Low Magic: Adept Sage - Arcane Caster

HarryFlashman

First Post
I am trying to develop some low-magic classes for my campaign setting and thought I would share one fo the classes with the community and get some feed back.

Wizened stooped men, bent over bubbling beakers or poring over musty tomes, skinny bookish young men risking life and limb to get a closer look at the local griffon's nest. Such is the life of the Adept Sage. Steeped in intimate knowledge of varied courses of study, virtual repositories of the collected works of esoteric authors the Adept Sage takes up adventuring for one reason and one reason only; knowledge. The Adept Sage takes this quest quite seriously and many a time these curious men and women have led their fellow adventurers on wild chases through the wilderness, just as often they have led their parties to certain death.

HD: d6
Saves: As Wizard
BAB As Wizard

Class Skills: Appraise, Concentration, Craft, Decipher Script, Forgery, Gather Information, All Knowledge Skills (purchased individually), Profession, Speak Language, any one other Skill

Skillpoints at 1st level: (4 + Int Modifier)x4
Skillpoints at each additional level: 4 + Int Modifier

1: Spell Access, Inquisitive Nature
2: Summon Familiar
3: Sagacious
4: -----
5: Inquistive Nature
6: Arcane Calculus I
7: -----
8: -----
9: Inquistive Nature
10: Arcane Calculus II
11: -----
12: Advanced Arcane Calculus I
13: Inquistive Nature
14: Arcane Calculus III
15: -----
16: Advanced Arcane Calculus II
17: Inquistive Nature
18: Arcane Calculus IV
19: -----
20: Advanced Arcane Calculus III


Class Features:

Adepts are skilled with all Simple Weapons. The are not skilled with any Armours or Shields.

The Adept Sage casts all spells as Arcane Spells. The Spell list does not reflect only Arcane Spells but more a melange of suitable spells. The Spell List is the same as what is listed for the Adept NPC Class in the DMG (Core Rulebook II) with the following exceptions/additions:

Due to their extensive study in many and various fields Adept Sages may choose 4 (four) additional spells that can be found on ANY spell list of each spell level. These spells are added to the Adept Sage's Grimoire.

At least 1 (one) of the 4 (four) spells must come from the Divination Arcane School


To prepare or cast a spell an Adept Sage must have a Intelligence score of at least 10+ the Spell Level. The DC is determined as 10 + the Spell level + the Adept Sage's Intelligence Modifier.The Adept Sage is an Arcane Caster and casts, memorizes and learns new spells just as a Wizard that instead uses the Spell List and the Spells Per Day associated withthe NPC Adept Class from the DMG.


Further more, Adept Sages require a Spellbook (always refered to a Grimoire) and memorize spells just as would a Wizard. Adept Sage's also require a Focus with which to cast his or her spells. A focus may be a wand, a staff, a pointy hat, a large chunk of quartz, or some other suitabley distingushed item. The Focus takes the place of Somatic Components.

Without the Grimoire an Adept Sage may not memorize her or her spells and with out the Focus the Adept Saage may not cast his or her spells, regardless of necessary components. (in other words the Still Spell Feat is of no use)

Inquisitive Nature: At levels 1,5,9,13, and 17 , the Adept Sage gains a bonus Skill Focus feat as a virtual feat that may be applied to one Craft, Knowledge, or Profession skill of the players choice each time this ability is acquired.

Summon Familiar: At 2nd level an Adept Sage may summon a familiar just a Sorceror or Wizard may.

Sagacious: At Third level an Adept Sage gains the Bardic ability, Bardic Knowledge.


Arcane Calculus: By the time the the Adept Sage is reaching the heights of his career his mind is reeling with unlocked secrets and once-occulted knowledge. Unleashing his understanding of all things arcane the Adept Sage's mind tries to make sense of this onrush of new mental vistas. As the peices move and finally lock into place the Adept Sage find's itself in control of new arcane arts and mysteries.

At 6th, 10th 14th and 18 levels, the Adept Sage gains access to a new Arcane School. For Example, Dinesh the Learned, after a grueling year of fieldwork attains 10th level. Going to sleep at his Ivory Tower domicile his mind whirls with new information. As his brain works feverishly into the night Dinesh unlocks a new understanding of the mutable laws of reality. Focused as he was upon the visual organs of various and sundry beasts Dinesh begins to understand how he can fool the human eye, the ears, and the rest of the senses. Upon waking Dinesh now has access to every Illusion School Spell up to Third level (the Spell level that can be accessed by 10th level Adepts as per the DMG).

The Adept Sage must copy these down (as Dinesh would do upon waking, feverishly putting to paper all that he could recall from his tulmultuous dreaming) in his Grimoire.

What's more is that the Adept Sage gains an extra spell per day so long as it comes from an Arcane School that the Arcane Calculus Class Ability has opened up. This is one additional spell of any level, not one per level.


Advanced Arcane Calculus: the Adept Sage gains access to a new Arcane School and gains a +1 bonus to the Save DC versus the Adept Sage's Arcane School chosen for the previous Arcane Calculus Class Ability, and a +2 to Spell Craft Skill checks that pertain to the School in question.

Starting gold: 3d4 x 10


Additional Campaign Related Rules:

If an Adept Sage spends a feat on Shield proficiency (any) or Armour proficiency ( Light or Meduim) the Adept only suffers half the normal Arcane Spell Failure Chance than would be normally indicated ( round up) by the armour type worn.

All direct damage spells follow the Odds=Ones rule wherein any odd number rolled for damage actually results ina one bieng rolled. for example,a 6 dice Fire Ball rolls: 1,2,4,6,5,5 = 1,2,4,6,1,1 for 15 points of damage.

These same rules applies to all Arcane spell casters, although the Adept Sage is the only such Character Class open to PCs).

I am using a Modified version of the Grim-n-Gritty rules by Kenneth Hood (similar to the Unearthed Arcana Vigour rules). This is where I got the Odds=1 rule for Direct Damage Spells.

This rules setalso gives DR ratings for armour and Base Defense Bonuses based on class. Arcane Casters, under this system, have horrible Base Defense Bonuses. I figured Allowing the improved use of Armour would be a nice bonus.





OK, is this an attractive class from a PC point of view? Is it balnced compared to the Fighter or Thief (the Primary Classes in any Low magic Campaign)
 
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Is this class the ONLY casting class in the campaign?

Class Skills: Appraise, Concentration, Craft, Decipher Script, Gather information, Heal, Knowledge, Profession, Spellcraft, Search, Use Magical Device plus any one other skill.

If they are scholars and on a quest for knowledge, I think the skills might be a bit too broad. They are not the jacks of all trades that bards are.
Why Heal and Search? The class is based on being scholars not humanitarians. They don’t specifically learn the healing arts so I think this is a stretch. Search is also a bit of a stretch but I can see it uses and its reasoning.

You also don’t mention HOW the class casts. What is the spells per day table? You say they have the Adept Spell List but don’t mention if they cast as an adept.

Also allowing them to learn any spell if they are not the only casters may be unbalancing if you allow arcane casters to heal.

Inquisitive Nature: The Adept Sage gains at First level, Second level and ever 2 levels thereafter, a +3 to either a Craft, Knowledge, or Profession skill

This is VERY powerful. This is granting 10 free Skill Focus feats (and thus +30 skill ranks effectively).

Summon Familiar: At Second level an Adept Sage may summon a familiar just a sorceror or wizard may.
Why? What is the logic behind a familiar for a scholar? Especially in a low magic world when the entire concept of the magical familiar link is quite powerful.

Sagacious: At Third level an Adept Sage gains the Bardic ability, Bardic Knowledge.
Makes sense but I assume there are NO bards in your world? If there are, this trods on their primary ability.

Level Ten: Arcane Calculus: By the time the the Adept Sage is reaching the highest pinnacle of his career his mind is reelling with unlocked secrets and once-occulted knowledge. Unleashing his understanding of all things arcane the Adept Sage's mind tries to make sense of this onrush of new mental vistas. As the peices move and finally lock into place the Adept Sage find's himself in control of reality around him to a greater degree than he has ever experienced before.

At tenth level and every three levels afterward ( 13, 16, 19) the Adept sage gains access to a new Arcane School. For Example, Dinesh the Learned, after a grueling year of fieldwork attains tenth level. Going to sleep at his Ivory Tower domicile his mind whirls with new information. As his brain works feverishly into the night Dinesh unlocks a new understanding for the mutable laws of reality. Focused as he was uponthe visual organs of various and sundry beats Dinesh being sto understnad how he can fool the human eye, the ears,a ndht rest of the sense. Upon waking Dinesh now has access to every Illusion School Spell up to Third level (the Spell level that can be accessed by 10th level Adepts as per the DMG).

The Adept Sage must copy these down (as Dinesh would do upon waking, feverishly putting to paper all that he could recall from his tulmultuous dreaming) in his Grimoire.

What's more is that the Adept Sage gains an extra spell per day of the appropriate school. This is one additional spell of any level, not one per level.

Small point but 10th level isn’t the pinnacle of a class’s career. Also, this needs to be cleaned up. It is very “clunky” as written (I know it’s a draft just pointing it out). This ability is also pretty big. You are removing the limitation on class spells by adding full knowledge of all spells from 4 schools of magic. And at the same time granting 4 bonus spells cast per day. Also throw in the fact that on top of this you are adding yet another advanced ability gets a bit too much.

Level Thirteen: Advanced Arcane Calculus: at 13 level the Adept Sage may Choose from the following
+1 Save DC to spells cast from the Arcane School chosen as a part for the Tenth level ability: Arcane Calculus
+1 to Saving throws from spells cast from the Arcane School chosen as a part for the Tenth level ability: Arcane Calculus
+3 to Spellcraft Skill Checks involving the Arcane School chosen as a part for the Tenth level ability: Arcane Calculus
This isn’t so bad but I would choose one ability to grant or mix them into one such as +1 to save DCs and +2 to Spellcraft.

At 16th level teh Adept Sage may choose another advanced ability for the Arcane School chosen at Tenth level through the Arcane Calculus Class Ability and may choose one of the above abilities for the Arcane school Learned at 13th level.
See above – I think that its getting to be too much.

At 19th level the same ocurs but applying to those Arcane schools learned at 10th, 13th and 16th levels.
This statement doesn’t make sense. Needs clarified but it sounds like you are basically applying all of the bonuses to all remaining schools?

So your chart looks like this.

1….. Spells
2….. Skill Focus, Summon Familiar
3….. Bardic Knowledge
4….. Skill Focus
5…..
6….. Skill Focus
7…..
8….. Skill Focus
9…..
10… Skill Focus, Arcane Calculus
11...
12... Skill Focus
13... Arcane Calculus, Advanced Calculus
14... Skill Focus
15...
16... Skill Focus, Arcane Calculus, Advanced Calculus
17...
18... Skill Focus
19... Arcane Calculus, Advanced Calculus
20... Skill Focus

I personally feel its too powerful And could use to be trimmed, but then I am not sure about the whole spell picture either.

Now add on…Additional Campaign Related Rules:
If an Adept Sage spends a feat on Shield proficiency (any) or Armour proficiency ( Light or Meduim) the Adept only suffers half the normal Arcane Spell Failure Chance than would be normally indicated ( round up) by the armour type worn.
Why? If they are an arcane caster and are not militant trained – why should they not suffer arcane spell failure the same as anyone else? What makes this “scholar” special in this case?

All direct damage spells follow the Odds= Ones rule wherein any odd number rolled for damage actually results ina one bieng rolled. for example,a 6 dice Fire Ball rolls: 1,2,4,6,5,5 = 1,2,4,6,1,1 for 15 pointsof damage. These same rules applies to all Arcane spell casters, although the Adept Sage is the only such Character Class open to PCs).
This is a very odd and clunky rule. What is the logic behind this? Why are you changing the bases of the entire dice system in D&D?


That’s just my initial glance and opinion on the class.
 

Sorry about the Mix up. Although the Adept Sage does gain the Spell List of the DMG NPC Class "Adept" the Adept Sage does not cast as a Divine Caster.

The Adept Sage is an Arcane Caster and casts, memorizes and learns new spells just as a Wizard withthe Spell list and the Spells Per Day associated withthe NPC Adept Class fromthe DMG.


I thought that I had fixed the Class Skills but it seems that I did not, oops.

here is the Revised Skill List:
Appraise, Concentration, Craft, Decipher Script, Forgery, Gather Information, All Knowledge Skills (purchased individually), Profession, Speak Language, any one other Skill

Appraise, Decipher Script and Forgery all all very helpful to modern antiquarians ergo their inclusion. Gather information fits with their desire to learn about their surrounding environs and just about anything else they get nosy about.

Quote:
Inquisitive Nature: The Adept Sage gains at First level, Second level and ever 2 levels thereafter, a +3 to either a Craft, Knowledge, or Profession skill


This is VERY powerful. This is granting 10 free Skill Focus feats (and thus +30 skill ranks effectively).

Good point. I still think that it is a good ability, Perhaps it should be limited to 1st, 4th, 8th, 12th, and 16th levels. that totals 15 extra points spread over a larger set of levels.


I felt that the Familiar ability fit the Class somehow. With the limited spell abilities of the Adept Sage I don't see this Class Ability as being overpowering. Could you make the case that it is?


Quote:
Sagacious: At Third level an Adept Sage gains the Bardic ability, Bardic Knowledge.

Makes sense but I assume there are NO bards in your world? If there are, this trods on their primary ability.

There is a replacement class for the Bard listed here: http://www.enworld.org/forums/showthread.php?t=78248



Arcane Calculus: in a low magic world 10th level is pretty darn near the pinnacle but I suppose I could rewrite the wording ;)

To Clarify the Spell Progression beyond 10th level as granted by the Clas Ability ARCANE CALCULUS.

At Tenth level the Adept Sage Gains additional access to one Arcane School. The Adept Sage must, upon waking, copy down those spells learned (paying the same GP value and spending the same amount of time as would be normal for a Wizard). In this instance the Adept Sage (of tenth level) gains spells from 0 to 3rd level (those spell levels the NPC aAept has access to on table 4-2 in the DMG) from one Arcane School. These spells become part of the Adept Sage's repetoire and are contained in his Grimoire.

In addition the Adept Sage gains one Bonus spell per day so long as it comes from that School gained through the class ability, Arcane Calculus.


At 13th level the Arcane Calculus Class Ability takes hold again opening up a new Arcane Spell school.

Ok. I do agree, granting another Bonus Spell Slot for each school is a bit silly. So that will be nixed inthe re-write. I think I will keep the Advanced Arcane Calculus Class Ability and combine it just as you suggested; +1 to Save DCs, +2 to Spell Craft when encountering spells of the same school.

The Advanced Arcane Calculus Class Ability will still kick in 3 levels after the Arcane Calculus Class Ability so the final School chose recieves no bonuses.
 

I forgot to mention that I am using a Modified version of the Grim-n-Gritty rules by Kenneth Hood (similar to the Unearthed Arcana Vigour rules). This is where I got the Odds=1 rule for Direct Damage Spells.

This rules setalso gives DR ratings for armour and Base Defense Bonuses based on class. Arcane Casters, under this system, have horrible Base Defense Bonuses. I figured Allowing the improved use of Armour would be a nice bonus.
 



Hmm, let me see...

I actually liked Heal as a class skill; I think a master scholar might pick up a bit of surgical knowledge, and I see nothing wrong with that.

I'll admit, the abilities are slightly more klunky then they could be, but it adds a bit to the charm in my eyes. It has a very strong flavor, and I like the way this stew tastes.

I'd just make the Inquisitive Nature thing allow bonus Skill Focus feats, because of two problems:
1) You can't qualify for PrCs or potentially other feats with Inquisitive Nature
and
2) As written, Skill Focus and Inquisitive Nature could stack for some awe-inspiring bonuses.

Other than that, I like it.
 

Just to chime in with MHO again...

First I would spread the abilities a little more evenly while at the same time reducing (but including) the Inquisitive Nature acquisition on the table somewhat. As mentioned they should remain Skill Focus feats if you wish them to be the full +3.

So you table with the missing Inquisitive Natures filled in looks like this.

1: Spell Access, Inquisitive Nature
2: Summon Familiar
3: Sagacious
4: Inquistive Nature
5:
6:
7:
8: Inquistive Nature
9:
10: Arcane Calculus I
11:
12: Inquistive Nature
13: Arcane CalculusII, Advanced Arcane Calculus I
14:
15:
16: Inquistive Nature, Arcane Calculus III, Advanced Arcane Calculus II
17:
18:
19: Arcane Calculus IV, Advanced Arcane Calculus III
20: Inquistive Nature

My suggestion...

1: Spell Access, Inquisitive Nature
2: Summon Familiar
3: Sagacious
4: -----
5: Inquistive Nature
6: Arcane Calculus I
7: -----
8: -----
9: Inquistive Nature
10: Arcane Calculus II
11: -----
12: Advanced Arcane Calculus I
13: Inquistive Nature
14: Arcane Calculus III
15: -----
16: Advanced Arcane Calculus II
17: Inquistive Nature
18: Arcane Calculus IV
19: -----
20: Advanced Arcane Calculus III

Again, JMHO. Hope it helps a little.
 

About the "inquisitive nature" thing. I just like naming the class abilities for flavour's sake. You are right, I should try to refrain from doing that, if only for clarity's sake. Always was a bigger fan of lil' Miss Flavour than persnickkety Mrs Clarity.

Privateer and Khaalis, thank you both, that is just the sort of input I needed. Being a bigger fan of the story and novelty of the class I have never been much of one who understands balance all that well. I think I will use your advancement table Khaalis. You are right, the abilities needed to more evenly distributed.

I am currently running over some ideas about Prestige Classes. I think I am going to stick to 3 and 5 level Prestige Classes to further reinforce the low-fantasy portion of the game world. Is this advisable?

Now if I can only talk you two into looking over my Bard variant.
 

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