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Dwarven Arcanist
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<blockquote data-quote="Yair" data-source="post: 1822269" data-attributes="member: 10913"><p>I am afraid I'll start with a few typographical comments. Seperating paragraphs with empty spaces makes the text much more readable, as does the use of bold and ident. And while I'm at it, it's Divine not Devine, and Spellcraft not Spell Craft. Sorry to be so pedantic, but I think I ground a few teeth while reading your post, and it hurt.</p><p></p><p>Now for the more meaningful comments. Keep in mind this is just MY opinion, and that I am trying to help you here, not to criticize. </p><p>This is gonna be a long one.</p><p></p><p>First off, I am not clear whether the class is meant for divine or arcane spellcasters, or both. Curiously, at the end of the class a divine spellcaster will be missing 4 divine spell levels when compared to a straight (non-multiclassesd) divine spellcaster, while an arcanist will only be missing 3. Combined with the arcane nature of the class, the poor BAB, and the poor HD it all leads one to believe you are primarily interersted in arcane spellcasters, so I'll assess the class based on that.</p><p>Over 10 levels there are only two levels where an arcanist can't pick up a spellcasting level, but he also loses 4 (!) spellcasting level to divine spellcasting requirements. I personally find it rather excessive. Wouldn't it be enough to require 1, at most 3, divine spellcasting levels? Why 4? The character is going to need to be of character level 7 to qualify anyways, due to the skill rank requirements. I would lower the need for divine levels - let the qualifying characters have some more leaway in what they can be.</p><p></p><p>The d4 HD and poor BAB are consistent with arcanist PrCs. The skill list, however, is not. Concentration is sorely missed. I would also add Dechiper Script, possibly also Profession and Use Magic Device. More skills are very useful, as many entrees will have high Int scores.</p><p></p><p>The saving throws are VERY stragne. A wizard will have (at level 10) +3/+3+7; your class has +6/+5/+5 - that's two almost Good and one "medium" (a non-standard save, really), an amazingly good assortment matched only by the monk. I don't see that as appropriate at all. I'd just copy the wizard progression. If you want them to be resilient, change the Fort to Good too (+7/+3/+7). I don't see why Reflex needs be good.</p><p></p><p>Now on to the special abilities themselves. I'd like to say they are very nice - got lots of color to them. I do find them somewhat lacking mechanicaly, sometimes....</p><p><u>Aberrant Endeavor:</u> By a "negative reaction adjustment to all dwarfs by one category" I assume you mean the NPC attitude of all (NPC) dwarfs is worsened by one category. That's a pretty heavy penalty there, and an interesting one. Especially given the forced dwarven hold soroundings. I like.</p><p><u>Utilize Vein:</u> Accumlating +3 caster levels doesn't even cover the caster level loss incurred in the class (6 caster levels), not to mention the benefits of actually having higher level spell slots and known spells. So this is not at all powerful. Worse, it is very very dependent on DM whim, which is generally not a Good Thing to do. I'd change the requirements to 1 divine spellcasting level (making the character lose 3 caster levels in tot), and have the ability work whenever the caster is touching the ground. Perhaps even allow a gem to be used at high level for a lesser bonus or somesuch. And it would still only lessen the penalties associated with the class, it doesn't break even yet (which is good).</p><p><u>Domain Crossover:</u> What domains? What if the divine spellcasting levels do not come from those of a clerics? I'll assume they do, or that all divine spellcasters in your world have domains.</p><p>This can be very powerful. Now we are seeing some real unique benefit of the class - added versatility in known spells in return for fewer high-level spellcasting slots. With three spell levels short, however, it doesn't really cover it. (It would come dangerously close to breaking even if you drop the divine prerequisite to 1 level, however, as then you'll only be 1.5 levels short!).</p><p><u>Craft Dwarven Runes:</u> as it is written, the ability is simply too vague to interpret. I'll just ignore it.</p><p><u>Abjuration Nature:</u> You mean REPLACE the + to saves with an equal bonus to abjuration spellcasting levels? That's not a very impressive tradeoff, as level rarely counts much for abjuration (it does, but not as much as for a fireball, say). So this ability adds some flexibility, but no real power. Its a good one.</p><p></p><p><u>Ancestral Connection:</u> With all the options, it's a bit hard to genreally asses it. But overal it seems like a nice, not-to-powerful, ability.</p><p><em>A. Knowledge</em> in its Greater version is again too DM dependent. Let the player choose the spell from a limited list or something, what are you afraid of? Also, it is very unclear what is the "standard" procedure - say instead that it is gained like any other known spell, added to the 2 bonus spells per level for wizards, or somesuch. Keep in mind both wizards and sorcerers (and bards) may end up taking it, and word it accordingly.</p><p><em>A. Skill</em> are both nice, but not very powerful. The Greater somewhat lacks oomph, I'd add materials reduction as well.</p><p><em>A. Power</em> adds another +1 CL - again, nice, but doesn't even cover the loss. As for the greater power - I'm not sure adding +2 vs. SR is even better, since adding +1 to caster level also improved your chances vs. SR by +1... change it to +3 at least, I'll go with +4.</p><p></p><p><u>Singular Authority:</u>Very nice, me likes. Not powerful at all at this level, mind you (compare to the price of a +10 to skill magic item). I'll drop the dwarven reaction penalty, however, at this point - otherwise, it's kind of useless...</p><p><u>Arcane Presence:</u> what <em>is</em> "an aura of arcane magic"? Or an "aura of owe"? Sorry, I just don't understand this ability, so I'll ignore it.</p><p></p><p>Overall, when compared with a straight wizard the character loses 14 familiar levels, 6 caster levels, and 3 feats. In return he gains almost ultimate saves, access to domain spells, partial compensation for lost spellcasting ability in the form of bonuses to effective spellcaster level, and a few miscellenious benefits (faster magic item creation, +10 to intimidate dwarves, etc.). I don't think all those benefits outweigh the severe loss of 3 spell levels and 3 feats, although I'll be weary of the high saves. </p><p>I recommend lowering the divine entry requirements, and the high saves, and taking care with the precise wording and details of the lesser abilities.</p><p></p><p>Well, that took a while. Hoped it helped.</p><p></p><p>Yair</p></blockquote><p></p>
[QUOTE="Yair, post: 1822269, member: 10913"] I am afraid I'll start with a few typographical comments. Seperating paragraphs with empty spaces makes the text much more readable, as does the use of bold and ident. And while I'm at it, it's Divine not Devine, and Spellcraft not Spell Craft. Sorry to be so pedantic, but I think I ground a few teeth while reading your post, and it hurt. Now for the more meaningful comments. Keep in mind this is just MY opinion, and that I am trying to help you here, not to criticize. This is gonna be a long one. First off, I am not clear whether the class is meant for divine or arcane spellcasters, or both. Curiously, at the end of the class a divine spellcaster will be missing 4 divine spell levels when compared to a straight (non-multiclassesd) divine spellcaster, while an arcanist will only be missing 3. Combined with the arcane nature of the class, the poor BAB, and the poor HD it all leads one to believe you are primarily interersted in arcane spellcasters, so I'll assess the class based on that. Over 10 levels there are only two levels where an arcanist can't pick up a spellcasting level, but he also loses 4 (!) spellcasting level to divine spellcasting requirements. I personally find it rather excessive. Wouldn't it be enough to require 1, at most 3, divine spellcasting levels? Why 4? The character is going to need to be of character level 7 to qualify anyways, due to the skill rank requirements. I would lower the need for divine levels - let the qualifying characters have some more leaway in what they can be. The d4 HD and poor BAB are consistent with arcanist PrCs. The skill list, however, is not. Concentration is sorely missed. I would also add Dechiper Script, possibly also Profession and Use Magic Device. More skills are very useful, as many entrees will have high Int scores. The saving throws are VERY stragne. A wizard will have (at level 10) +3/+3+7; your class has +6/+5/+5 - that's two almost Good and one "medium" (a non-standard save, really), an amazingly good assortment matched only by the monk. I don't see that as appropriate at all. I'd just copy the wizard progression. If you want them to be resilient, change the Fort to Good too (+7/+3/+7). I don't see why Reflex needs be good. Now on to the special abilities themselves. I'd like to say they are very nice - got lots of color to them. I do find them somewhat lacking mechanicaly, sometimes.... [U]Aberrant Endeavor:[/U] By a "negative reaction adjustment to all dwarfs by one category" I assume you mean the NPC attitude of all (NPC) dwarfs is worsened by one category. That's a pretty heavy penalty there, and an interesting one. Especially given the forced dwarven hold soroundings. I like. [U]Utilize Vein:[/U] Accumlating +3 caster levels doesn't even cover the caster level loss incurred in the class (6 caster levels), not to mention the benefits of actually having higher level spell slots and known spells. So this is not at all powerful. Worse, it is very very dependent on DM whim, which is generally not a Good Thing to do. I'd change the requirements to 1 divine spellcasting level (making the character lose 3 caster levels in tot), and have the ability work whenever the caster is touching the ground. Perhaps even allow a gem to be used at high level for a lesser bonus or somesuch. And it would still only lessen the penalties associated with the class, it doesn't break even yet (which is good). [U]Domain Crossover:[/U] What domains? What if the divine spellcasting levels do not come from those of a clerics? I'll assume they do, or that all divine spellcasters in your world have domains. This can be very powerful. Now we are seeing some real unique benefit of the class - added versatility in known spells in return for fewer high-level spellcasting slots. With three spell levels short, however, it doesn't really cover it. (It would come dangerously close to breaking even if you drop the divine prerequisite to 1 level, however, as then you'll only be 1.5 levels short!). [U]Craft Dwarven Runes:[/U] as it is written, the ability is simply too vague to interpret. I'll just ignore it. [U]Abjuration Nature:[/U] You mean REPLACE the + to saves with an equal bonus to abjuration spellcasting levels? That's not a very impressive tradeoff, as level rarely counts much for abjuration (it does, but not as much as for a fireball, say). So this ability adds some flexibility, but no real power. Its a good one. [U]Ancestral Connection:[/U] With all the options, it's a bit hard to genreally asses it. But overal it seems like a nice, not-to-powerful, ability. [I]A. Knowledge[/I] in its Greater version is again too DM dependent. Let the player choose the spell from a limited list or something, what are you afraid of? Also, it is very unclear what is the "standard" procedure - say instead that it is gained like any other known spell, added to the 2 bonus spells per level for wizards, or somesuch. Keep in mind both wizards and sorcerers (and bards) may end up taking it, and word it accordingly. [I]A. Skill[/I] are both nice, but not very powerful. The Greater somewhat lacks oomph, I'd add materials reduction as well. [I]A. Power[/I] adds another +1 CL - again, nice, but doesn't even cover the loss. As for the greater power - I'm not sure adding +2 vs. SR is even better, since adding +1 to caster level also improved your chances vs. SR by +1... change it to +3 at least, I'll go with +4. [U]Singular Authority:[/U]Very nice, me likes. Not powerful at all at this level, mind you (compare to the price of a +10 to skill magic item). I'll drop the dwarven reaction penalty, however, at this point - otherwise, it's kind of useless... [U]Arcane Presence:[/U] what [I]is[/I] "an aura of arcane magic"? Or an "aura of owe"? Sorry, I just don't understand this ability, so I'll ignore it. Overall, when compared with a straight wizard the character loses 14 familiar levels, 6 caster levels, and 3 feats. In return he gains almost ultimate saves, access to domain spells, partial compensation for lost spellcasting ability in the form of bonuses to effective spellcaster level, and a few miscellenious benefits (faster magic item creation, +10 to intimidate dwarves, etc.). I don't think all those benefits outweigh the severe loss of 3 spell levels and 3 feats, although I'll be weary of the high saves. I recommend lowering the divine entry requirements, and the high saves, and taking care with the precise wording and details of the lesser abilities. Well, that took a while. Hoped it helped. Yair [/QUOTE]
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