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<blockquote data-quote="Sylrae" data-source="post: 5267405" data-attributes="member: 48520"><p>I'll respond to both individually. I dunno if I'd consider it ready to playtest, but I'd say it's getting closer. I'd recommend you power up the classes before playtest. as I remember either James Jacobs or Jason Bulmahn saying, it's easier to fix a class that's too good by removing stuff than to add to a class that isn't good enough.</p><p></p><p>Carving runes in other surfaces: Leather, Chitin, Ice, Bone</p><p></p><p>Random tangent. Before publication: You in many places write somantic, but what you mean, is somatic. </p><p></p><p>Spellcheck.</p><p></p><p>I've reviewed everything in here except for specific Runes.</p><p></p><p></p><p>I'm not sure I'd make those craft skills into new class skills. They're far too specific. It's almost like expanding out acrobatics to it's 3.5 version of balance, jump, and tumble, but saying it only applies to your new version of monk.</p><p>As a class that gets so few skill points to begin with, I don't think it would be unreasonable to roll up Craft (rune), Craft (runestaff), Craft (menhir rune) into Craft (carving). If menhir rune proves to be too powerful (I'll see when I get to that section), than I'd recommend not making it a skill. More on that later.</p><p></p><p></p><p>Mostly okay. I'd list the chapter and table number of anything you refer to from PFCore.</p><p></p><p></p><p></p><p>While it doesn't have in-combat applications, a creative player will be able to use arcane mark for everything from marking possessions and coins, to branding people, to scrying and the focus of teleportation, to leaving trails. In addition, the marks can be made as to be invisible to conventional sight, requiring detect magic to see them. That may not be a problem, but you should be aware that you're giving that to the class.</p><p></p><p>Not sure I agree with this one. If you allow this spell list (as opposed to actually creating a runemaster spell-list) you're kindof making him a wizard+, in terms of the most definitive feature of the wizard, the spells. I don't think that is a good Idea. I think the class should have a unique spell list. Go through the PF Core book and pick out the spells to give him. </p><p></p><p>I do however recognize that other publishers are not going to list which spells in their books should be added to your class. I would recommend an approach that is a bit more bookkeeping for you, but here it is: As new sources of spells are published, expand the spell list for your class. </p><p>Publish the new spell-list online. update the pdf for download, with errata or updates that happen periodically, perhaps 2-4x per year. Obviously the paper copies if any will be dated, but they can go to your website to get the up-to-date spell list which tells them what spells they can use from the other sources. </p><p>If classes had this in 3.x, the classes outside the player's handbook would have been more appealing, and I imagine more 3rd party casters would have seen more playtime.</p><p></p><p>Basically replaces schools. Schools give you an extra slot from your school at each spell level, at the cost of two opposed schools, and you get some funky powers. This gives you 5 spells that you can prep without your spellbook, but they count as a level higher. Sure you don't provoke when you cast them, but you still have to prepare them the night before. You can't swap them out. This ability needs to be a bit better. The flavor is great, but the ability is considerably weaker than what it is replacing.</p><p></p><p>Consider making the spells spontaneous. Allow the runemaster to cast those spells much like a sorcerer (no spell components), and override any slot of equal or higher level. I'd probably consider granting more of them. say 6 to 9 of them. (possibly one of each spell level), with the ability to swap more than 2 of the spells out as you level.</p><p></p><p>I'm not sure all of them should have material costs. If you're going to give them material costs, they should be limited by number of charges (or permanent), not by time. If limited by time, you should have a limited number of runes you can make per day, or have a limited number of active runes at a time, and the oldest one gets erased when you make a new one instead of a time thing. Maybe have all three options, but dont mingle those mechanics.</p><p></p><p>I'd think of drastically reducing these times. When you were describilg the runes I was picturing how awesome it would be to be runnign down the hallway, being chased, and then the mage pulls out a pocketknife and slashes a wooden doorframe a couple times and the door is held in place a-la hold portal.</p><p></p><p>I like the idea behind this mechanic, but again, I'd change these to match my suggestion above.</p><p></p><p>ouch. material costs, limited times per day, AND max number active at once? that's a pretty steep limitation. I'd say one at a time, and if it's costing me gold it should be like magic item creation, not like a class ability (permanent).</p><p></p><p>Watered down skills, and spellbooks with expiry dates? I know it's a fluff thing, but maybe just having the limited number of spells it can hold is enough. I know if I was running a game with these guys I'd waive the 1 year limit, and just assume the caster oils the staff and puts waterproofer on it and such. On the other hand, if I wanted to play on of these guys and a DM didnt waive that rule, it may result in in-game conflict. I can see a player getting pissed when a GM says his spellbook expired and he lost his spells. it's the sort of rule people ignore by default, and then get really annoyed when someone tries to enforce (like spell components for sorcerers).</p><p></p><p>Nifty. I'd consider making this a feat that uses the craft (carving) skill I mentioned above.</p><p></p><p></p><p></p><p></p><p>I'll look through the specific runes in the morning</p><p></p><p></p><p></p><p>I like the Idea of fast runecarving, but I'd lower everything one step, and then have this lower everything again, to a minimum of a swift action + a move action per spell level.</p><p></p><p>This is still a decent rune-based capstone after speeding up the carving times as I mention above.</p><p></p><p>This is fantastic. Is there any reason it needs to be a staff though, as written, I can't see any reason not to allow them to use a rod instead (a 1 foot to 2 foot staff) or even to engrave it into a bow, sword, or other weapon - an Idea I think would be awesome, even if the staff is the typical build.</p><p></p><p>You need to come up with some sort of mechanism that says how much space a spell holds. I'd make it 1+(1 sq inch/spell lv) in carvings.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5267405, member: 48520"] I'll respond to both individually. I dunno if I'd consider it ready to playtest, but I'd say it's getting closer. I'd recommend you power up the classes before playtest. as I remember either James Jacobs or Jason Bulmahn saying, it's easier to fix a class that's too good by removing stuff than to add to a class that isn't good enough. Carving runes in other surfaces: Leather, Chitin, Ice, Bone Random tangent. Before publication: You in many places write somantic, but what you mean, is somatic. Spellcheck. I've reviewed everything in here except for specific Runes. I'm not sure I'd make those craft skills into new class skills. They're far too specific. It's almost like expanding out acrobatics to it's 3.5 version of balance, jump, and tumble, but saying it only applies to your new version of monk. As a class that gets so few skill points to begin with, I don't think it would be unreasonable to roll up Craft (rune), Craft (runestaff), Craft (menhir rune) into Craft (carving). If menhir rune proves to be too powerful (I'll see when I get to that section), than I'd recommend not making it a skill. More on that later. Mostly okay. I'd list the chapter and table number of anything you refer to from PFCore. While it doesn't have in-combat applications, a creative player will be able to use arcane mark for everything from marking possessions and coins, to branding people, to scrying and the focus of teleportation, to leaving trails. In addition, the marks can be made as to be invisible to conventional sight, requiring detect magic to see them. That may not be a problem, but you should be aware that you're giving that to the class. Not sure I agree with this one. If you allow this spell list (as opposed to actually creating a runemaster spell-list) you're kindof making him a wizard+, in terms of the most definitive feature of the wizard, the spells. I don't think that is a good Idea. I think the class should have a unique spell list. Go through the PF Core book and pick out the spells to give him. I do however recognize that other publishers are not going to list which spells in their books should be added to your class. I would recommend an approach that is a bit more bookkeeping for you, but here it is: As new sources of spells are published, expand the spell list for your class. Publish the new spell-list online. update the pdf for download, with errata or updates that happen periodically, perhaps 2-4x per year. Obviously the paper copies if any will be dated, but they can go to your website to get the up-to-date spell list which tells them what spells they can use from the other sources. If classes had this in 3.x, the classes outside the player's handbook would have been more appealing, and I imagine more 3rd party casters would have seen more playtime. Basically replaces schools. Schools give you an extra slot from your school at each spell level, at the cost of two opposed schools, and you get some funky powers. This gives you 5 spells that you can prep without your spellbook, but they count as a level higher. Sure you don't provoke when you cast them, but you still have to prepare them the night before. You can't swap them out. This ability needs to be a bit better. The flavor is great, but the ability is considerably weaker than what it is replacing. Consider making the spells spontaneous. Allow the runemaster to cast those spells much like a sorcerer (no spell components), and override any slot of equal or higher level. I'd probably consider granting more of them. say 6 to 9 of them. (possibly one of each spell level), with the ability to swap more than 2 of the spells out as you level. I'm not sure all of them should have material costs. If you're going to give them material costs, they should be limited by number of charges (or permanent), not by time. If limited by time, you should have a limited number of runes you can make per day, or have a limited number of active runes at a time, and the oldest one gets erased when you make a new one instead of a time thing. Maybe have all three options, but dont mingle those mechanics. I'd think of drastically reducing these times. When you were describilg the runes I was picturing how awesome it would be to be runnign down the hallway, being chased, and then the mage pulls out a pocketknife and slashes a wooden doorframe a couple times and the door is held in place a-la hold portal. I like the idea behind this mechanic, but again, I'd change these to match my suggestion above. ouch. material costs, limited times per day, AND max number active at once? that's a pretty steep limitation. I'd say one at a time, and if it's costing me gold it should be like magic item creation, not like a class ability (permanent). Watered down skills, and spellbooks with expiry dates? I know it's a fluff thing, but maybe just having the limited number of spells it can hold is enough. I know if I was running a game with these guys I'd waive the 1 year limit, and just assume the caster oils the staff and puts waterproofer on it and such. On the other hand, if I wanted to play on of these guys and a DM didnt waive that rule, it may result in in-game conflict. I can see a player getting pissed when a GM says his spellbook expired and he lost his spells. it's the sort of rule people ignore by default, and then get really annoyed when someone tries to enforce (like spell components for sorcerers). Nifty. I'd consider making this a feat that uses the craft (carving) skill I mentioned above. I'll look through the specific runes in the morning I like the Idea of fast runecarving, but I'd lower everything one step, and then have this lower everything again, to a minimum of a swift action + a move action per spell level. This is still a decent rune-based capstone after speeding up the carving times as I mention above. This is fantastic. Is there any reason it needs to be a staff though, as written, I can't see any reason not to allow them to use a rod instead (a 1 foot to 2 foot staff) or even to engrave it into a bow, sword, or other weapon - an Idea I think would be awesome, even if the staff is the typical build. You need to come up with some sort of mechanism that says how much space a spell holds. I'd make it 1+(1 sq inch/spell lv) in carvings. [/QUOTE]
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