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<blockquote data-quote="Sourcemaster2" data-source="post: 1919595" data-attributes="member: 27072"><p>Oops. I more or less copied and pasted an old post onto here, and forgot to list some of the finer details. In all honesty, I had almost all of this typed out in another file, but I've gotten so little feedback in the past I didn't bother carefully overlooking it this time and so left a lot out. So, to answer a few queries concerning the (admittedly) gaping holes in the description. </p><p></p><p>Casting: An imbuer is an arcane spellcaster. It does not need material foci or spell components, but I'm considering making spells with costly components/foci drain perhaps 1/25 the amount of gold in XP, though the amount is open to alteration. Thoughts?</p><p></p><p>BAB, Saving Throws: Correct, they are the same as the wizard. I was going for a more flexible counter for the mage, and didn't want to encourage melee.</p><p></p><p>Stats: In the original post(not here, one made long before), I directed a general question over which mental stat seemed most appropriate. Int seems most appropriate, as the class focuses on study, but their understanding is nearly spiritual, so Wis is justifiable also. Opinions are welcome here. Whatever the choice, the spellcasting stat restricts the available levels of spells in the ordinary manner, but the imbuer does not recieve bonus spells for a high stat.</p><p></p><p>Spellcraft: Imbuers' spells are totally unique to the individual, and are therefor not subject to identification. Since they don't research the technicalities of the spellcraft of others (though they do observe the effects and "shape" of caster-style magic) they have no bonus to Spellcraft checks. It seems to make little sense to make them innately unable to comprehend normal modes of spellcasting, but I can understand that this gives them a bit of an edge. Perhaps their spells could instead have a higher DC to be identified, and, because their own minds are aligned to their own methods, they find it difficult to understant normal casting, giving them an equal Spellcraft penalty to identify standard spellcasting(not unlike the Shadow Weave feats, though obviously a bit different in application)?</p><p></p><p>Spells Gained: I don't see the difficulty here. The formula is fairly simple: spell level X uses per day=cost. So, a 3/day feather fall would be 1 X 3=3 points. To increase the uses per day just use the formula again. A 2/day fireball you want to increase to 3/day, add 3 (fireball level) x 1(additional use desired) for a total cost of 3. It effects only that spell. To avoid PCs choosing a half dozen blasting spells /day, I may impose a limit of spells known, but I would hate to do that. The class is all about versatility, and limiting that would be a pain. Although, it could be a good use for the prime ability score. As it stands, there's little reason to advance the score very far, so making the maximum spells known dependent on it could help a good deal. </p><p>Supernatural Abilities: These are where I need real help. The rest of it I'm fairly confident about and can explain/defend, but I'm terribly at balancing class features like these. I sprinkled them around with as much appropriatness as I could manage, but I could see flaws pretty easily. So, to sum up your suggestions and answer questions, here comes a list.</p><p>1) Fast healing cannot be gained until 12th or 15th level.</p><p></p><p>2) Low-Light Vision seemed far too weak, but I didn't want to give darkvision yet, so I'll take your advice and raise it to x4.</p><p></p><p>3) Telepathy doesn't cross language barriers. The target(s) can "hear" a voice in their head, but without additional magic they won't understand what's being "said." As a side option, it could be made a ladder ability, becoming usable on people who speak a different language atadditional selections.</p><p></p><p>4) Spell Resistance raised to 12th level. The base amount would need to be raised, though I'm not sure how high to go.</p><p></p><p>5) Disguise Self was originally unlimited duration, usable at will, but it seemed a bit too good. Maybe keep it as it is and lower it to 3rd?</p><p></p><p>6) Gaze of Control lowered to 3rd; it is a gaze attack, but mimics the spells' effects (yes, even command, if you were wondering; the word is silent)</p><p></p><p>7) Yes, energy resistance can be chosen to resist sonic damage.</p><p></p><p>8) The Swim stuff I'm fairly familiar with, and it doesn't seem unbalanced compared with flight unless I'm missing something.</p><p></p><p>9) Flight is similar to an ogre mage's ability, allowing purely magical flight akin-though not exactly the same-to a fly spell. Fly speed is 40 (too good?) and maneuverability is good, though I'm a little shaky and open to suggestion on this. Perfect maneuverability would make sense, but might be too attractive to players. One idea occured to me: an upgradable base ability that starts off as a feather fall (possibly limited to uses/day, though I'd prefer continuous) that increases to levitation (same as feather fall, whichever option we use) and eventually becomes flight. I'd like to emphasize increasing abilities, but at the same time, I don't want to restrict a char to one path....any opinions?</p><p></p><p>10) Regeneration: Guilty as charged. SDR-copier is me, though (again) there are better altered posts from when I was actually awake and naive enough to expect help. This is the first useful review I've gotten on the damned thing, and I even posted it on the WotC boards! I've rarely dealt with regeneration, so I'll listen and lower it to 1. As for the technicalities, fire and acid bypass it, with other options acceptable if someone here has a good reason (magic, magical weapons, sonic damage, ect.) Lost limbs wither away within ten minutes, completely dissolving into very fine black powder, and regrow in twice that time.</p><p></p><p>11) Breath Weapon: I'll lower the uses per day to 1/day per 6 levels. I considered a ladder scheme for this also, but a breath weapon seems too good to have at early levels, however hamstringed we might make it. The old dragon type should have been more specific; I meant the standard metallic/chromatic dragons. Yes, a PC can choose a non-damaging breath, but whatever he picks when he chooses the ability is what he's stick with.</p><p></p><p></p><p>Final: There are few abilities, but I'm open to input on new ones. It took a while to balance the spellcasting, so I'm turning now to the more tricky Sus. Making some scalable with additional choices is one of my goals, so help on that oart is highly appreciated.</p></blockquote><p></p>
[QUOTE="Sourcemaster2, post: 1919595, member: 27072"] Oops. I more or less copied and pasted an old post onto here, and forgot to list some of the finer details. In all honesty, I had almost all of this typed out in another file, but I've gotten so little feedback in the past I didn't bother carefully overlooking it this time and so left a lot out. So, to answer a few queries concerning the (admittedly) gaping holes in the description. Casting: An imbuer is an arcane spellcaster. It does not need material foci or spell components, but I'm considering making spells with costly components/foci drain perhaps 1/25 the amount of gold in XP, though the amount is open to alteration. Thoughts? BAB, Saving Throws: Correct, they are the same as the wizard. I was going for a more flexible counter for the mage, and didn't want to encourage melee. Stats: In the original post(not here, one made long before), I directed a general question over which mental stat seemed most appropriate. Int seems most appropriate, as the class focuses on study, but their understanding is nearly spiritual, so Wis is justifiable also. Opinions are welcome here. Whatever the choice, the spellcasting stat restricts the available levels of spells in the ordinary manner, but the imbuer does not recieve bonus spells for a high stat. Spellcraft: Imbuers' spells are totally unique to the individual, and are therefor not subject to identification. Since they don't research the technicalities of the spellcraft of others (though they do observe the effects and "shape" of caster-style magic) they have no bonus to Spellcraft checks. It seems to make little sense to make them innately unable to comprehend normal modes of spellcasting, but I can understand that this gives them a bit of an edge. Perhaps their spells could instead have a higher DC to be identified, and, because their own minds are aligned to their own methods, they find it difficult to understant normal casting, giving them an equal Spellcraft penalty to identify standard spellcasting(not unlike the Shadow Weave feats, though obviously a bit different in application)? Spells Gained: I don't see the difficulty here. The formula is fairly simple: spell level X uses per day=cost. So, a 3/day feather fall would be 1 X 3=3 points. To increase the uses per day just use the formula again. A 2/day fireball you want to increase to 3/day, add 3 (fireball level) x 1(additional use desired) for a total cost of 3. It effects only that spell. To avoid PCs choosing a half dozen blasting spells /day, I may impose a limit of spells known, but I would hate to do that. The class is all about versatility, and limiting that would be a pain. Although, it could be a good use for the prime ability score. As it stands, there's little reason to advance the score very far, so making the maximum spells known dependent on it could help a good deal. Supernatural Abilities: These are where I need real help. The rest of it I'm fairly confident about and can explain/defend, but I'm terribly at balancing class features like these. I sprinkled them around with as much appropriatness as I could manage, but I could see flaws pretty easily. So, to sum up your suggestions and answer questions, here comes a list. 1) Fast healing cannot be gained until 12th or 15th level. 2) Low-Light Vision seemed far too weak, but I didn't want to give darkvision yet, so I'll take your advice and raise it to x4. 3) Telepathy doesn't cross language barriers. The target(s) can "hear" a voice in their head, but without additional magic they won't understand what's being "said." As a side option, it could be made a ladder ability, becoming usable on people who speak a different language atadditional selections. 4) Spell Resistance raised to 12th level. The base amount would need to be raised, though I'm not sure how high to go. 5) Disguise Self was originally unlimited duration, usable at will, but it seemed a bit too good. Maybe keep it as it is and lower it to 3rd? 6) Gaze of Control lowered to 3rd; it is a gaze attack, but mimics the spells' effects (yes, even command, if you were wondering; the word is silent) 7) Yes, energy resistance can be chosen to resist sonic damage. 8) The Swim stuff I'm fairly familiar with, and it doesn't seem unbalanced compared with flight unless I'm missing something. 9) Flight is similar to an ogre mage's ability, allowing purely magical flight akin-though not exactly the same-to a fly spell. Fly speed is 40 (too good?) and maneuverability is good, though I'm a little shaky and open to suggestion on this. Perfect maneuverability would make sense, but might be too attractive to players. One idea occured to me: an upgradable base ability that starts off as a feather fall (possibly limited to uses/day, though I'd prefer continuous) that increases to levitation (same as feather fall, whichever option we use) and eventually becomes flight. I'd like to emphasize increasing abilities, but at the same time, I don't want to restrict a char to one path....any opinions? 10) Regeneration: Guilty as charged. SDR-copier is me, though (again) there are better altered posts from when I was actually awake and naive enough to expect help. This is the first useful review I've gotten on the damned thing, and I even posted it on the WotC boards! I've rarely dealt with regeneration, so I'll listen and lower it to 1. As for the technicalities, fire and acid bypass it, with other options acceptable if someone here has a good reason (magic, magical weapons, sonic damage, ect.) Lost limbs wither away within ten minutes, completely dissolving into very fine black powder, and regrow in twice that time. 11) Breath Weapon: I'll lower the uses per day to 1/day per 6 levels. I considered a ladder scheme for this also, but a breath weapon seems too good to have at early levels, however hamstringed we might make it. The old dragon type should have been more specific; I meant the standard metallic/chromatic dragons. Yes, a PC can choose a non-damaging breath, but whatever he picks when he chooses the ability is what he's stick with. Final: There are few abilities, but I'm open to input on new ones. It took a while to balance the spellcasting, so I'm turning now to the more tricky Sus. Making some scalable with additional choices is one of my goals, so help on that oart is highly appreciated. [/QUOTE]
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