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| Ultima007110-22-07, 12:45 PM | The Arcane Cadet http://www.play.net/images/professions/new/small_warmie.jpg "I fight for my people. Don't let anyone tell you otherwise." -Leo Deso, an Arcane Cadet The Arcane Cadet is a soldier with various arcane abilties. Through his extensive training, he has developed super human-like abilties. Going invisible, shooting a magic missile, you name it. The Arcane Cadet is perfect for any kind of mission. They are most used in wars and have the title of a spy. Not much more is known about these fearless warriors. But, one thing is certain. They devote their lives to succeed in battle. Hit Dice: d8 Becoming an Arcane Cadet To become an Arcane Cadet, a player must have the following abilties: Base Attack Bonus: +4 Feats: Blind-Fight, Combat Expertise Special: Must take 1 year of training in the army. Class Skills The Arcane Adept's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Army Service) (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). Skill Points per Level: 6 + Intelligence modifier Level BaB Fort Ref Will Special 1 +1 +2 +2 +2 Army Abilities (3/day) 2 +2 +3 +3 +3 Quick Thinking 3 +3 +3 +3 +3 Army Abilities (5/day) 4 +4 +4 +4 +4 Agile Body 5 +5 +4 +4 +4 Army Abilities (7/day) 6 +6/+1 +5 +5 +5 Mind over Body 7 +7/+2 +5 +5 +5 Army Abilities (9/day) 8 +8/+3 +6 +6 +6 Diehard 9 +9/+4 +6 +6 +6 Army Abilities (11/day) 10 +10/+5 +7 +7 +7 Army Strong Class Features The following are the class features of the Arcane Cadet. Army Abilities: An Arcane Cadet is a master at war. Over time, he develops super-human abilities that strengthen him during battles. He can use three abilities each day. At 3rd level (and every 2 levels after that), the abilities per day improves by 2. All of these abilties are treated as extrodinary abilties (EX). These abilties are cast as if a wizard had cast them at a level of two less than his Arcane Adept level. For example, a 8th level Arcane Adept casts haste as a 6th level wizard. The following table shows what abilties are gained at which level. Level Army Abilities 1 Detect Magic, Detect Poison 2 Message, Disguise Self 3 See Invisibility, Alter Self 4 Invisibility, Detect Thoughts 5 Dispel Magic, Blink 6 Haste, Arcane Sight 7 Detect Scrying, Locate Creature 8 Scrying, Invisibility (Greater) 9 Teleport 10 Dominate Person Quick Thinking: Upon reaching 2 level, an Arcane Cadet becomes extremely agile in dangerous situations. He is able to think out his strategies just in time to dodge damage. He may now add his intelligence modifier to his reflex save. Agile Body: Upon reaching 4th level, an Arcane Cadet's body becomes more agile. He gains a +3 dodge bonus to his armor class. This bonus stacks with any other bonuses he already has. Mind Over Body (Su): At 6th level, an Arcane Cadet is able to put his mind over his body. He adds strategy and depth to all of his attacks. He may now add his intelligence modifier to his damage rolls. Diehard: Upon reaching 8th level, the Arcane Cadet receives Diehard as a bonus feat. Army Strong (Ex): Upon reaching 10th level, an Arcane Cadet is at his full bodily health. He gains a +2 inheritance bonuses to his strength and dexterity scores and gains a +1 to his constitution. Three times per day he is able to go into a rage like a barbarian can. |
| Captain_Kobold10-22-07, 09:55 PM | You might want to tone this one down quite a bit. A class that gets best BAB progression, all high saves, and 6 skill points/level is almost balanced as is, without adding special class abilities in. As to specifics: These are for clarifications, not power. Requirements: You should probably add the ability to cast Arcane spells as a requirement. Possibly even level 2 or three. Army Abilities: What sort of action are these abilities used as? Standard? Move? Same as the spell? You say that these count as extraordinary abilities. This means that you could get these people throwing undispellable magic missiles, hastes, and teleports around inside an Antimagic field. Does the level of the ability make any difference to how many times each day it can ge used? Or could, for example, a Fighter 4, Arcane Cadet 9 (13th level character) use 11 Teleports every day? Diehard: If the Arcane adept does not meet the prerequisites of this feat, do they still get it? If so, state in the ability description. Overall, I'd have to say too powerful. Drop Reflex save down to poor progression, skill points down to 4/level, and remove the Army abilities, any you would have a reasonable basis I think. |
| Ultima007110-23-07, 10:30 AM | You might want to tone this one down quite a bit. A class that gets best BAB progression, all high saves, and 6 skill points/level is almost balanced as is, without adding special class abilities in. The requirements make you leave the party in the middle of your questing for a year. Many adventures that I have played are really hard to stop play for a year. I'll tone the requirements up though. As to specifics: These are for clarifications, not power. Requirements: You should probably add the ability to cast Arcane spells as a requirement. Possibly even level 2 or three. They aren't actually a spellcasting class. They use their "extraordinary abilities" to do amazing things. Army Abilities: What sort of action are these abilities used as? Standard? Move? Same as the spell? You say that these count as extraordinary abilities. This means that you could get these people throwing undispellable magic missiles, hastes, and teleports around inside an Antimagic field. There are no "direct damage" spells so you don't have to worry about magic missiles going through barriers. Also, these abilities take a full round action to activate. Does the level of the ability make any difference to how many times each day it can ge used? Or could, for example, a Fighter 4, Arcane Cadet 9 (13th level character) use 11 Teleports every day? Not right now, but I think I will change it. Any suggestions? Diehard: If the Arcane adept does not meet the prerequisites of this feat, do they still get it? If so, state in the ability description. I'll put that in :) . Overall, I'd have to say too powerful. Drop Reflex save down to poor progression, skill points down to 4/level, and remove the Army abilities, any you would have a reasonable basis I think. I'm just going to tone up the requirements to a close to epic progression. |
| bkdubs12310-24-07, 12:08 AM | You say this class isn't a Spellcaster. So... let me ask you: How on earth does training with "the army" for a year grant you the "extraordinary ability" to turn invisible or teleport?! Extraordinary abilities are things that are physically possible. In other words, they are things that your body can do. In order for invisibility to be a dnd translated Extraordinary ability you would have to be biologically capable of bending light around yourself. I don't even want to go into what your body would have to be capable of to accomplish teleportation on its own. This class would be best suited to an Epic Progression, but you really ought to work on it some more to make some sense out of casting spells with a non-spellcaster. |
| StevenO10-24-07, 01:17 AM | Horribly overpowered. As noted in the first post using All good save, good BAB, d8 HD, and 6 skill points with a good skill already come close to making it playable without any special abilities. Depending on how one values a Good WILL save just the basics of this class would be almost as good as a Ranger. Now ignoring the "Army Abilities" I'll look at the other features: Quick Thinking: Should just grant Lightning Reflexes or other fixed +2 Reflex modifier. Given the already high Reflex save it may be overkill. INT to reflex saves can be abusive. If you want a "quick thinking" ability tied to INT I'd suggest initiative. Agile Body: An unconditional +3 dodge AC modifier is HUGE. A +1 would be sufficient. Mind over Body: I don't see why this would grant INT to damage. Stacking with STR offers abuse potential. If you want INT to increase damage maybe it could be added to the attack roll to confirm criticals. Army Strong: A single +2 bonus to one of the three abilities should be sufficient with CON being the best choice. These abilities should also be gained as through leveling instead of being inherent. Taking on Rage is overkill and should either be left off or replace a permanent stat increase. With a few changes to those abilities I think it would have a chance until one starts to look at the "Army Abilities." Although you may call them EX abilites we all know they are spell like or supernatural and you grant far too many. With uses you should probably go once per level per day or less. Looking at the actual abilities they need to be toned down and adjusted. For one thing these abilities should reflect the caster level and thus only mimic spells under 4th level as you should need at least the same caster level to use them as a wizard. If the power level gets turned down you need to pick abilities that aren't so magical; how does one teleport without magic? For your prereqs requiring a year of training in no way off sets a classes power. Perhaps your campain prevents a character from taking that time off but in others characters could easily let years pass between adventure making that time requirement worthless. |
| Jetstream10-24-07, 03:45 AM | With a few changes to those abilities I think it would have a chance until one starts to look at the "Army Abilities." Although you may call them EX abilites we all know they are spell like or supernatural and you grant far too many. With uses you should probably go once per level per day or less. Looking at the actual abilities they need to be toned down and adjusted. For one thing these abilities should reflect the caster level and thus only mimic spells under 4th level as you should need at least the same caster level to use them as a wizard. If the power level gets turned down you need to pick abilities that aren't so magical; how does one teleport without magic? For your prereqs requiring a year of training in no way off sets a classes power. Perhaps your campain prevents a character from taking that time off but in others characters could easily let years pass between adventure making that time requirement worthless. Not to mention that the explanation for the army abilities and the powers granted are completely out of line with each other. I can see the haste, almost. True strike I could see. Bull's strength (personal only), maybe. Stuff like that. Teleport doesn't have anything to do with 'enhancing yourself in battle,' nor do half those abilities. And Dominate Person? :confused: |