(Proposal) Learner Prestige Class

SRD said:
• Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
• Dungeoneering (aberrations, caverns, oozes, spelunking)
• Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
• The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)

You could make it 10+HD and use the skills as above (making them all class skills for the Learner). This makes a certain degree of sense, as learning about the creature also tells you about the environment (the planes for outsiders, caverns for oozes, etc.) The low DC compensates for the fact that you have to split between lots of skills.
 

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Thomas Hobbes said:
You could make it 10+HD and use the skills as above (making them all class skills for the Learner). This makes a certain degree of sense, as learning about the creature also tells you about the environment (the planes for outsiders, caverns for oozes, etc.) The low DC compensates for the fact that you have to split between lots of skills.

The problem with that, though, is that some of the Knowledge skills that monster types fall under don't exactly work.

For instance, humanoids fall under Local - while that works to an extent, it doesn't fit as well as, say, magical beasts in Arcana. And what about undead in Religion? Religion has almost nothing to do with undead, except in a few cases.

Maybe make it a Lore check? The Lore ability to supposed to represent knowledge about monsters as a whole, and that would fit with the Observation ability - but I don't know if that would be a good idea, basing one ability off of another (and the Lore bonus a learner gets is even more unchangeable than a Will save is).
 

Hmm. Are there any humanoids with learnable abilities?

Religion makes sense to a certain extent, since evil clerics are the primary users of undead. But you do have a point there. I still think it's (mostly) workable, though- even if you break it into a few catagories, like sticking undead under "arcana" too, and that sort of thing.
 


Alright, how about this list...

Arcana: constructs, dragons, magical beasts, undead.
Dungeoneering: aberrations, oozes.
Nature: animals, fey, giants, humanoids, monstrous humanoids, plants, vermin.
The Planes: elementals, outsiders.

I'd like to keep humanoids around, just in case. I know that almost none of them have anything useful, but if - in the future - something comes up that has an ability, I'd like for the learner to be able to learn it, if the character in question would like.
 


I like it GW, it keeps getting better.

But I think you need a better method of determining slot cost instead of just using the creature's CR. A creatures abilities don't always neatly line up w/ it's CR. Ethereal Jaunt for a 3rd level spell slot (from the Ethereal Filcher) is a little too cheap.

Similarly, Detect Magic for a 3rd level slot (also from the Filcher) is too expensive.

The slot cost should be the same as the spell (or psionic power) the blue ability most closely resembles.

Also I'm a little worried about (comparatively) low-level blue mages using multiple low-level slots to pull off powerful effects they shouldn't be capable of yet. (a 5th level character casting Mind Blast is just wrong...)
 

Thomas Hobbes said:
I like the list. Do you think this makes them too skill-intensive, though? What should the DC be at now?

It's only four skills - that's not too bad. Probably do base DC 10... they only get 4 skill points at each level (not counting any Int bonuses), so if they try to expand their other skills, then they'd have to go with not upping one of those.

I think it works with four. Fewer than that, I'd say it should go back up to DC 15... more than four, I think that it's a little unwieldy. But with the number of skill points they get at each level being equal to the number of skills they need, I think it should be fine.

Pyrex said:
I like it GW, it keeps getting better.

Thanks. :) I'm liking how the spell slot cost system is looking, and though it's still a little rough (as you aptly pointed out ;)), I think it will do fine once we smooth things out.

Pyrex said:
But I think you need a better method of determining slot cost instead of just using the creature's CR. A creatures abilities don't always neatly line up w/ it's CR. Ethereal Jaunt for a 3rd level spell slot (from the Ethereal Filcher) is a little too cheap.

Similarly, Detect Magic for a 3rd level slot (also from the Filcher) is too expensive.

The slot cost should be the same as the spell (or psionic power) the blue ability most closely resembles.

Also I'm a little worried about (comparatively) low-level blue mages using multiple low-level slots to pull off powerful effects they shouldn't be capable of yet. (a 5th level character casting Mind Blast is just wrong...)

Hrm...

For the mind flayer example, I'll say that a 5th-level character shouldn't have it, and that's the DM's problem. A 5th-level char shouldn't have an ability from a CR 8 creature. Also, do note that, even if this does happen, that the learner could probably only do that once each day, possibly twice if he's got a really nice Cha. Pulling off one mind blast each day is nicer than what most arcane or divine casters can throw around, but they can throw around those slightly weaker abilities a lot more often than the learner can throw around a mind blast (at 5th, anyway).

For the filcher - I agree, some abilities don't quite match up. My main issue was quickness from the choker... gaining the broken part of haste for only two spell slots is just evil. ;)

I have an idea of how to handle this... I'm going to start rambling now, so it'll be rough.

The Su or Sp ability has a spell slot cost equal to the CR of the monster it was learned from. In the case of abilities that have a caster level specifically listed, then the spell slot cost of the ability is equal to that caster level - the learner's learner level.

Example: A 2nd-level learner (6th-level character) learns the ethereal jaunt ability from an ethereal marauder. If the ability did not list a caster level for the ability, the ability would cost 3 spell levels in spell slots. However, because it does (CL 15th), then the ability costs 13 spell levels worth of spell slots: 15 for the base cost, minus 2 for the learner's 2 learner levels.

Note that if a blue spell has an effective CL of 0th for purposes of spell slot costs, then it still requires at least one 0th-level spell slot to cast.

At higher levels, the ability becomes cheaper, but the spell is only 8th IIRC, so having it cost 14 for a 1st-level learner and 5 for a 10th-level isn't too big of a problem - it fixes the issue of it being 3 for a learner, period, though, which is an improvement.

If a monster's ability indicates that the ability works similarly to a spell, but does not list a caster level, use the creature's CR as the spell slot cost.

-----

Right now, I don't know if this would work - it's starting to get a little unwieldy. While I'd like to make it so that everything is covered equally, I'm also a little worried about how clunky the mechanics are... I'd like for the whole system to be streamlined, so the DM has as little extra work as possible when dealing with a learner character.

Also remember that some abilities that work like spells use them more effectively than normal spellcasters could. For instance, the sleep ray from a gauth beholder works a lot better than the normal sleep spell - that's why I said that if the spell doesn't list a CL, use the monster's CR as the spell slot cost. In most instances, it works out a lot better than saying that it's equal to the spell mentioned in the ability.

Of course, there are probably a few problematic areas left... most notably, I don't quite know what to do about the choker's quickness ability, and others like it (if any exist). I'm open to ideas. :)
 

Gnomeworks, I really like the idea of this class. I decided to try and find out just what abilites a learner could gain. I recently dled a database of the srd monsters. So I wrote a little query to the database to find all the monsters with SU and SP abilities. Here are the results - ~link~

From what I can see there are a number that are a little broken, though none so much as the chocker. Though some like the grig's Otto's Irresisable Dance at CR1 seem almost as powerful.
 

It would take some degree of time, not that I havn't taken such projects on before, to go through the entire SRD and assign a specific blue spell level to each creature ability. I think that is somewhat necessary.
 

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