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<blockquote data-quote="Arkhandus" data-source="post: 1919125" data-attributes="member: 13966"><p>Firstly, you aren't very clear or complete with your descriptions, which would confuse some folks. You weren't terribly clear with your wording when you basically tried to state that Imbuers cannot utilize metamagic feats nor item creation feats with their spells from this class. Neither were you quite clear mentioning the Spellcraft spell-identification thing; are Imbuers utterly incapable of identifying the spells of others, or no? You made it obvious at least that no one else could identify an Imbuer's spell, meaning they couldn't counterspell the Imbuer unless they used Dispel Magic or Greater Dispelling to do it. The same would be true for Imbuers if they cannot identify other casters' spells, which would be fair.</p><p></p><p>Second, you left out any details of the class' Base Attack Bonus and Base Saving Throws progression. I assume they are the same as a wizard or sorcerer in that regard? If not, then it would probably be too powerful.</p><p></p><p>Third, you did not mention how the Imbuer casts spells. Is their spellcasting arcane or divine? Do they need to meet and divine focus components for divine spells? Do they need arcane foci for arcane spells? Are their spells based on Intelligence, or Wisdom, or Charisma? Do they need to meet a requisite ability score to learn or cast their spells? (i.e. a wizard needs an Int of 10 + spell level in order to learn or cast any given wizard spell, and the save DC against a wizard's spell is 10 + spell level + Int modifier)</p><p></p><p>Fourthly, how exactly does the Spells Gained benefit work? How many spell points does it take to learn, for instance, a 4th-level spell? Or a 9th-level spell? With how many uses per day? How many spell points does it cost to increase the number of uses per day for a particular spell level? Your formula is woefully inadequate and unclear. Until this is clarified, I cannot really tell if the class is either more powerful than a sorcerer, just as powerful as a sorcerer, or horribly weaker than a sorcerer.</p><p></p><p>Fifthly, the supernatural abilities are not entirely clear in some cases, and their potency or versatility varies widely from level to level; i.e. Low-Light Vision is a horribly terrible choice compared to Telepathy or Fast Healing 1. Do the Imbuer's supernatural abilities work simply as described in the core rules (which base them by default on Charisma and hit dice), or are they based on the same ability score, caster level, save DC, and such as Imbuer spells? I advise providing the supernatural abilities each one class level later than you have them now, by the way.</p><p></p><p>A quick scan of the supernatural abilities...... Fast Healing 1 is far too powerful to gain at a low level, it should not be available until the Imbuer gains at least their third or fourth supernatural ability. Low-Light Vision is too weak of a choice compared to that and Telepathy, you'd need to improve it to Low-Light Vision x4 at the very least, or replace it with Darkvision 120 feet or something. Does the Telepathy allow mental communication with someone who doesn't share a language with the character? If so, then it makes Comprehend Languages, Tongues, and the Speak Language skill terribly useless starting at a very early level. Telepathy should probably simply be bumped up to a choice for the third or higher supernatural abilities, unless you restrict it to working with creatures who share a language with the telepath.</p><p></p><p>Spell Resistance 5 is quite worthless at the level it's available, and only becomes worthwhile at 12th-level onward if the character takes it every time besides 3rd-level. By 20th-level it would thus be acquired 5 times giving SR25 in total, making other 20th-level casters fail against the Imbuer 25% of the time. At that point I suppose it's fair, what with the character giving up all their supernatural ability options besides 3rd-level in exchange for an enemy mage fizzling a spell against them one out of every four times. However, it would still suck at the middle and lower levels, and would suck horribly if it were only ever taken a few times.</p><p></p><p>Disguise Self and Gaze of Control would be more suited to becoming available at 3rd-level rather than 6th. Disguise Self is quite underpowered for an ability available only at 6th-level onward, and Gaze of Control may or may not be in the same boat. Is Gaze of Control a gaze attack though, or is it only called Gaze of Control for flavor? Is Energy Resistance 5 incapable of being chosen for resisting sonic damage?</p><p></p><p>Ray and Alternate Form are I suppose fine for the level they can be acquired at. Water Breathing and Flight are perhaps fine for their level, but I'm not entirely certain. You do recall of course that having a Swim speed means the creature automatically has also a +8 racial bonus on Swim checks, can always take 10 on Swim checks, never needs to make Swim checks for normal swimming, and can run or charge while swimming as long as they swim in a straight line? How does Flight work exactly anyway, what fly speed does it give, with what maneuverability rating?</p><p></p><p>Regeneration is too powerful, and should be reduced to Regeneration 1 or maybe, just maybe, Regeneration 2. Never, never, never use 'typically' or 'commonly' or 'usually' in a game rule description for how an ability works; you must specify exactly what attack types bypass Regeneration. You also didn't specify how long it takes to regrow a lost limb, or how long it takes for a severed part to wither away. It looks to me like you just copy-pasted from the System Reference Document without editing it for the specifics of the Imbuer's Regeneration.</p><p></p><p>The Breath Weapon probably has too many uses per day, make it instead 1/day per 6 Imbuer levels (thus 3 times per day at 20th). Never, ever just say something like 'as per an old dragon type of the player's choice'. You do NOT want players giving their character the Breath Weapon of an Old Prismatic Dragon, Old Force Dragon, or the like (if you're 'not in the know', those are from the Epic Level Handbook for 3E, and they're suitably Epic in power level; an Old Force Dragon's breath weapon deals 40d12 force damage for instance). Probably don't want to allow breath weapons from the psionic dragons of the Monster Manual II, or the dragons from Monsters of Faerun, or the planar dragons from a recent issue of Dragon Magazine. You should restrict the Breath Weapon to being of one type from a chromatic or metallic dragon of the character's choice. For instance, they might choose the fire breath weapon of an old gold dragon, which deals 16d10 fire damage, with a Reflex DC of 31 for half damage. Even that is probably too powerful; maybe use the breath weapons of Adult dragons instead of Old dragons. Should the PC be able to choose non-damaging Breath Weapons, such as a Silver Dragon's paralyzing gas or a Copper Dragon's slow gas?</p><p></p><p>Lastly, why are there so few supernatural abilities to choose from, and so few of them available for selection multiple times, especially at higher levels?</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 1919125, member: 13966"] Firstly, you aren't very clear or complete with your descriptions, which would confuse some folks. You weren't terribly clear with your wording when you basically tried to state that Imbuers cannot utilize metamagic feats nor item creation feats with their spells from this class. Neither were you quite clear mentioning the Spellcraft spell-identification thing; are Imbuers utterly incapable of identifying the spells of others, or no? You made it obvious at least that no one else could identify an Imbuer's spell, meaning they couldn't counterspell the Imbuer unless they used Dispel Magic or Greater Dispelling to do it. The same would be true for Imbuers if they cannot identify other casters' spells, which would be fair. Second, you left out any details of the class' Base Attack Bonus and Base Saving Throws progression. I assume they are the same as a wizard or sorcerer in that regard? If not, then it would probably be too powerful. Third, you did not mention how the Imbuer casts spells. Is their spellcasting arcane or divine? Do they need to meet and divine focus components for divine spells? Do they need arcane foci for arcane spells? Are their spells based on Intelligence, or Wisdom, or Charisma? Do they need to meet a requisite ability score to learn or cast their spells? (i.e. a wizard needs an Int of 10 + spell level in order to learn or cast any given wizard spell, and the save DC against a wizard's spell is 10 + spell level + Int modifier) Fourthly, how exactly does the Spells Gained benefit work? How many spell points does it take to learn, for instance, a 4th-level spell? Or a 9th-level spell? With how many uses per day? How many spell points does it cost to increase the number of uses per day for a particular spell level? Your formula is woefully inadequate and unclear. Until this is clarified, I cannot really tell if the class is either more powerful than a sorcerer, just as powerful as a sorcerer, or horribly weaker than a sorcerer. Fifthly, the supernatural abilities are not entirely clear in some cases, and their potency or versatility varies widely from level to level; i.e. Low-Light Vision is a horribly terrible choice compared to Telepathy or Fast Healing 1. Do the Imbuer's supernatural abilities work simply as described in the core rules (which base them by default on Charisma and hit dice), or are they based on the same ability score, caster level, save DC, and such as Imbuer spells? I advise providing the supernatural abilities each one class level later than you have them now, by the way. A quick scan of the supernatural abilities...... Fast Healing 1 is far too powerful to gain at a low level, it should not be available until the Imbuer gains at least their third or fourth supernatural ability. Low-Light Vision is too weak of a choice compared to that and Telepathy, you'd need to improve it to Low-Light Vision x4 at the very least, or replace it with Darkvision 120 feet or something. Does the Telepathy allow mental communication with someone who doesn't share a language with the character? If so, then it makes Comprehend Languages, Tongues, and the Speak Language skill terribly useless starting at a very early level. Telepathy should probably simply be bumped up to a choice for the third or higher supernatural abilities, unless you restrict it to working with creatures who share a language with the telepath. Spell Resistance 5 is quite worthless at the level it's available, and only becomes worthwhile at 12th-level onward if the character takes it every time besides 3rd-level. By 20th-level it would thus be acquired 5 times giving SR25 in total, making other 20th-level casters fail against the Imbuer 25% of the time. At that point I suppose it's fair, what with the character giving up all their supernatural ability options besides 3rd-level in exchange for an enemy mage fizzling a spell against them one out of every four times. However, it would still suck at the middle and lower levels, and would suck horribly if it were only ever taken a few times. Disguise Self and Gaze of Control would be more suited to becoming available at 3rd-level rather than 6th. Disguise Self is quite underpowered for an ability available only at 6th-level onward, and Gaze of Control may or may not be in the same boat. Is Gaze of Control a gaze attack though, or is it only called Gaze of Control for flavor? Is Energy Resistance 5 incapable of being chosen for resisting sonic damage? Ray and Alternate Form are I suppose fine for the level they can be acquired at. Water Breathing and Flight are perhaps fine for their level, but I'm not entirely certain. You do recall of course that having a Swim speed means the creature automatically has also a +8 racial bonus on Swim checks, can always take 10 on Swim checks, never needs to make Swim checks for normal swimming, and can run or charge while swimming as long as they swim in a straight line? How does Flight work exactly anyway, what fly speed does it give, with what maneuverability rating? Regeneration is too powerful, and should be reduced to Regeneration 1 or maybe, just maybe, Regeneration 2. Never, never, never use 'typically' or 'commonly' or 'usually' in a game rule description for how an ability works; you must specify exactly what attack types bypass Regeneration. You also didn't specify how long it takes to regrow a lost limb, or how long it takes for a severed part to wither away. It looks to me like you just copy-pasted from the System Reference Document without editing it for the specifics of the Imbuer's Regeneration. The Breath Weapon probably has too many uses per day, make it instead 1/day per 6 Imbuer levels (thus 3 times per day at 20th). Never, ever just say something like 'as per an old dragon type of the player's choice'. You do NOT want players giving their character the Breath Weapon of an Old Prismatic Dragon, Old Force Dragon, or the like (if you're 'not in the know', those are from the Epic Level Handbook for 3E, and they're suitably Epic in power level; an Old Force Dragon's breath weapon deals 40d12 force damage for instance). Probably don't want to allow breath weapons from the psionic dragons of the Monster Manual II, or the dragons from Monsters of Faerun, or the planar dragons from a recent issue of Dragon Magazine. You should restrict the Breath Weapon to being of one type from a chromatic or metallic dragon of the character's choice. For instance, they might choose the fire breath weapon of an old gold dragon, which deals 16d10 fire damage, with a Reflex DC of 31 for half damage. Even that is probably too powerful; maybe use the breath weapons of Adult dragons instead of Old dragons. Should the PC be able to choose non-damaging Breath Weapons, such as a Silver Dragon's paralyzing gas or a Copper Dragon's slow gas? Lastly, why are there so few supernatural abilities to choose from, and so few of them available for selection multiple times, especially at higher levels? [/QUOTE]
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