D&D 3E/3.5 Tweaking the archmage [3.5E]

hong

WotC's bitch
Because I can.

I've never really liked 5-level PrCs, so I'd like to make the archmage into a 10-level prestige class. This has a couple of implications.

First, it means I also have to reduce the prereqs, since at the moment you can only become an archmage at 13th level and I'm not intending that you should have to become epic to get all 10 levels' worth. Second, I need to come up with some new high arcana powerz so that characters doesn't run out of choices.

This is what I've got so far.


Prerequisites:
- Ability to cast 5th level arcane spells
- Knowledge of 3rd level or higher spells from at least 5 schools
- Knowledge (arcana) 12 ranks, Spellcraft 12 ranks
- Skill Focus (Spellcraft), Spell Focus in at least 2 schools

The archmage gains one high arcana special ability per class level (10 in total). New high arcana are given below. All of these can only be chosen once.

Bonus feat: The archmage gains a new metamagic or item creation feat. The feat must be one that he already has the prerequisites for, if any. This ability costs two 6th level slots.

Mastery of dispelling: The archmage gains a +1 competence bonus on dispel checks. (This stacks with the bonus to caster level gained from spell power.) This ability costs one 6th level slot.

Paths of fate: The archmage's insight into the twisted, myriad pathways of fate is enhanced. Once per day, he can add his class level as an insight bonus to one attack roll, ability or skill check, or saving throw; alternatively, he can add his class level as a luck bonus to his AC against one attack, or the DC of one saving throw against one of his spells or other abilities. (In the case of spells or abilities that affect multiple creatures, only one save DC can be increased this way.) Activating this power doesn't take an action; the archmage can even use it even on somebody else's turn if needed. However, he must choose to use this power before the roll is made. This ability costs one 7th level slot.

Spellfused body (Su): The archmage gains DR 5/magic. This ability costs one 6th level slot.

Greater spellfused body (Su): The archmage gains DR 10/magic. This ability costs one 7th level slot, and the archmage must already have the Spellfused Body power.

Transcendent arcana: Once per day, the archmage can substitute a Will save for either a Fortitude or a Reflex save. This ability costs two 5th level slots.

Comments?
 

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Hmm, 'Mastery of Dispelling' feels a bit weak. I'd probably make it +2

You might also consider breaking Trancendent Arcana into two seperate abilities, each costing one 5th lvl slot (one for Fort and one for Ref)

The other concern I have is that changing Acm to a 10 lvl progression makes Arcane Fire really good. Mabye too good.
 

Mastery of Dismissing: The archmage can dismiss any of his spells, even those, that aren't normally dismissable, at any time with a silent act of will. This ability costs one fourth level slot.

You might want to consider, two sixth level spell slots are very valuable and should give something powerful in return.
 


Anyone else notice that if you take Major Creation as a spell-like ability with your high arcana you can make thousands of doses of inhaled poisons as a standard action in combat?

-Frank
 

You might want to consider boosting up the abilities just a bit, since Spell Focus sucks so hard in 3.5. However, I think the ability to add +10 to a spell DC is way too powerful, even if it's just once per day.

How about an ability that makes your own spells more difficult to dispel? Say, your caster level is treated as 2 higher for purposes of resisting dispels.

Also, for Greater Spellfused Body, I would leave the DR at 5, but allow the Archmage his choice of material that can bypass it. That would be more useful, I think.
 

Pyrex said:
Hmm, 'Mastery of Dispelling' feels a bit weak. I'd probably make it +2

You might also consider breaking Trancendent Arcana into two seperate abilities, each costing one 5th lvl slot (one for Fort and one for Ref)

I like that.

The other concern I have is that changing Acm to a 10 lvl progression makes Arcane Fire really good. Mabye too good.

Um, why? It still costs a 9th level slot, so you'd still need to be at least 17th or 18th level to get it.
 

hong said:
Um, why? It still costs a 9th level slot, so you'd still need to be at least 17th or 18th level to get it.

Because now instead of sacrificing a 1st level spell to do 6d6 with no save and no SR you now sac a 1st level spell to to 11d6 with no save and no SR.
 

So you could perform a ranged touch attack to do ~38 points of damage to one enemy with a standard action at 20th level?

Assuming anything approaching munchkin levels of Fighters - that's simply not going to matter. How much does a Cleric Archer do with a full attack at that level? I mean, she'll get 5 attacks (which are not touch attacks), but they'll hand out upwards of 19 points of damage per hit before adding in the inevitable magical equipment.

As far as I'm concerned - wizards should probably be able to hand out that much damage with a standard action for free at that level. It's just not impressive when CR 20+ monsters routinely have over five hundred hit points.

-Frank
 

Pyrex said:
Because now instead of sacrificing a 1st level spell to do 6d6 with no save and no SR you now sac a 1st level spell to to 11d6 with no save and no SR.

Hm, you're right.

Plus, Frank thinks it's okay, so it must be broken.
 

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