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The Delver, a professional adventurer [new base class, PEACH]
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<blockquote data-quote="FoxWander" data-source="post: 5425455" data-attributes="member: 1356"><p>OK, I've re-worked the spell list to focus more on utility, information, and such while removing spells that didn't fit- like battlefield control, attack buffs, or straight attacks. While there are some spells that can be used to attack, they mostly have a good utility function also. For combat spells I included things that enhance melee ability like magic weapon, weapon of energy, and tenser's transformation at the high end. Although I did kept magic missile on the list- just because. Finally, I capped the list at 6th level to allow for possibly bumping the BAB to medium and adding good Will saves (for two good saves).</p><p></p><p>I think I'll also change Combat Tactics to just a damage bonus. A dip to get that would be too tempting for any character with sneak attack (or something similar). As just a damage bonus it's probably equivalent to 1-2 dice of sneak attack- unless you really bump your Int bonus. Anyway, here's the new spell list. Let me know how you think this changes things.</p><p></p><p><u><strong>Delver Spell List version 2</strong></u></p><p>0-LEVEL DELVER SPELLS</p><p>Dancing Lights, Detect Magic, Detect Poison, Know Direction, Mage Hand, Mending, Message, Prestidigitation, Read magic, Silent Portal</p><p></p><p>1st LEVEL DELVER SPELLS</p><p>Animate Rope, Bigby's Helpful Hand, Comprehend Languages, Deep Breath, Detect Secret Doors, Endure Elements, Expeditious Retreat, Feather Fall, Grease, Identify, Magic Missile, Magic Weapon, Rouse, Scholar’s Touch, Spider Climb, Spontaneous Search, Tensor’s Floating Disk, Vigilant Slumber</p><p></p><p>2nd LEVEL DELVER SPELLS</p><p>Battering Ram, Bigby's Disrupting Hand, Continual Flame, Delay Poison, Invisibility, Knock, Levitate, Locate Object, Make Whole, Minor Image, Mirror Image, Resist Energy, Rope Trick, See Invisible, Shatter, Speak to Allies, Surefooted Stride, Tongues</p><p></p><p>3rd LEVEL DELVER SPELLS</p><p>Arcane Eye, Arcane Sight, Clairaudience/clairvoyance, Dispel Magic, Gaseous Form, Ghost Lantern, Magic Weapon (Greater), Major Image, Minor Creation, Regroup, Scrying, Shrink Item, Speak with Dead, Stone Shape, Water breathing, Weapon of Energy</p><p></p><p>4th LEVEL DELVER SPELLS</p><p>Dimension Door, Divination, Fabricate, Freedom of Movement, Improved Invisibility, Know Vulnerabilities, Legend Lore, Leomund’s Hidden Lodge, Locate Creature, Neutralize Poison, Prying Eyes, Rebirth of Iron</p><p></p><p>5th LEVEL DELVER SPELLS</p><p>Bigby's Interposing Hand, Dimension Door (Greater), Dragonsight, Major Creation, Passwall, Persistent Image, Rary’s Telepathic Bond, Sending, Surefooted Stride (Mass), Telekinesis</p><p></p><p>6th LEVEL DELVER SPELLS</p><p>Animate Objects, Bigby's Forceful Hand, Find the Path, Legend Lore, Ooze Puppet, Stonetell, Tenser's Transformation, Transcribe Symbol</p></blockquote><p></p>
[QUOTE="FoxWander, post: 5425455, member: 1356"] OK, I've re-worked the spell list to focus more on utility, information, and such while removing spells that didn't fit- like battlefield control, attack buffs, or straight attacks. While there are some spells that can be used to attack, they mostly have a good utility function also. For combat spells I included things that enhance melee ability like magic weapon, weapon of energy, and tenser's transformation at the high end. Although I did kept magic missile on the list- just because. Finally, I capped the list at 6th level to allow for possibly bumping the BAB to medium and adding good Will saves (for two good saves). I think I'll also change Combat Tactics to just a damage bonus. A dip to get that would be too tempting for any character with sneak attack (or something similar). As just a damage bonus it's probably equivalent to 1-2 dice of sneak attack- unless you really bump your Int bonus. Anyway, here's the new spell list. Let me know how you think this changes things. [u][b]Delver Spell List version 2[/b][/u] 0-LEVEL DELVER SPELLS Dancing Lights, Detect Magic, Detect Poison, Know Direction, Mage Hand, Mending, Message, Prestidigitation, Read magic, Silent Portal 1st LEVEL DELVER SPELLS Animate Rope, Bigby's Helpful Hand, Comprehend Languages, Deep Breath, Detect Secret Doors, Endure Elements, Expeditious Retreat, Feather Fall, Grease, Identify, Magic Missile, Magic Weapon, Rouse, Scholar’s Touch, Spider Climb, Spontaneous Search, Tensor’s Floating Disk, Vigilant Slumber 2nd LEVEL DELVER SPELLS Battering Ram, Bigby's Disrupting Hand, Continual Flame, Delay Poison, Invisibility, Knock, Levitate, Locate Object, Make Whole, Minor Image, Mirror Image, Resist Energy, Rope Trick, See Invisible, Shatter, Speak to Allies, Surefooted Stride, Tongues 3rd LEVEL DELVER SPELLS Arcane Eye, Arcane Sight, Clairaudience/clairvoyance, Dispel Magic, Gaseous Form, Ghost Lantern, Magic Weapon (Greater), Major Image, Minor Creation, Regroup, Scrying, Shrink Item, Speak with Dead, Stone Shape, Water breathing, Weapon of Energy 4th LEVEL DELVER SPELLS Dimension Door, Divination, Fabricate, Freedom of Movement, Improved Invisibility, Know Vulnerabilities, Legend Lore, Leomund’s Hidden Lodge, Locate Creature, Neutralize Poison, Prying Eyes, Rebirth of Iron 5th LEVEL DELVER SPELLS Bigby's Interposing Hand, Dimension Door (Greater), Dragonsight, Major Creation, Passwall, Persistent Image, Rary’s Telepathic Bond, Sending, Surefooted Stride (Mass), Telekinesis 6th LEVEL DELVER SPELLS Animate Objects, Bigby's Forceful Hand, Find the Path, Legend Lore, Ooze Puppet, Stonetell, Tenser's Transformation, Transcribe Symbol [/QUOTE]
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