fireball chain?"

DM balance. The spell chains I'm making require prerequisites, including minimum level, and comprise of no more then 21 levels of spells total. I hope not, but I guess I'll find out the hard way. It depends on the theme the Arcanist is trying for. Once I have 10 or more spell chains made, I'll post them here.

:cool:
 

Well - I'm impatient, so instead of waiting till I had 10 paths, here are 2 to start.

Haustur’s Path (Age)
0 (N) Touch of Fatigue
1 (N) Ray of Enfeeblement
3 (N) Ray of Exhaustion
4 (N) Enervation
5 (N) Waves of Fatigue
7 (N) Waves of Exhaustion
Necromancy path, able to cast 3+ of the above spells and have Necromancy Spell Focus
Learning this Path costs 1 permanent HP and ages the Arcanist 3 years.

Ishni’s Path (Fire)
1 (E) Burning Hands
2 (T) Pyrotechnics
4 (E) Fire Shield
8 (C) Incendiary Cloud
9 (E) Meteor Swarm
Necromancy, Transmutation, and Conjuration Path, able to cast 3+ of the above spells.
Learning this path leaves a burn scar the size of a hand on the face, chest, or neck.
 

Beholder Bob said:
Well, once a wizard reaches 5th level, gaining his bonus feat and 3rd level spells - what does he gain for levels 6-9 that is not gained with regular increase in spell progression gained from most spell caster prestige classes?

While this is true, the real issue here is the sheer volume of abilities that spell casters get when they take up a PrC, especially arcane spell casters.

In answer to your question here, the Wizard gains bonus feats at levels 10, 15, and 20.

Unfortunately, in the PrC world of the bigger, better, badder syndrome, that doesn't seem to cut it anymore. If a spell casting character is not gaining abilities in addition to his spells nearly every level, the PrC sucks. Sigh.

It's too bad that people like yourself see it as such an overwhelming problem that you have to go off and create a new "core class" wizard-like class to combat this issue for your players. If more PrCs stated that you gained 3 spell caster casting levels out of every 4 (or some such), then you would probably not be perceiving this as such a big problem. It's a darn shame that PrCs are designed to be the preferred choice over core classes.
 

KarinsDad said:
..It's too bad that people like yourself see it as such an overwhelming problem that you have to go off and create a new "core class" wizard-like class to combat this issue for your players. .

Actually, this new core class is also for flavor. The specialist wizard and sorcerous blood do not have a real flavor of their own, and it is that combined with the desert of 6-9, 11-14, 16-19th levels that I made this class. This same view is what helped shape the classes in unearthed - to make the classes develop more fully throughout the level, rather then cherry picking prime abilities or lack of character for most levels. I'm not looking to make a more powerful class ( :eek: ), just one in which you have something always under development. The same way a fighter looks forward to his even levels, the Arcanist is looking forward to developing his particular elements.

Now, per core rules - the prestige classes are as normal classes, only better. The loremaster gains spells every level, as well as powers. The blackgaurd compared to a fighter certainly is gaining quite a bit as well. That would be the power level they set up for the prestige classes. I agree with you in that PrC's are too powerful, but the nature of them is established in DMG. So it follows most other published materials are at the same (actually, leaning towards higher then equal or lower) power level. The only true balancing factor is roleplaying requirements - which seems to slip through the cracks for most games. :( Unless you make PrC's unique for your game, you will always have this problem. You could cherry pick the ones allowable - but that is just enforcing the true spirit of PrC's to begin with - the elite nature of the classes.

That all said - what do you think of this class? Is it too weak, to powerful, or not different enough to note a difference. :confused:
 

Beholder Bob said:
Actually, this new core class is also for flavor. The specialist wizard and sorcerous blood do not have a real flavor of their own, and it is that combined with the desert of 6-9, 11-14, 16-19th levels that I made this class.

That's cool. :cool:

Beholder Bob said:
That all said - what do you think of this class? Is it too weak, to powerful, or not different enough to note a difference. :confused:

I think it is a neat idea.

However, I also think that the 2 school restriction will force a lot of characters of this class to initially select from only a few choice schools which in turn will make this fairly cookie cutter at lower levels.
 

KarinsDad said:
That's cool....2 school restriction will force a lot of characters of this class to initially select from only a few choice schools which in turn will make this fairly cookie cutter at lower levels.

Well, first of, thank you! :)

Second, hmmm. :confused: Any suggestions? Giving more schools at low level encourage them to disperse their spells known to maximize effective spells known (back to wizards who all know the same 5 base spells or so). Set up pairs of schools they may learn?


As I said, hmmmm. :p
 

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