Multitude of New casters, need advice

Miles Pilitus

First Post
In a game I'm going to be running soon, the flavor of the world asks me to try and come up with some additional Mage classes to fill in the society. I'd be obliged if you kin folks here could help check me on some of these classes.

Chaos Mage
Black Knight
Biomancer
Channeler
Arcane Warrior, a Fighter Mage
An NPC class, the Artisan

I think the link to the world's wiki is probably a bit better then trying to copy and paste the classes into here.

Update: added links to the two new classes.
 
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Sorry, stupid timing. I post this, and then my friend who's hosting it moves and takes the server down for a night. I wasn't expecting him to move until this weekend.

It should be back up tomorrow sometime this week.

Blarg.

Thank you both for trying to look at it, I might bump this when I know the links are live again.
 
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The Chaos Mage seems quite powerful.


The ability to swap out spells known every day is a really sweet ability.

Iron will and skill focus (spellcraft) are a must for these guys, since those two rolls have major effects in regards to the character.

I really like the wild surge ability, but the numbers should be moved up a spot, since you can't get a total of one on the chart.

That being said I think the spell swapping. Perhaps have a spell book type thing, that they can add spells to, but they can only add spells to thier memory from the spell book.

My two cents
-Sravoff
 

Sravoff, the need to not use a spell book is the basic idea of the classes. That's what I'm trying to balance, and I know it has the potential to be powerful.

I took the spells/day limit down to 3 maximum.

Also, you can hit a 1 on the Wild Surge chart, if you match an opponent in a Chaos duel, you get hit with a +0 roll. (Defender always wins)
 

*Bump*
Added a pair of new classes to replace the roles that I was going to fill with the Mageblade and the Witch from AE.

If anyone could take a look at these, I'm starting the game this thursday and need to make sure I have the rules for these classes on solid ground.

Edit:
A more detailed rebuttal to Sravoff's suggestion: the concept of the class is an adaptable mage who's rejected the structured discipline of standard Wizardy, so making them have a spell book is counter to the purpose of the class. At low levels, they will probably need to keep a index of scrolls for their spells to make it so that they can actually hit those high DC's needed to committing a spell. I'll add in something for them not being able to try to commit the same spell more then once in a day.

Ideally, at low levels, the Chaos mage will be not be able to change his spells around very quickly and will probably leave his spells in memory and play much like a sorceror. Once they get to higher levels and can start making the skill checks to memorize spells, they will be much more versatile then a Wizard, but they are going to have a lower number of spells per day that they can throw out.
 
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