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The Lorethief core class - An acquirer of obscure knowledge (revised again)
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<blockquote data-quote="Ismaul" data-source="post: 1927031" data-attributes="member: 22035"><p>Thanks all for the comments.</p><p></p><p>For the overpowered part, if you take a better look at the class, you would see he doesn't have offensive capability as any other core class. He's got very limited weapon selection, and the worst BAB. His spell list contains absolutely <em>no</em> hit points dealing or killing spells. Divine magic is considered less powerful than arcane magic, but still has healing spells, buff spells and damage dealing spells. He's got almost nothing of that, but has some buff spells, mainly personal. The rest are mainly movement/escape spells, knowledge spells, charm spells and "tricky" spells (illusions, curses...). As D&D involves a good amount of combat, this is a <em>huge</em> disadvantage.</p><p></p><p>If we look at the Druid, he has full divine casting, plus 4 skills pts, plus med BAB, plus shapechanging. His divine casting is better than the lorepilfer's, as it has higher level spells, and has buff/healing/damage dealing spells. If we look at the bard, he has similar casting if not better (more useful spells, but slower progression), same skill points, med BAB, armor and bardic music. Seeing it from this angle, the lorepilfer actually seems weak to me. He's worse than a rogue with skills, worse than everyone at combat, worse at spellcasting than other main spellcasters. He's only got some defensive abilities to compensate, and even with that, at low levels he is still pretty vulnerable.</p><p></p><p>For spelllcasting, they cast as sorcerers. I think it is written in the description part. As the idea is to make the lorepilfers' magic come from them and form a sort of "bond", which in turn protects them, having a spellbook isn't really fitting. Additionaly, giving them a spellbook makes them able to write new spells, which IMHO is too powerful because it negates the penality of limited known spells. But, a lorepilfer can take "arcane knowledge" as a special ability, which grants him a new spell known. This way the idea of possible arcane research/study is still there, but in a more limited fashion.</p><p></p><p>About Obscure Motives, the problem is that we don't play with alignement in my group, so I still wanted to make it worthwile. Maybe the +4 to saves should be reduced to +2 (but it will make it very weak for non-aligned campaigns). Or I should just make it a limited slippery mind.</p><p></p><p>Adding Slippery Mind might be too good. At level 9, that would mean someone wanting to charm the lorepilfer will need to make a will save to pass the <em>sanctuary</em> effect (from the Elusive ability), then the lorepilfer will have to fail his will save twice (to which he added his Cha bonus because of Mock Danger). That will make him almost immune to mind-affecting spells.</p><p></p><p>More comments?</p></blockquote><p></p>
[QUOTE="Ismaul, post: 1927031, member: 22035"] Thanks all for the comments. For the overpowered part, if you take a better look at the class, you would see he doesn't have offensive capability as any other core class. He's got very limited weapon selection, and the worst BAB. His spell list contains absolutely [i]no[/i] hit points dealing or killing spells. Divine magic is considered less powerful than arcane magic, but still has healing spells, buff spells and damage dealing spells. He's got almost nothing of that, but has some buff spells, mainly personal. The rest are mainly movement/escape spells, knowledge spells, charm spells and "tricky" spells (illusions, curses...). As D&D involves a good amount of combat, this is a [i]huge[/i] disadvantage. If we look at the Druid, he has full divine casting, plus 4 skills pts, plus med BAB, plus shapechanging. His divine casting is better than the lorepilfer's, as it has higher level spells, and has buff/healing/damage dealing spells. If we look at the bard, he has similar casting if not better (more useful spells, but slower progression), same skill points, med BAB, armor and bardic music. Seeing it from this angle, the lorepilfer actually seems weak to me. He's worse than a rogue with skills, worse than everyone at combat, worse at spellcasting than other main spellcasters. He's only got some defensive abilities to compensate, and even with that, at low levels he is still pretty vulnerable. For spelllcasting, they cast as sorcerers. I think it is written in the description part. As the idea is to make the lorepilfers' magic come from them and form a sort of "bond", which in turn protects them, having a spellbook isn't really fitting. Additionaly, giving them a spellbook makes them able to write new spells, which IMHO is too powerful because it negates the penality of limited known spells. But, a lorepilfer can take "arcane knowledge" as a special ability, which grants him a new spell known. This way the idea of possible arcane research/study is still there, but in a more limited fashion. About Obscure Motives, the problem is that we don't play with alignement in my group, so I still wanted to make it worthwile. Maybe the +4 to saves should be reduced to +2 (but it will make it very weak for non-aligned campaigns). Or I should just make it a limited slippery mind. Adding Slippery Mind might be too good. At level 9, that would mean someone wanting to charm the lorepilfer will need to make a will save to pass the [i]sanctuary[/i] effect (from the Elusive ability), then the lorepilfer will have to fail his will save twice (to which he added his Cha bonus because of Mock Danger). That will make him almost immune to mind-affecting spells. More comments? [/QUOTE]
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The Lorethief core class - An acquirer of obscure knowledge (revised again)
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