Particle_Man
Explorer
So far, the only criticism I have seen on this thread is that Evokers are weak. I have an idea:
1) Ban the Evocation school entirely. It does not exist. Gone. Period.
2) Allow the Eldritch Darts and Master of Heat and Flame to vary their energy types starting at 5th level. Darts can be force, sonic, and electricity. Master of Heat and Flame can be fire, cold or acid. Allow the former to exist as a "ball" (20' radius, treat all dart "attacks" as happening at once and in the same area)) and the latter to exist as a "cone" (30', treat all cone "attacks" as happening at once and in the same area) starting at 10th level. Instead of rolling to hit with attacks, targets reflex save for half damage, with (DC = arcanist's level + int mod + any mana points the arcanist spends that round (decide to spend before casting)). (A roll of 1 on the casting roll has the "ball" center on you and the "cone" affect you and spit out in a random direction; No chance to save for half damage on "ball" or "cone" for arcanist that rolls a "1", although others roll to save as normal). At 20th level the "ball" is 40' and the "cone" is 60', if the arcanist chooses. Also at 20th level, the "ball" can be both sonic and lightning, and the "cone" can combine acid with either fire or cold).
3) Allow the Arcanist to "pump" more damage into the Eldritch Darts or Master of Heat and Flame by burning their own hit points, at a 1 to 1 ratio (nice for ball and cone effects). This must be done before the d20 role is made (so they might end up hurting themselves and paying hit points for the priviledge).
This was not playtested so much as pulled out of my you know what just now. It seems like a place to start, though. Now that I think on it, maybe Evocation was toned down to reduce chance of Arcanist autokilling himself on a 1 (their hp isn't that great). Maybe my method above would result in dead arcanists.
All the other schools except Evocation have the right power level + risk for this sort of campaign. I want magic to be risky in IH, after all. I mean, yeah you could try for a dragon, but it makes more sense to go for a creature that a) will be useful and b) that you can handle if it "Goes Frankenstein" on you. That or have a creature with a crappy movement rate compared to yours.
1) Ban the Evocation school entirely. It does not exist. Gone. Period.
2) Allow the Eldritch Darts and Master of Heat and Flame to vary their energy types starting at 5th level. Darts can be force, sonic, and electricity. Master of Heat and Flame can be fire, cold or acid. Allow the former to exist as a "ball" (20' radius, treat all dart "attacks" as happening at once and in the same area)) and the latter to exist as a "cone" (30', treat all cone "attacks" as happening at once and in the same area) starting at 10th level. Instead of rolling to hit with attacks, targets reflex save for half damage, with (DC = arcanist's level + int mod + any mana points the arcanist spends that round (decide to spend before casting)). (A roll of 1 on the casting roll has the "ball" center on you and the "cone" affect you and spit out in a random direction; No chance to save for half damage on "ball" or "cone" for arcanist that rolls a "1", although others roll to save as normal). At 20th level the "ball" is 40' and the "cone" is 60', if the arcanist chooses. Also at 20th level, the "ball" can be both sonic and lightning, and the "cone" can combine acid with either fire or cold).
3) Allow the Arcanist to "pump" more damage into the Eldritch Darts or Master of Heat and Flame by burning their own hit points, at a 1 to 1 ratio (nice for ball and cone effects). This must be done before the d20 role is made (so they might end up hurting themselves and paying hit points for the priviledge).
This was not playtested so much as pulled out of my you know what just now. It seems like a place to start, though. Now that I think on it, maybe Evocation was toned down to reduce chance of Arcanist autokilling himself on a 1 (their hp isn't that great). Maybe my method above would result in dead arcanists.
All the other schools except Evocation have the right power level + risk for this sort of campaign. I want magic to be risky in IH, after all. I mean, yeah you could try for a dragon, but it makes more sense to go for a creature that a) will be useful and b) that you can handle if it "Goes Frankenstein" on you. That or have a creature with a crappy movement rate compared to yours.