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General Tabletop Discussion
*Pathfinder & Starfinder
"Prestige Caster" -Casters as Prestige Classes
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<blockquote data-quote="Spatzimaus" data-source="post: 2959369" data-attributes="member: 3051"><p>As I've mentioned in a few other threads, my friends and I whipped up a homebrew where all magic was found in three "Advanced Classes". These were Prestige Classes whose only requirements are a single Feat, so you could take them at level 2, and whose abilities were somewhat based on the class you had been in before entering them.</p><p></p><p>Anyway, it worked pretty well. The things we learned from the experience:</p><p>1> You really, really need to make "caster level" count things other than just the caster class levels. In our case, we added two casting skills (Focus and Manifestation); Focus replaced Caster Level in spell effects, and Manifestation replaced it for caster level checks (like when trying to penetrate SR), and Manifestation also replaced your normal ranged attack bonus (BAB+DEX) on any spells requiring an attack roll. There have been plenty of other suggestions.</p><p></p><p>2> As others have mentioned, by effectively forcing casters to take a couple nonmagical levels at first, low-end damage spells just won't pack much punch. In our case this wasn't an issue, because we had reworked how metamagic works into X/day abilities, so lacking high-level slots wouldn't prevent you from metamagicking the level 1 stuff. But in your case, it'd mean that a Ftr6 who decides to become a Cleric will still act like a Fighter in every way that matters until he's got quite a few more levels.</p><p></p><p>3> If you keep the armor/weapon restrictions the various casters have, you're penalizing players a bit more than necessary, by forcing them to pick a class with the right weapons/armor at level 1.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2959369, member: 3051"] As I've mentioned in a few other threads, my friends and I whipped up a homebrew where all magic was found in three "Advanced Classes". These were Prestige Classes whose only requirements are a single Feat, so you could take them at level 2, and whose abilities were somewhat based on the class you had been in before entering them. Anyway, it worked pretty well. The things we learned from the experience: 1> You really, really need to make "caster level" count things other than just the caster class levels. In our case, we added two casting skills (Focus and Manifestation); Focus replaced Caster Level in spell effects, and Manifestation replaced it for caster level checks (like when trying to penetrate SR), and Manifestation also replaced your normal ranged attack bonus (BAB+DEX) on any spells requiring an attack roll. There have been plenty of other suggestions. 2> As others have mentioned, by effectively forcing casters to take a couple nonmagical levels at first, low-end damage spells just won't pack much punch. In our case this wasn't an issue, because we had reworked how metamagic works into X/day abilities, so lacking high-level slots wouldn't prevent you from metamagicking the level 1 stuff. But in your case, it'd mean that a Ftr6 who decides to become a Cleric will still act like a Fighter in every way that matters until he's got quite a few more levels. 3> If you keep the armor/weapon restrictions the various casters have, you're penalizing players a bit more than necessary, by forcing them to pick a class with the right weapons/armor at level 1. [/QUOTE]
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"Prestige Caster" -Casters as Prestige Classes
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