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*Pathfinder & Starfinder
Two evoker prestige classes
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<blockquote data-quote="kitoy" data-source="post: 1975786" data-attributes="member: 1819"><p>Thanks for the reply. I've got some answers for you. A lot of them have to do with the flavor text for the classes that I haven't quite finished with yet.</p><p></p><p></p><p></p><p>The Society of Eniam Tal is an organization of battle arcanists who are mercenaries and expect to be in combat quite often. I built the class so that the easiest way to get it is to take one level of a fighting class and four levels of a spellcasting class. I wanted to give characters that become Battle Mages a little more versatility in their weapon choices in exchange for sticking with being a pure spellcaster.</p><p></p><p></p><p></p><p>You're right, I need to make this change. I'll get to it tonight.</p><p></p><p></p><p></p><p>I need to make a change to this as well. This ability should only be for spells that haven't been previously enhanced by metamagic.</p><p></p><p></p><p></p><p>I can see where you're coming from. I just had the phrase "Redwing Battlemancer" pop in my head and I liked it. I'm still debating on whether to keep the name or not.</p><p></p><p></p><p></p><p>This is a flavor thing and the whole concept could be easily dropped or replaced in another person's campaign. The whole class is built around an evoker I made up years ago and she flew through the use of her customized celestial armor. Since I have her set up as the person training all Redwing Battlemancers, she wants her applicants to be able to eventually make their own suit of Redwing armor. Since the spell failure chance for Celestial/Redwing Armor is 15%, that's the number I gave them for Armored Caster. It could just as easily be 10%, but I don't think that giving them the extra 5% is breaking the bank.</p><p></p><p></p><p></p><p>You're right, this should be a good reflex save, not a good fortitude. My bad again.</p><p></p><p></p><p></p><p>Again, a flavor thing. When in flight, the Redwing Armor manifests/extends metal wings. Using the metal wings as a brake is what allows the battlemancer to perform the battlestrike action. I actually see the maneuverability and the second level of extra speed coming as a result of wearing the armor as well, I just didn't want to hose characters that don't choose to acquire the armor.</p><p></p><p></p><p></p><p>I'm still working on both these classes and the comments have been really helpful. I'm also kind of leaning towards the opinion that they're a little overpowered. I'm thinking of dropping the BAB to the middle progression, but I can think of reasons to give the good progression to both. I see the battle mage as a war wizard who spends a lot of time on the battlefield and has quite a few levels of fighter. (Although when I think about it, there may be an argument in there for the middle BAB progression.) The battlemancer is highly specialized. They're great out in the open, but if you put them indoors or underground, they don't have a lot going for them. This is balanced out by the better BAB.</p></blockquote><p></p>
[QUOTE="kitoy, post: 1975786, member: 1819"] Thanks for the reply. I've got some answers for you. A lot of them have to do with the flavor text for the classes that I haven't quite finished with yet. The Society of Eniam Tal is an organization of battle arcanists who are mercenaries and expect to be in combat quite often. I built the class so that the easiest way to get it is to take one level of a fighting class and four levels of a spellcasting class. I wanted to give characters that become Battle Mages a little more versatility in their weapon choices in exchange for sticking with being a pure spellcaster. You're right, I need to make this change. I'll get to it tonight. I need to make a change to this as well. This ability should only be for spells that haven't been previously enhanced by metamagic. I can see where you're coming from. I just had the phrase "Redwing Battlemancer" pop in my head and I liked it. I'm still debating on whether to keep the name or not. This is a flavor thing and the whole concept could be easily dropped or replaced in another person's campaign. The whole class is built around an evoker I made up years ago and she flew through the use of her customized celestial armor. Since I have her set up as the person training all Redwing Battlemancers, she wants her applicants to be able to eventually make their own suit of Redwing armor. Since the spell failure chance for Celestial/Redwing Armor is 15%, that's the number I gave them for Armored Caster. It could just as easily be 10%, but I don't think that giving them the extra 5% is breaking the bank. You're right, this should be a good reflex save, not a good fortitude. My bad again. Again, a flavor thing. When in flight, the Redwing Armor manifests/extends metal wings. Using the metal wings as a brake is what allows the battlemancer to perform the battlestrike action. I actually see the maneuverability and the second level of extra speed coming as a result of wearing the armor as well, I just didn't want to hose characters that don't choose to acquire the armor. I'm still working on both these classes and the comments have been really helpful. I'm also kind of leaning towards the opinion that they're a little overpowered. I'm thinking of dropping the BAB to the middle progression, but I can think of reasons to give the good progression to both. I see the battle mage as a war wizard who spends a lot of time on the battlefield and has quite a few levels of fighter. (Although when I think about it, there may be an argument in there for the middle BAB progression.) The battlemancer is highly specialized. They're great out in the open, but if you put them indoors or underground, they don't have a lot going for them. This is balanced out by the better BAB. [/QUOTE]
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