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Adept base class
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<blockquote data-quote="Chronologist" data-source="post: 4988165" data-attributes="member: 81796"><p>OK, I'll respond to the questions in order.</p><p></p><p>Milo,</p><p>1. The cost for channeling is 1 point of Focus per spell level. Cantrips cost nothing, and can be cast as many times as the Adept wants to.</p><p></p><p>2. Adepts only recover Focus when they do NOT cast a spell that round, they can't spend actions to recover, then spend a standard action to cast. This means that they have to fight normally for multiple rounds to recover, and each round they do so they're giving up actions.</p><p></p><p>3. Absorb Magic affects any spell targeting you, but others are still affected. If a wizard Fireballs you and your 2 friends, if you make the save you absorb spell levels as Focus, but your friends are still hit. I designed a feat (min level 12) that negates the spell entirely for all targets if you make the save. And remember, Absorb Magic only works against Arcane Magic, Divine Magic hits Adepts like everyone else.</p><p></p><p></p><p></p><p>Celebrim, yeah, I put a lot of thought into this, I didn't just want it to fit one setting or character build, I wanted a truly Base class. My only concern is that is doesn't multiclass too well, but neither do pretty much all the non-Core base classes. </p><p></p><p>On to your comments,</p><p></p><p>1. I stated "at the beginning of the combat encounter Focus recovers" mostly for 2nd level characters, so they get 1 spell per fight, instead of one spell per day. After 3rd level they can recover with move actions so they can always fill up before a fight.</p><p></p><p>2. Enchanter's Blood is an enhancement bonus. Sorry about that, I kind of wrote the abilities quickly. Most of the time went into the Fluff and the Channeling.</p><p></p><p>3. I can see how Divination would look strong here, but I designed the Adept from a combat perspective. It's always nice to know about your enemies beforehand, but in a serious fight Divination doesn't really do a whole lot IMO. I feel giving divination a few extra spells to choose from rounds it out a little more. Evocation is powerful enough as I see it, they can't go Nova every round, but they can do it a whole lot longer than even a sorcerer.</p><p></p><p>Now the biggie,</p><p>4. I could see that being easily abused, Celebrium. I'd keep it that way for my games, but maybe instead they learn 4 spells per level of the highest they can channel, and they can learn spells they see other spellcasters cast? I'd prefer to keep it open, but limiting the spell list might make combat go faster.</p><p></p><p>Thanks so much for the feedback, It's much appreciated. I have some questions myself, though. Does the class have a nice ramping of class features? Is anything too strong? Too weak? What would be another class feature or two that would make the class feel more unique, or does it seem original enough already?</p><p></p><p>Any feedback is welcome</p><p></p><p>Chronologist</p></blockquote><p></p>
[QUOTE="Chronologist, post: 4988165, member: 81796"] OK, I'll respond to the questions in order. Milo, 1. The cost for channeling is 1 point of Focus per spell level. Cantrips cost nothing, and can be cast as many times as the Adept wants to. 2. Adepts only recover Focus when they do NOT cast a spell that round, they can't spend actions to recover, then spend a standard action to cast. This means that they have to fight normally for multiple rounds to recover, and each round they do so they're giving up actions. 3. Absorb Magic affects any spell targeting you, but others are still affected. If a wizard Fireballs you and your 2 friends, if you make the save you absorb spell levels as Focus, but your friends are still hit. I designed a feat (min level 12) that negates the spell entirely for all targets if you make the save. And remember, Absorb Magic only works against Arcane Magic, Divine Magic hits Adepts like everyone else. Celebrim, yeah, I put a lot of thought into this, I didn't just want it to fit one setting or character build, I wanted a truly Base class. My only concern is that is doesn't multiclass too well, but neither do pretty much all the non-Core base classes. On to your comments, 1. I stated "at the beginning of the combat encounter Focus recovers" mostly for 2nd level characters, so they get 1 spell per fight, instead of one spell per day. After 3rd level they can recover with move actions so they can always fill up before a fight. 2. Enchanter's Blood is an enhancement bonus. Sorry about that, I kind of wrote the abilities quickly. Most of the time went into the Fluff and the Channeling. 3. I can see how Divination would look strong here, but I designed the Adept from a combat perspective. It's always nice to know about your enemies beforehand, but in a serious fight Divination doesn't really do a whole lot IMO. I feel giving divination a few extra spells to choose from rounds it out a little more. Evocation is powerful enough as I see it, they can't go Nova every round, but they can do it a whole lot longer than even a sorcerer. Now the biggie, 4. I could see that being easily abused, Celebrium. I'd keep it that way for my games, but maybe instead they learn 4 spells per level of the highest they can channel, and they can learn spells they see other spellcasters cast? I'd prefer to keep it open, but limiting the spell list might make combat go faster. Thanks so much for the feedback, It's much appreciated. I have some questions myself, though. Does the class have a nice ramping of class features? Is anything too strong? Too weak? What would be another class feature or two that would make the class feel more unique, or does it seem original enough already? Any feedback is welcome Chronologist [/QUOTE]
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