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| Lucan_Desmond04-12-06, 06:23 PM | So I posted this class a ways back, but it was a bit overpowered. This is a much more balanced version I believe. I’ve cut it back to have a Bard’s spell progression basically, but it can also now cast any spell on its list like a paladin or ranger. It doesn’t have to learn spells. Obviously the spell list was trimmed generously. It might still be a bit much though so let me know what you think about that. The main table shows what level the class gains access to each spell level under the “Special” column. If you want to see the original version of the class it is here. (http://boards1.wizards.com/showthread.php?t=601630) The Arcane Shaper Fort Ref Will Mana Level BAB Save Save Save Points Special 1 +0 +0 +0 +2 3 Arcane Bolts (D4), Arcane Shield, 0-Level Spells 2 +1 +0 +0 +3 5 1st-Level Spells 3 +1 +1 +1 +3 8 4 +2 +1 +1 +4 14 Arcane Bolts (D6), Arcane Enhancement, 2nd-Level Spells 5 +2 +1 +1 +4 19 Bonus Feat 6 +3 +2 +2 +5 29 Arcane Flight 7 +3 +2 +2 +5 37 3rd-Level Spells 8 +4 +2 +2 +6 51 Arcane Bolts (Blast) 9 +4 +3 +3 +6 63 10 +5 +3 +3 +7 81 Bonus Feat, 4th-Level Spells 11 +5 +3 +3 +7 97 12 +6/+1 +4 +4 +8 115 Arcane Defense 13 +6/+1 +4 +4 +8 131 5th-Level Spells 14 +7/+2 +4 +4 +9 149 15 +7/+2 +5 +5 +9 165 Bonus Feat, 6th-Level Spells 16 +8/+3 +5 +5 +10 183 17 +8/+3 +5 +5 +10 199 Arcane Absorption 18 +9/+4 +6 +6 +11 217 19 +9/+4 +6 +6 +11 233 20 +10/+5 +6 +6 +12 249 Bonus Feat, Arcane Storm Bonus Mana (by Maximum Spell Level) Score 1 2 3 4 5 6 12-13 1 1 1 1 1 1 14-15 1 4 4 4 4 4 16-17 1 4 9 9 9 9 18-19 1 4 9 16 16 16 20-21 2 5 10 17 26 26 22-23 2 8 13 20 29 40 24-25 2 8 18 25 34 45 26-27 2 8 18 32 41 52 ...You can figure out the patern from here. Unearthed Arcana pg. 154 Spell Level 0 1 2 3 4 5 6 Mana Cost 0/1 1 3 5 7 9 11 0-Level Arcane Shaper Spells Ray of Frost Daze Flare Light Mage Hand Prestidigitation 1st-Level Arcane Shaper Spells Shield Obscuring Mist True Strike Sleep Tenser’s Floating Disk Color Spray Chill Touch Ray of Enfeeblement Burning Hands Shocking Grasp Ray of Clumsiness 2nd-Level Arcane Shaper Spells Fog Cloud Glitterdust Melf’s Acid Arrow Web See Invisibility Continual Flame Darkness Daylight Flaming Sphere Shatter Blur Invisibility Darkvision Knock Pyrotechnics Flaming Shield Saltburst Spellslip Icebolt Bigby’s Interposing Hand 3rd-Level Arcane Shaper Spells Dispel Magic Flame Arrow Sleet Storm Stinking Cloud Hold Person Fireball Gust of Wind Lightning Bolt Blink Gaseous Form Haste Slow Telekinesis Bigby’s Forceful Hand 4th-Level Arcane Shaper Spells Stoneskin Fire Shield Ice Storm Improved Invisibility Phantasmal Killer Rainbow Pattern Shadow Conjuration Dimension Door Magic Vestment Bigby’s Grasping Hand 5th-Level Arcane Shaper Spells Cloudkill Rary’s Telepathic Bond Cone of Cold Wall of Force Shadow Evocation Stone Shape Teleport Permanency Waterwalk Bigby’s Clenched Fist Freedom of Movement 6th-Level Arcane Shaper Spells Greater Dispelling Acid Fog Chain Lightning Contingency Otiluke’s Freezing Sphere Greater Shadow Evocation Control Water Control Weather Disintegrate Eyebite Move Earth Lesser Restoration Bigby’s Crushing Hand Prismatic Spray Blade Barrier Improved Maintenance [Arcane] Requirements:Improved Shaping, Shaper level 5+, Concentration (7 ranks) Benefit: While maintaining any arcane ability, the character may reduce the maintaining cost of one arcane ability to 0 for one round with a successful Concentration check (DC 5 + original Mana cost of the ability). This ability may be used an unlimited number of times per day, but may never be used during consecutive rounds. Example: Duvo uses Arcane Shield on round 1 to increase his AC by 8 for 11 Mana. On round 2 he Maintains his bonus to AC for 4 Mana. On round 3 he may make a Concentration check (DC 16) to maintain Arcane Shield for free. On round 4 he must pay 4 Mana again to maintain his AC bonus. On round 5 he may make a Concentration check to ignore the maintaining cost again. Greater Maintenance [Arcane] Requirements: Greater Shaping, Improved Maintenance, Shaper level 12+, Concentration (15 ranks) Benefit: While maintaining any arcane ability, the character may reduce the maintaining cost of one arcane ability to 0 for one round with a successful Concentration check (DC 13 + original Mana cost of the ability). This ability may be used an unlimited number of times per day, but the character must still pay the normal maintenance cost at least once each minute its active. Improved Shaping [Arcane] Requirements: Ability to use Arcane abilities, Wis 13+ Benefit: You use Arcane abilities as if you were two levels higher than you are in the class that grants you the ability to use Arcane abilities. Greater Shaping [Arcane] Requirements: Improved Shaping, Shaper level 9+, Wis 15+ Benefit: You use Arcane abilities as if you were four levels higher that you are in the class that grants you the ability to use arcane abilities. Summon Familiar [Arcane] Requirements: Ability to use Arcane abilities Benefit: You gain the ability to summon a familiar. This works just like the summon familiar ability of the sorcerer. For more information on the familiar see page 52 of the PHB. Melee Bolts [Arcane] Requirements: Ability to use the Arcane Bolts ability Benefit: You can use your Arcane Bolts in melee to deliver touch attacks without provoking attacks of opportunity. This may not be combined with the Arcane Bolts Blast feature. Improved Melee Bolts [Arcane] Requirements: Melee Bolts, Base Attack Bonus +3 Benefit: You can use your Arcane Bolts to ‘charge’ any weapon so that anything struck by the weapon is immediately struck by the Arcane Bolts. Charging the weapon requires a move-equivalent action. The amount of Mana that can be used to charge a weapon cannot be greater than your base attack bonus. This ability cannot be combined with the Arcane Bolts Blast ability. Greater Melee Bolts [Arcane] Requirements: Improved Melee Bolts, Base Attack Bonus +6 Benefit: Charging your weapon with Arcane Bolts is now a swift action. Arcane Attack [Arcane] Requirements: Str 13+, Power Attack, base attack bonus +3 Benefit: If you pay 5 Mana per strike, you can resolve you melee attack with a weapon as a touch attack for the purpose of determining armor class. You must decide whether or not to pay the cost prior to making the attack. Your weapon remains charged for a number of rounds equal to your Cha mod + 1 or until you attack with it. If the attack misses than the power is wasted. Arcane Aptitude [Arcane] Requirements: Ability to use Arcane abilities Benefit: You gain +1 Mana Special: A character may gain this feat multiple times each time gaining a number of Mana equal to the previous Arcane Aptitude +1. Improved Arcane Flight [Arcane] Requirements: Ability to use the Arcane Flight special ability Benefit: Your maneuverability while using the Arcane Flight ability is increased to perfect and your concentration checks to reduce the maintenance cost of Arcane Flight using the Improved or Greater Maintenance feats are at +4. Improved Arcane Shield [Arcane] Requirements: Ability to use the Arcane Shield special ability Benefit: Your arcane shield is charged with arcane energy. Anyone striking you in melee suffers 1d6 points of damage and your concentration checks to reduce the maintenance cost of Arcane Shield using the Improved or Greater Maintenance feats are at +4. Improved Arcane Enhancement [Arcane] Requirements: Ability to use the Arcane Enhancement special ability Benefit: Any ability enhanced using the Arcane Enhancement gains an additional +2 magical bonus while the ability is active and your concentration checks to reduce the maintenance cost of Arcane Enhancement using the Improved or Greater Maintenance feats are at +4. Improved Arcane Defense [Arcane] Requirements: Ability to use the Arcane Defense special ability Benefit: Your spell resistance gained through the use of this ability gains a +3 bonus and your concentration checks to reduce the maintenance cost of Arcane Defense using the Improved or Greater Maintenance feats are at +4. Energy Bolts [Arcane] Requirements: Energy Substitution, ability to use Arcane Bolts Benefit: Choose an energy type: acid, cold, electricity, fire, or sonic. You may now choose to have your Arcane Bolts deal that type of damage instead of arcane damage. Special: You may gain this feat multiple times, each time it applies to a different type of energy. Adventures: Most Shapers adventure for two reasons: the first being the desire to improve their control over their uncanny abilities, and the second being that they are rarely totally accepted in organized society. Their friends and family may accept them for who they are, but others have trouble understanding their free-spirited ways. People fear what they don't understand and because of this fear Shapers are often loners. Good Shapers may try to prove that people have nothing to fear, while evil Shapers may prove that fear is well placed in trying to dominate people with their powers. Characteristics: Shapers use magic in a much different way than Wizards. Their magic is intuitive, natural, and inborn. Though it's true Shapers will not know as many spells as a Wizard, they tend to have the ability to cast more spells or use their innate Shaping abilities more often than Wizards do. Shapers learn their powers through practice, not study, so they don't have as much knowledge pertaining to the arcane arts like Wizards do. However, they are capable of practicing with weapons more often and because of that they are proficient with some simple weapons. Alignment: Shapers are free spirited people. They are shunted from society and their skills derive from intuition rather than study. Shapers tend to favor chaos over law. Religion: Boccob and Wee Jas are gods related to magic and so Shapers sometimes worship them if they choose to worship any god at all. Background: Most Shapers discover their powers by accident around the age of puberty. A young Shaper's abilities are untamed and often dangerous. If the Shaper is lucky, an older, more experienced Shaper will find him and help him control his power. Most Shapers, however are not so fortunate and must learn to control their abilities by themselves. Any group formed by Shapers will be loose at best, they gain little from sharing their knowledge with one another. Races: Magic may choose any person, of any race to be a Shaper. It is most common in humans and elves and least common in dwarves. Other Classes: Shapers get along with other arcane spellcasters, though wizards often misunderstand them. Other free-spirited people such as bards, rogues, rangers and druids get along with Shapers very well usually. The more disciplined classes such as paladin and monk are usually hesitant to work with Shapers. Role: The Shapers role in a society or in a party is usually as a warrior. Though they are not well suited to front-line combat, they are capable to dealing a hefty amount of damage with their arcane abilities. Their role is also defined by what spells they know. With his high charisma, the Shaper may chose to use many spells that will aid him as a diplomat for example. Game Rule Information Abilities: Charisma determines a Shapers ability to cast spells, how powerful his spells are, and how much bonus Mana he obtains each level. Also a high Dexterity and Constitution will help the Shaper stay alive. Alignment: Any Hit Die: d4 Class Skills The Shaper's class skills (and the key ability for each skill) are: Bluff (Cha), Craft (Int), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge Arcana (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at 1st Level: (2 + Int modifier) x 4 Skill Points at Each Additional Level: 2 + Int modifier. Class Features Weapon and Armor Proficiency: Shapers are proficient with all simple weapon. Shapers are not proficient with any armor or shield. Spells: Shapers have learned to shape the Winds to recreate the effects of spells they have seen other spellcasters use. As such they can cast arcane and even a few divine spells. They are limited by how many spells they know. To cast a spell the Shaper must have a Charisma score equal to at least 10 + the spell level. The DC for a saving throw against a Shaper's spell is 10 + the spell level + the Shapers Charisma modifier. The Arcane Shaper may cast any spell from his spell list, provided he is high enough level to have access to that level of spells. Also, the shaper is not limited to a certain number of spells per day; instead they cast spells by using Mana. Spells that have a level dependent variable (damage dice, duration, etc.), Always count as being cast at the minimum caster level required to cast the spell. The Shaper may increase the spells effective caster level by paying 1 Mana per caster level increase. This may never increase the caster level above the Shapers class level or the maximum allowed for the spell. Mana can be fully restored with a full nights rest. Spell costs are noted above. Bonus Feat: The shaper gains a bonus feat at levels 5, 10, 15, and 20. This feat may be a metamagic feat, an item creation feat, or an arcane feat. The following paragraph is incredibly important to the class! Please read it before you continue, especially if you plan on posting a comment (which I would appreciate!). Shaping: Shapers have innate arcane abilities that are unique to their class. These abilities are powerful and useful in many ways, but also have their limitations. There are two types of Shaping actions: Shaping and Maintaining. Shaping is when a Shaper uses any of his class abilities that require Mana. Shaping can never be used in the same turn a Shaper wishes to cast a spell, however Maintaining can. Maintaining is when a Shaper pays an amount of Mana to keep a Shaping ability used during previous rounds in play. This means a Shaper can keep an Arcane effect in play as long as they have the Mana to Maintain it. Always round UP when determining the cost for maintaining. Maintaining is always a free action. Arcane Bolts and Arcane Storm cannot be maintained as they are instantaneous spell-like abilities. The amount of Mana a Shaper may use on Maintaining and to use Shaping abilities each round is limited to a number equal to his class level. The amount of Mana spent to cast spells has no limit, but you still may not Shape and Cast a spell in the same round, and you must still meet all the normal prerequisites for casting the spell(s). Example: A 7th level Shaper may maintain his +5 AC from before by spending 3 Mana, and would then have 4 Mana left to use on any other Shaping ability OR he may maintain his armor class and cast a spell. Arcane abilities are spell-like abilities. If you didn't read the above paragraph, turn back now! You must fully read and understand the above paragraph to understand anything below this point! Arcane Bolts: Beginning at Level 1 the Shaper has the innate ability to fling bolts of pure magical energy at a target as a standard action that provokes attacks of opportunity. Such an attack requires a ranged touch attack and has a range of 100 ft. +10 ft/lvl. If successful the target suffers 1D4/1 Mana spent. No saves are allowed, but spell resistance does apply. At level 4 this ability is upgraded in strength and now deals 1D6/1 Mana. And finally at level 8 this ability is upgraded again and may include a blast radius. For every 1 Mana spent in addition to the Mana spent determining the amount of damage the attack will do, it has 15 ft. added to its blast radius to a maximum of 75 ft. An attack roll of any kind is no longer needed, you simply target a point in space at which the blast will originate from. All creatures in the blast radius now get a Reflex save for half damage. For example: Duvo uses 6 Mana to shape arcane bolts, plus an additional 2 Mana to include a blast. The attack will do 6D6 damage to all targets within 30 ft. of the blasts origin. Arcane Shield: A Shaper may spend Mana to create a magical force field that covers and surrounds them. This ability can be used as an Immediate action and will increase the users AC by 1/1 Mana spent up to +5 AC. Increasing the protection beyond this requires more effort and further bonus' to AC will be at 1/2 Mana spent up to a maximum of +10 to AC. Protection above this is much more difficult to generate and the cost increases to 1/3 Mana spent. This is a magical bonus. Maintain at ½ AC Bonus. Arcane Enhancement: Shapers are adept at defending themselves and that often means simply being stronger, faster, or tougher. Beginning at level 4 the shaper may increase their Str, Dex, and/or Con by 1/2 Mana spent as a Swift action. This is a magical bonus. Maintain at ½ cost. Arcane Flight: Shapers a free roaming people that don’t like to be tied down by responsibilities, family, jobs, or even gravity! Beginning at level 6 they at last learn to defy gravity and fly. They fly with good maneuverability at double their speed for a cost of 4 Mana. Taking off is a free action. For every 4 Mana they spend beyond the first they may multiply their flying speed by one more. Example: A human shaper has a land speed of 30. He may fly for 4 Mana at a speed of 60 ft. or for 8 Mana he may fly at 90 ft. and for 12 Mana he can fly at 120 ft. and so on. Maintain at ¼ original cost. Arcane Defense: As their understanding of the Winds of Magic continue to grow so do their abilities to control them. Starting at level 12 the Shaper can try to stop offensive spells directed at him as an Immediate action. He gains Spell Resistance of 10+1/2 Mana spent. Maintain at ½ original cost. Arcane Absorption: Close to mastering his control of the Winds, a Shaper of this level has learned to absorb these universal energies into his own body and contain them therein. For a number of rounds per day equal to the Shapers level he may ready an action to absorb any spell that specifically targets him. Like counterspelling, when the enemy spellcaster casts his spell the Shaper must make a Spellcraft check to identify the spell. If this check is successful, the spell is absorbed. If the check is failed then the spell affects the Shaper as normal. When a Shaper absorbs a spell he gains an amount of Reserve Mana in his Reserve pool equal to the level of the spell absorbed. A Shapers reserve pool may contain an amount of Mana equal to double his Constitution score (CONx2). Reserve Mana can be used in the following ways: - It can be used as normal Mana. - It may be spent on any Arcane ability above the normal limit based on class level. - It can be spent to heal the Shaper at a rate of 2HP/1 Reserve Mana. The amount of Reserve Mana stored in the reserve pool has numerous effects on the Shaper as follows: - Once the amount of Reserve Mana has exceeded the Shaper’s CON score, he must make a Fort save each hour (DC 17) or lose all the Mana in an explosion. 1d6/1 Mana lost; 50 ft. blast centered on Shaper; Reflex (DC = amount of Mana lost) for half damage. The Shaper cannot save. If the Reserve pool is full (CONx2) this save must be made every minute. If the Shaper absorbs more Mana than his reserve pool can hold, he must make an immediate save (DC 17 + amount of Mana absorbed over max) or suffer the above affects; if the check succeeds the Shapers reserve pool is at max, not higher. - The Shaper visibly shines and as such takes penalties on hide checks and bonus’ on Intimidate checks as follows: ----- Up to Con: Eyes glow; -10 Hide, +4 Intimidate, -4 Concentration ----- Con and over: Eyes glow brightly, body sheds light as a torch; -20 Hide, +8 Intimidate, -8 Concentration ----- Max (CONx2): Eyes glow brightly, body shines as Daylight spell; Hide impossible, +12 Intimidate, -12 Concentration Arcane Storm: When a shaper reaches this level of control over the Winds, he can use them to such horrifyingly destructive ends such as the Arcane Storm. To use this ability the shaper must spend one round gathering all of the Winds around him into himself. On the following round he releases the blast. It flies towards a point he designates and explodes with tremendous force. This ability costs a minimum of 20 Mana and causes 5D6 +1d6/Mana points of damage over a 100 ft. radius blast! More damage may be added using Reserve Mana at +1d6/1 Reserve Mana spent. Reflex save for half damage. Afterwards, the shaper is fatigued until he can rest. Also, the shaper used all the Winds near him in the storm so there is a 50 ft. radius anti-magic field around the point where he shaped the storm in effect for 1D10 + 5 rounds. |
| Lucan_Desmond04-13-06, 11:19 AM | I was thinking of adding in 7th level spells... but they'll work differently, like rituals or something. What do you think? |
| Lucan_Desmond04-14-06, 09:53 PM | Not even one... |
| Lucan_Desmond06-13-06, 12:22 AM | So I was in the process of a very long move recently and was unable to post very much. I now have access to a computer at home, though it is slower with a DSL connection rather than broadband cable, but its the internet all the same. Send me some love in the form of post and replies. In any of my many forums. I'll be posting more actively again soon. Later, Des |
| swordspell_mage06-13-06, 09:14 AM | I think it's pretty balanced. Can I PLEASE use it in my warlock-themed campaign???? PLEASE?!? |
| Lucan_Desmond06-13-06, 11:59 AM | Hehe, yes you can use it all you want. Just let me know how it works out in your game. I'll send it to you in a nice word doc. if you email me at naducard@hotmail.com . I'm not entirely sure of my ability to send the documents to you with my current setup, so... email me so I can try to send them to you and confirm or deny my ability to send them. Later, Des |
| swordspell_mage06-13-06, 02:20 PM | Cool. I already transfered it into a pretty Word Document, but I'll tell you what happens. |
| Lucan_Desmond06-17-06, 01:45 AM | Awesome, feedback keeps me alive.... Hello everyone, my name is Lucan. Everyone: Hi Lucan! Lucan: It's been almost 6 months since I last played D&D. Everyone: *gasp!* Lucan: I know, it's terrible... It really is terrible. Des |
| Lucan_Desmond06-27-06, 06:21 PM | Ok, so maybe my opinion is biased. I just wish I could get some more feedback on this. Playtesting it myself is pointless since I can't play D&D while I live in a town of rednecks that would kill me if they knew I was a nerd. My friends all live pretty far away and so we can't play. So the internet is my only real D&D partner. So, two things: 1) If you like my class, please try it out in a game. And after doing so, please tell me about it. 2) If you live in Western Massachusetts, I'm looking for a game. Talk to me. Trapped in a dungeon of hicks, with no dragons in sight, Lucan Desmond |
| Lucan_Desmond07-02-06, 04:34 PM | :bump: |
| Watchdog_of_Hades07-02-06, 05:13 PM | I will compose a requiem for the shaper I knew and loved. This one's just as good as the last one flavor-wise and creativity-wise and everything, but I just don't like classes with only partial spellcasting. I prefer a sort of all-or-nothing spell progression. Oh, well... |
| Lucan_Desmond07-02-06, 06:03 PM | I know what you mean. I wanted this class to have full spell casting progression, but I just couldn't justify it balance-wise. A full blown sorcerer with all those extra abilities was way too powerful. But I still like what this has become. I still think I'm going to make some of the higher level spells available, but they would require long rituals and stuff. Extra components and longer casting times basically. Later, Des |
| Watchdog_of_Hades07-02-06, 09:20 PM | Yeah, that sounds good. Seems like it'll be more of the usual warlock then, which I think WotC has deviated from (dark rituals involving the sacrifices of innocents on altars covered in weird runes to curse some villager who ticked you off as opposed to a 1 standard action casting time Baleful Polymorph). Even more spooky and cool than other classes... yeah, something like that would make me love this class even more than... than... pretty much anything else. Except maybe the components. I hate having to spend gold every time I want to cast a spell. :pauper: I guess the components would add more flavor to the class, though, and at high levels, it is hard to use all of those 300,000 gold pieces, so I'd have some extra gold. Overall: the idea rocks. |
| Lucan_Desmond07-02-06, 09:44 PM | Just the high level (7-9) spells would have extra requirements. Since the Arcane Shaper can't really cast them. I'm not sure if I'm even going to make official rules about that sort of stuff, I'll just leave it up to anyone that wants to try the class out for themselves. It was just an idea so they could concievably cast Wish if they really had to. As for the warlock... I don't even know. I've never even seen that class that everyone and their MOTHER f-ing raves about. It must be something special. Perhaps I'll go order the Complete Arcane just so I can see it. I also need the INcarnum stuff. Now I'm ranting. Anyway, if you want to make rules for the high level rituals, then please do and post them here. Otherwise I'm just going to leave it up to the players to deem how they want to control that or just leave it out or whatever. Have fun with it. Later, Des |
| king1234123407-03-06, 04:18 AM | I like the class as a whole i have one idea for you. Arcane Shield- this should start out weaker and grow to be stronger, like arcane bolts do. how u would measure this its up to you but that my only suggestion. |
| Lucan_Desmond07-03-06, 12:43 PM | I would have to disagree, if you read the "Shaping" paragrapgh carefully, you would notice this line: "The amount of Mana a Shaper may use on Maintaining and to use Shaping abilities each round is limited to a number equal to his class level." It limits the use of all the arcane abilities based on the Shaper's level. Arcane shield will never be able to give a Shaper more than +11 before epic levels. Thanks for the comment! Des |
| Watchdog_of_Hades07-03-06, 02:05 PM | Don't buy Complete Arcane just for the warlock. After two rounds of combat, your DM will outlaw all non-core books just because of the slightest chance that there's anything close to the warlock's power in any of them. |
| Lucan_Desmond07-03-06, 02:24 PM | HAHA! Is it really that bad? Now I can't wait to see it! I ordered the book already, it'll be here in a week! Along with the PHBII which I can't wait to see either. Later, Des |
| Lucan_Desmond08-17-06, 04:35 AM | Thought I would just sweep this up towards the top of the forum again just to see if anything new happens. I havn't even been on this site in a couple of weeks. Maybe someone could post something interesting. Later, Des |
| Lucan_Desmond10-26-06, 01:11 PM | Bi-Monthly Bump! I don't frequent these boards as much as I used to. I like to make sure people get to see this class. I've recieved alot of positive feedback in the form of e-mails requesting the "printer Friendly" version. So if you like it, don't be shy, talk about it here or email me for the Word doc! Later, Des |
| Lucan_Desmond01-24-07, 03:12 AM | Whoosh! :bump: |
| Lucan_Desmond03-08-07, 12:51 AM | Wow, it's still here.... :bump: |
| IbanezNinja03-08-07, 03:29 AM | I don't have the time to look it over deeply, and I won't for a few days but at first glance it seems really weak. All of the weaknesses of the psionics system and the sorcerer combined. The idea seems cool but why would someone take it over wizard? I will look it over more closely probably by Sunday, but I still cannot see how the stuff it gets makes up for the loss of higher level spells and the lost caster progression. |
| Lucan_Desmond08-28-07, 02:56 AM | Honestly I can't believe this hasn't been removed.... well... once I get more familiar with 4th edition.... and give Wizards more of my money for their new books.... I'll update this for 4E. Later, Des |
| Lucan_Desmond06-11-08, 03:16 AM | So yea, 4E is out.... and I don't think I'll be updating this info for that edition. There isn't really a way to keep all the abilities the way I like them. If anybody has any ideas on how to update it, please post them. |