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Battle Mage (custom)
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<blockquote data-quote="Sound of Azure" data-source="post: 3596583" data-attributes="member: 40749"><p>Ok.</p><p></p><p>To really proceed, <strong>we need to know what your design goals are</strong>. If your design goal is to have 9th-levels spells at 13th level... then there isn't really anything that can be done that's balanced. I'm assuming (possibly foolishly) that it's just an error in your table.</p><p></p><p>Re: Con-based casting. That implies to me a tough character who gets power from inner reserves of energy, not an outside force. If you want split casting stats (and want to retain Con as one of them), I'd base the casting stat requirement and spell DCs on Constitution, representing the character's inner reserves and capacity of power. Bonus spells would be based on Wisdom, representing the character's self-knowledge.</p><p></p><p>Honestly, I'd base all three on Con. It's simpler, but also a bit unusual and interesting.</p><p></p><p>If you do go with the Con spellcasting, I'd suggest giving the class defences and abilities based on their inherent toughness (Damage Reduction, stuff like Mettle, the Diehard and Endurance feats, and such things) as opposed to spell resistance or immunity.</p><p></p><p></p><p>If you mean that you should use the normal system for bonus spells, then yes.</p><p></p><p></p><p></p><p>The impression I got from the Battle Mage text is that they're resticted to spells that blow stuff up, and personal/touch range spells that benefit the Battle Mage (whether it can be directly or indirectly is unclear). Since this is apparently incorrect, it might be a good idea to clean up the text for clarity.</p><p></p><p>Spells are the main class feature of spellcasting classes. Relying primarily on what the DM allows you to get away with... isn't the ideal way toward a balanced class, especially with such a nebulous reference as "spells that aid".</p><p></p><p> SR I can handle, Spell immunity just seems to be a bad idea. In any case, since the Battle Mage automatically knows the spells <em>Spell Immunity, Spell Turning,</em> and other spells like <em>Globe of Invulnerability,</em> they should have no issues with defence should they take the time to cast them.</p><p></p><p></p><p></p><p>I really hope there aren't any contradictions in the fluff. That would make me very sad. </p><p></p><p>I really hope you are reading and taking note of the comments and criticisms. By taking these on board, you can become a better designer, and receive a lot more interest in your work.</p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 3596583, member: 40749"] Ok. To really proceed, [B]we need to know what your design goals are[/B]. If your design goal is to have 9th-levels spells at 13th level... then there isn't really anything that can be done that's balanced. I'm assuming (possibly foolishly) that it's just an error in your table. Re: Con-based casting. That implies to me a tough character who gets power from inner reserves of energy, not an outside force. If you want split casting stats (and want to retain Con as one of them), I'd base the casting stat requirement and spell DCs on Constitution, representing the character's inner reserves and capacity of power. Bonus spells would be based on Wisdom, representing the character's self-knowledge. Honestly, I'd base all three on Con. It's simpler, but also a bit unusual and interesting. If you do go with the Con spellcasting, I'd suggest giving the class defences and abilities based on their inherent toughness (Damage Reduction, stuff like Mettle, the Diehard and Endurance feats, and such things) as opposed to spell resistance or immunity. If you mean that you should use the normal system for bonus spells, then yes. The impression I got from the Battle Mage text is that they're resticted to spells that blow stuff up, and personal/touch range spells that benefit the Battle Mage (whether it can be directly or indirectly is unclear). Since this is apparently incorrect, it might be a good idea to clean up the text for clarity. Spells are the main class feature of spellcasting classes. Relying primarily on what the DM allows you to get away with... isn't the ideal way toward a balanced class, especially with such a nebulous reference as "spells that aid". SR I can handle, Spell immunity just seems to be a bad idea. In any case, since the Battle Mage automatically knows the spells [I]Spell Immunity, Spell Turning,[/I] and other spells like [I]Globe of Invulnerability,[/I] they should have no issues with defence should they take the time to cast them. I really hope there aren't any contradictions in the fluff. That would make me very sad. I really hope you are reading and taking note of the comments and criticisms. By taking these on board, you can become a better designer, and receive a lot more interest in your work. [/QUOTE]
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