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The Antimagus: Cleaned up, with playtest log!!
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<blockquote data-quote="Stalker0" data-source="post: 1421876" data-attributes="member: 5889"><p>My first test of this character was a 5 WIZ/4 AM. My int was 18, I used most of my gold for a lot of spell selection and a few pearls of power. My feats were spell penetration/greater SP/great fort/light reflex/extend spell.</p><p></p><p>Notes:</p><p></p><p>1) Losing that one caster level is a big price to pay. Not having 5th level spells, or teleport, or anything of that nature hurt a great deal, so I think the very weak prereqs are fine for this class. I also was initially worried that freedom of magic at 5th level was too powerful. However, by that point I will have lost 2 caster levels to a straight up mage, and that is a strong case for its balance.</p><p></p><p>2) My spell resistance didn't get a chance to come into play. We did fight a couple of spellcasters but they were usually dispersed before it came into play on me.</p><p></p><p>3) The dispelling touch felt weak as I played him. I did get a good chance to do a flying leap onto a magic effect and touch it to dispel it. Overall though, its really not an extra dispel. I went ahead and prepared only one dispel, to try and use my dispel touches to see how they would fair. Most of the time I needed either area dispels or I was too far away (or just plain didn't want to be in touch range).</p><p></p><p>Several times I used my first dispel and then the touches weren't strong enough to back it up. As one of my friends said, "Your out of dispels? Aren't you supposed to be an antimagic mage?"</p><p></p><p>I may try just changing the touch to:</p><p><em>Essence of Antimagic:</em> (sp): One time per day for every two AM levels, you may cast <em>dispel magic</em> as a spell-like ability.</p><p></p><p>I feel this change may be necessary because right now the AM feels too defensive, no offense. It would be nice to have a few dispels always at the ready.</p><p></p><p>4) The class had good flavor. My group seemed to like the concept a lot, when we had a prophecy we had to defeat, my group looked to me as the expert on unraveling such effects, and treated me as basically a bodyguard against spells. We had a client we had to get across a border, and I was in charge of getting him past magical defenses. All in all it was fun to play.</p><p></p><p>Final thoughts:</p><p>The AM did not feel overpowered, and was easy to understand and play. We got to fight an array of badguys, but my antimagics didn't come into play too often. However, I do feel the AM needs something at lvl 4. Again, he has some good defense, but not a lot of offense with the lack of new spells. I did enjoy the concept though and he seemed to fit in with my party excellently.</p><p></p><p>My next test will be at the same level, but against more magic oriented creatures to see how the SR/feedback holds up. I am considering a lvl 4 ability that I may try:</p><p></p><p><em>Weaken Magic:</em> An AM can emit a personal field that weakens magical energies. One per round as a free action, the AM may resume or suppress the field. When the field is active, any magic cast within or into the field has its caster level decreased by 1. A spell that has its caster level lowered below the minimum needed fizzles out. Magic items are unaffected, but items that actually cast spells has their spells lowered accordingly. A spellcraft check DC 19 can detect the field and what it does.</p><p></p><p>I also plan to bump up the iconic to a 7th level AM. Then he starts getting freedom of magic and ensnare touch- I feel if any of the abilities are broken it would be these.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 1421876, member: 5889"] My first test of this character was a 5 WIZ/4 AM. My int was 18, I used most of my gold for a lot of spell selection and a few pearls of power. My feats were spell penetration/greater SP/great fort/light reflex/extend spell. Notes: 1) Losing that one caster level is a big price to pay. Not having 5th level spells, or teleport, or anything of that nature hurt a great deal, so I think the very weak prereqs are fine for this class. I also was initially worried that freedom of magic at 5th level was too powerful. However, by that point I will have lost 2 caster levels to a straight up mage, and that is a strong case for its balance. 2) My spell resistance didn't get a chance to come into play. We did fight a couple of spellcasters but they were usually dispersed before it came into play on me. 3) The dispelling touch felt weak as I played him. I did get a good chance to do a flying leap onto a magic effect and touch it to dispel it. Overall though, its really not an extra dispel. I went ahead and prepared only one dispel, to try and use my dispel touches to see how they would fair. Most of the time I needed either area dispels or I was too far away (or just plain didn't want to be in touch range). Several times I used my first dispel and then the touches weren't strong enough to back it up. As one of my friends said, "Your out of dispels? Aren't you supposed to be an antimagic mage?" I may try just changing the touch to: [I]Essence of Antimagic:[/I] (sp): One time per day for every two AM levels, you may cast [I]dispel magic[/I] as a spell-like ability. I feel this change may be necessary because right now the AM feels too defensive, no offense. It would be nice to have a few dispels always at the ready. 4) The class had good flavor. My group seemed to like the concept a lot, when we had a prophecy we had to defeat, my group looked to me as the expert on unraveling such effects, and treated me as basically a bodyguard against spells. We had a client we had to get across a border, and I was in charge of getting him past magical defenses. All in all it was fun to play. Final thoughts: The AM did not feel overpowered, and was easy to understand and play. We got to fight an array of badguys, but my antimagics didn't come into play too often. However, I do feel the AM needs something at lvl 4. Again, he has some good defense, but not a lot of offense with the lack of new spells. I did enjoy the concept though and he seemed to fit in with my party excellently. My next test will be at the same level, but against more magic oriented creatures to see how the SR/feedback holds up. I am considering a lvl 4 ability that I may try: [I]Weaken Magic:[/I] An AM can emit a personal field that weakens magical energies. One per round as a free action, the AM may resume or suppress the field. When the field is active, any magic cast within or into the field has its caster level decreased by 1. A spell that has its caster level lowered below the minimum needed fizzles out. Magic items are unaffected, but items that actually cast spells has their spells lowered accordingly. A spellcraft check DC 19 can detect the field and what it does. I also plan to bump up the iconic to a 7th level AM. Then he starts getting freedom of magic and ensnare touch- I feel if any of the abilities are broken it would be these. [/QUOTE]
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