Homebrewing a class, need balancing help


Homebrew and House Rules


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I'm working on a homebrew class at the moment to fill a kind of wizard/loremaster/pathfinder chronicler role, the latter two I have always enjoyed conceptually, but found lacking as they are seperate and prestige. So this is a go at conjoining them into a scholar who persues lore and does research in some field.

As for the main balancing issues I need to run through the features of the class and figure out where to expand things or if certain abilities will push it toward being overpowered.

First the spellcasting: Wizard progression, Arcane study.
Arcane Study: Select a school of magic as a primary school, all other schools require 2 spell slots to prepare spells from
Commentary: as a specialist wizard, however all other schools are treated as opposition schools, and there are no special abilities granted based on school.
Considering: Allowing Universal spells to be exempt from the 2 slot restriction. Also highly considering the ability to learn spells from other 9-level casting classes (Cleric, Witch, Druid) which are part of your primary school (likely with a requirement to have a scroll or spellbook of the spell and research costs involved, as for druid spells it would require understanding the language either through linguistics or the bonus language class feature).

Commentary overall on spellcasting: The concept here is that they have less spellcasting ability overall than a wizard, refining their research substantially to a single school of magic. This is also to maintain a level of balance with the other class abilities.

Core class concept: Research Paths
This is a highly open ability selection, similar to a witches hexs, sorcerer's bloodline, oracle's mystery, etc. Initially I was considering doing this as an oracle's mystery, but I have conceived of too many overlapping concepts (I was building this with a Dread Necrancer feel to it as a path of research in Undead, my friend wants to play the class and study spirits, which between the two of them there would be overlap, hence something more like a large list would work).
So, I'm not going to sit and list out examples as this section isn't so much where I need help, but this will be where power control comes in, as more or less abilities will lead to substantially different power levels to the overall class.
Anyway, the way this works is the player chooses a field to study (which will have examples, but also allow the DM and player to go beyond those examples), then throughout the progress of the character they select abilities to gain related to that study. Each ability will give a list of the suggested fields it can be taken with.
Currently looking at stealing things like the Dread Necromancer's bonus to HD controlled with animate dead, and the Dread Necrancer's increased ability scores for undead they create both of those would work with studying Undeath. Also looking at the Witch Doctor's Channel Energy feature, the Cleric Animal Domain's animal companion, etc. Stealing things from other classes here shamelessly, often with a minor to moderate reduction to ability if it it a major feature, while things like sorcerer bloodline abilities or witch hexes would just be stolen straight.
With a research topic like Undeath I figure they should be one of the most potent necromancers based on their restriction to spellcasting ability, and similarly with other specific topics which would really refine them toward a specific goal. (Sorry about the necro heavy focus that's just a pet love of mine, I do intend for it to focus elsewhere equally, however I am also going to use this for an NPC in game as well)

At the moment I am considering this as 5 total effects gained, plus a capstone, one at level 1, 4, 8, 12, and 16 with a final bigger one at level 20 from a different list of capstones.

Secondary abilities:
Breadth of Knowledge: This is the Bardic Knowledge ability, but I am going to expand it to linguistics and appraise, probably also craft and spellcraft to round out the intelligence based skills.
Loremaster: As per the bard ability.
True Lore: As per the Loremaster ability, probably around 14-16, depending on which level lacks major bonuses.
Bonus Languages: As per the Loremaster Ability, I was thinking about level 10 and every 3 levels after, but this is a minor balancing point as I am not sure how many to give.

And that about rounds it out. I am stuck on how many bonus languages to give and if I should push Breadth of Knowledge out to all intelligence based skills. From there I'm not certain if 5 or more abilities through their research path should be given, as comparing it to Sorc says it's good, while Oracle says it's low, and Witch/Arcanist say it's extremely low. Also the questions remain about the points in their spellcasting.

Help appreciated and desired.

Edit: d6 hit die, 2+Int for skills, slow BAB, Will as a good save, Wizard skills (dropping Fly and adding UMD)


Just want to point out, that the Druidic language is not learn-able via the Linguistics skill RAW.

Also I do not think 5 abilities and a capstone at 20th has anything wrong with it. I think it boils down to how powerful or focus worthy you want the classes "special power line" to be. If it is to be the main focus vs. the other abilities, perhaps bump up the total # given by one or two, if more of a balance between special abilities and the other knowledge based abilities is desired, I say leave it at 5 and a capstone.

As always, just my 2 cp.


As for learning Druidic as a non-druid using Linguistics, I have been under the impression, from these forums primarily as well as checking the wording of the linguistics skill, that it's good to go. As a DM I'd always rule that you need a way to learn a language, and the points in linguistics or the bonus languages gained via other means past character creation merely increase your capacity of learning the languages.

As for the suggestions, that's about what I was thinking, between the bonuses and prohibitations of the class I feel that 5 and a capstone seems about right, especially with the power levels of the abilities gained. As for being the main focus, they really are, however I kinda feel that giving 7 would be too close to stepping on the Oracle's toes, while 10 would require a severe power level decrease on the abilities.


Nooo, I was going to edit the last post for this and then nothing happened and the edit button is gone :O

As for bonus languages, figuring out where to toss thos is difficult. 10-19 was an initial point but now I'm thinking 1, then every 6 levels after 6.

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You might be better off creating an archetype since it doesn't look like you have any new mechanics to dedicate a class around.


I debated it, but ultimately nearly everything that wizards or similar classes get is lost or needs rewritten in order to cover the changes. The specialty school, arcane bond... pretty much the lot. All that is left is a slightly altered skill list, and a table with no class features that needs to be rewritten. Which is about the same starting point a Witch has before filling in similar effects. Even going off her system... everything is scratched and rewritten.

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Oxylepy wrote:
I debated it, but ultimately nearly everything that wizards or similar classes get is lost or needs rewritten in order to cover the changes. The specialty school, arcane bond... pretty much the lot. All that is left is a slightly altered skill list, and a table with no class features that needs to be rewritten. Which is about the same starting point a Witch has before filling in similar effects. Even going off her system... everything is scratched and rewritten.

Classes are one of the hardest things to design in this game. Archetypes were deliberately made to make it easier for cases when you don't need to build an entire class. It also sounds like you aren't really sure what you want. At the moment, this sounds more like a specific character concept than a class. I'm not trying to discourage you, but rather illustrate it's vital you have clear, concrete goals and then access them.


What I'm hearing is that my more banter friendly system of inquiring was a flop, do everything, word-process it and come back with the fully written out concept. Got it. Be back wednesday when I am not being kept out of the house and can actually sit down and write it out.

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Getting bonus languages late might almost be inconsequential. At higher levels, you can just cast tongues or even comprehend languages. Also, gaining ranks in Linguistics grants you bonus languages, so by 10th level, you'll already know 10 or 15 languages if you max out Linguistics.


Yes! Okay, that helps substantially and my thinking on trying to put it around the same level as Loremaster isn't going to pan out.

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I would suggest looking at the Arcanist hybrid class.

You might want to grant it new class features at levels 1, 2, and every even level thereafter. At odd levels, new spell levels is enough. Maybe a pre-capstone ability at 19th level.


I have, and that's kind of close to what I want it to look like, it's been a matter of balancing it out so that they fall on even levels, and it doesn't end up too powerful. As for the abilities from the research path, they're far too powerful for having 10 of them by level 20, so I think occupying 1, 4, and every four levels thereafter works well. Thinking now that bonus languages could be moved to level 2 and be every 4 levels thereafter.
Perhaps True Lore should be at level 14. As for Loremaster, I think 6/12/18 would work well.

That should help declutter the table nicely, and lead to some decent level up abilities as well as keep the excitement going for the next level.

A 19th level ability sounds fantastic, but it couldn't be a path ability (that'd jank up the works now). Perhaps something else in the Loremaster/True Lore vein would work.


Cyrad wrote:
You might be better off creating an archetype since it doesn't look like you have any new mechanics to dedicate a class around.

As an exercise, Oxylepy, try swapping out wizard class features with the class featured you listed. For example, maybe he looses arcane bond and gains the expanded breadth of knowledge. Then he looses bonus feats and gains research paths. It may not yield the exact result you want, but it's a place to start.


Yeah, but when it comes down to writing out the abilities that can be selected for a single research path, it's say about 10 options, plus rewriting many of the rules. Then consider that research paths aren't very limited (although some overlap would exist between the abilities and the different paths like Spirits and Undeath would both have an option for something like speak with dead), leading to a list of viable paths I am already kicking around of Undeath, Spirits, Dragons, Fey, Architecture, Death, Life, Light, Shadow, Metal, History, Martial Arts, Music, Nature, Botony... then you're looking at something like 100 or more ability options and craming that into an archetype.

While it is conceptually a specialized wizard, they lose out on some of the spellcasting ability, being profiencent in only a dedicated portion of the spells, to instead spend a larger portion of their study into other scientific pursuits.

I really do get the argument for working off a wizard as a base and treating it as an archetype, but at the same time the space to list out the options is substantial. Strangely even pathfinder chose to redo the entire paladin from scratch for the antipaladin when it was essentially the same class with certain words changed around and a handful of abilities redone.

So this kind of comes down to terminology, because effectively this would be a wizard, sans the abilities granted from specializing and the feats, and the bond, with even more restrictions on spellcasting... it just seems that conceptually it disrances itself enough away from the base wizard to be more than an archetype, while still reigning it in to be less than a truly distinct class, and being somewhat like a cousin to the wizard, as opposed to a sibling (archetype) or distant relation (sorcerer).
Heck, the witch is on similar grounds there, as is the arcanist.

Edit- Somewhere between specialist wizard and its own class. Rewriting the whole thing as a new class kind of works out better on my end, but the distinction of being wholly separate from a wizard isn't as strong as it could be. Eh. Either means of veiwing it (breadth of knowledge, loremaster, bonus languages, and true lore replacing the arcane bond, and a research path and its abilities replacing the feats, specialization bonuses, and other schools not being oposition schools) are valid, just one seems far easier to work with on my end (writing it up from an empty version of the class features column of the table)


My suggestion was for a starting point. Thereafter you can start customizing it.


Haha, okay. I mean, I already kind of am starting it off the wizard, and thanks to some ace commentary here reigning in the levels for class features, it has nicely meshed together the right way to be somewhat easy to write as a wizard archetype as well. However actually writing it as a separate class helps on my end from finding it disjointed when looking between the two for information to work when leveling and designing characters.

Hrm, also, anyone want to pitch in about stealing druid, cleric, witch, etc spells which are of the same spell school? I like it for helping to cover the weakened casting a little more, but would that be too unbalanced? Conceptually I think it seems fine as it would be researching to emmulate the effects and then gaining it as an arcane variant of the same spell. As for practicality in doing this a scroll, book, or access to teaching would be needed, and I was thinking a premium of 8 hours/level of the spell dedicated to it and half the scroll cost in research materials (as an additional premium).

Edit- Nevermind I'll wrap it in as a first level accessible path ability which is accessible to any path.

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Oxylepy wrote:


Yeah, but when it comes down to writing out the abilities that can be selected for a single research path, it's say about 10 options, plus rewriting many of the rules. Then consider that research paths aren't very limited (although some overlap would exist between the abilities and the different paths like Spirits and Undeath would both have an option for something like speak with dead), leading to a list of viable paths I am already kicking around of Undeath, Spirits, Dragons, Fey, Architecture, Death, Life, Light, Shadow, Metal, History, Martial Arts, Music, Nature, Botony... then you're looking at something like 100 or more ability options and craming that into an archetype.
...
I really do get the argument for working off a wizard as a base and treating it as an archetype, but at the same time the space to list out the options is substantial. Strangely even pathfinder chose to redo the entire paladin from scratch for the antipaladin when it was essentially the same class with certain words changed around and a handful of abilities redone.

See, that's why I suggested an archetype or starting your design process with one. I reviewed many homebrew classes. The most common pitfall I see is that the homebrewer strongly believes their concept is too unique for an archetype, despite their idea not having any new mechanics to bring to the table. They make the class have a ridiculously grandiose scope of a 100 abilities planned while not investing any time in other ways to make the class interesting or unique. The ultimate result is either:

A) The homebrewer abandons the project after finishing only 10 to 20 abilities because they couldn't think of any more.

B) The homebrewer finishes the project, but the class becomes an unwieldy mess that's pretty much impossible to balance and fine tune.

In either case, the resulting class looks little more than a grab bag of talents. Classes are much more than that. Even modern classes with a talent pool as a primary class feature do something new, unusual, and cool with it. The shaman, medium, and the occultist are all good examples.

In fact, the occultist would actually make a great base for your concept as it's a class all about studying objects to learn spells and gain abilities. I could see your concept as an occultist that casts arcane spells and uses old spellbooks, tomes, and depleted magical items instead of random objects as implements.


So this has effectively boiled down to semantics. Wonderful. Let the etymologists have it then.

Thank you, SmiloDan and GM_Beernorg, your imput was vital.


Anytime ol' boy.


So, this is what I have so far, it's based on a wizard, but at the same time is simply easier to write as a new class (so it is effectively an archetype, but again would simply be too large to house in the archetype bubble).

Arcane Scholar
Alignment: Any
Hit Die: d6
Starting Wealth: 2d6x10 (average 70gp.) In addition, each character begins play with an outfit worth 10gp or less.

Class Skills: The Arcane Scholar's class skills are Appraise (Int), Craft (Int), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magical Device (Cha).
Skill Ranks per Level: 2+ Int modifier

Base Attack Bonus: Slow
Good Save: Will
Spells per day: Wizard table

Weapon and Armor Proficiency- Like wizards, Arcane Scholars are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with his movements, which can cause his spells with somatic components to fail.

Spells- An Arcane Scholar casts arcane spells drawn from the sorcerer/wizard spell list. An Arcane Scholar must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the scholar must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a scholar's spell is 10 + the spell level + the scholar's Intelligence modifier.

A scholar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Scholar. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A scholar may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the scholar decides which spells to prepare.

Spells Gained at a New Level: Scholars perform a certain amount of spell research between adventures. Each time a character attains a new Arcane Scholar level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Arcane Study- A scholar chooses to specialize in one school of magic, other than universal, this choice must be made at 1st level, and once made, it cannot be changed.

Each school of magic, except universal and their specialized school, is then treated as an opposition school. Spells of opposition schools require two spell slots of their level to prepare spells. For example, a scholar with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a scholar takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

Cantrips- Arcane Scholars can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane Scholar under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A scholar can prepare a cantrip from an opposition school, but it uses up two of his available slots.

Bonus Languages- An Arcane Scholar may substitute Draconic for one of the bonus languages available to the character because of his race.

A scholar can learn any new language at 2nd level and every four levels thereafter (6th, 10th, etc). A list of common languages and their speakers follows:

Abyssal (demons and other chaotic evil outsiders)
Aklo (derros, inhuman or otherworldly monsters, evil fey)
Aquan (aquatic creatures, water-based creatures)
Auran (flying creatures, air-based creatures)
Celestial (angels and other good outsiders)
Common (humans and the core races from Races)
Draconic (dragons, reptilian humanoids)
Druidic (druids only)
Dwarven (dwarves)
Elven (elves, half-elves)
Giant (cyclopses, ettins, giants, ogres, trolls)
Gnome (gnomes)
Goblin (bugbears, goblins, hobgoblins)
Gnoll (gnolls)
Halfling (halflings)
Ignan (fire-based creatures)
Infernal (devils and other lawful evil outsiders)
Orc (orcs, half-orcs)
Sylvan (centaurs, fey creatures, plant creatures, unicorns)
Terran (earth-based creatures)
Undercommon (drow, duergar, morlocks, svirfneblin)

Breadth of Knowledge- An Arcane Scholar adds half his class level (minimum 1) to all Knowledge and Linguistics skill checks and can make checks with those skills untrained.

Field of Study- An Arcane Scholar must choose a field of study at first level to devote their lives to. This field can be any topic the scholar could dedicate substantial research to, and determines which Research abilities they have access to through leveling. Once made, this choice cannot be changed
A general list of fields follows, but it is not all-inclusive, check with your GM if you would like to research another topic.

A creature type- Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, Vermin
A subschool of spells- Calling, Charm, Compulsion, Creation, Figment, Glamer, Healing, Pattern, Phantasm, Polymorph, Scrying, Shadow, Summoning, Teleportation
Spell Descriptors- Acid, Air, Chaos, Cold, Curse, Darkness, Death, Disease, Earth, Electricity, Emotion, Evil, Fear, Force, Good, Law, Light, Mind-Affects, Pain, Poison, Shadow, Sonic, Water
Other Concepts- The following each contain many topics of study; Cleric Domains, Sorcerer Bloodlines, Oracle Mysteries.

Commentary:
This is just a current suggested list. Later, when fields present themselves through research ability design it will be shortened and cover the ones used in the abilities.

Research- At 1st, 4th, and every four levels thereafter (8th, 12th, etc) the Arcane Scholar may choose a single research ability which is in line with their Field of Study (see above), or is accessible to any field of study. Each ability represents substantial research by the scholar and their achievements within their field. Upon reaching 20th level the Arcane Scholar may choose a capstone ability which is in line with their field, representing the immense amount of research and study they have undergone to be a significant name within their field.

Loremaster- At 6th level, the scholar becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A scholar can choose to not take a 10 and can instead roll normally. In addition, once per day, the scholar can take 20 on any Knowledge skill check as a standard action. They can use this ability one addition time per day for every six levels he possesses beyond 6th, to a maximum of three times per day at 18th level.

True Lore- At 19th level, the scholar's knowledge becomes vast indeed. Once per day a scholar can use his knowledge to gain the effect of a legend lore spell or an analyze dweomer spell. If used to create a legend lore effect, this ability has a casting time of 1 minute, regardless of how much information is already known about the subject in question.

Spellbooks- An Arcane Scholar must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all arcane scholars can prepare from memory.

A scholar begins play with a spellbook containing all 0-level wizard/sorcerer spells (except those from his opposed schools; see Arcane Study) plus three 1st-level spells of his choice. The scholar also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Adding Spells to a Spellbook: Arcane Scholars can add new spells to their spellbooks through several methods. Unless otherwise noted, a scholar can only learn new spells that belong to the sorcerer/wizard spell list (see Magic).

Spells Gained at a New Level: Arcane Scholars perform a certain amount of spell research between adventures. Each time a character attains a new scholar level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another Spellbook or Scroll: A scholar can also add a spell to his book whenever he encounters one on a magic scroll or in another spellbook. No matter what the spell's source, the scholar must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). An Arcane Scholar takes a -2 penalty on the Spellcraft check if the new spell is from one of his opposition schools.

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Research Abilities

Expanded School
Field: Any
Benefit: Select a school of magic the Arcane Scholar is specialized in. The scholar can learn spells from other class's spell lists of that school. The process is detailed bellow:

First, the scholar must have a scroll, spellbook, or access to someone of a class capable of casting that spell to teach them.

If the scholar is being instructed on how to use the spell, the teacher must sacrifice an appropriate spell slot or use per day of the level they cast that spell at. Instruction requires 1 hour. The scholar must then invest a further 1 hour/spell level of the level they learn the spell as (see bellow). At the end of this time the scholar makes a Spellcraft check (DC 15 + spell level).

If the scholar is learning the spell from a scroll or spellbook they must:
First decipher it by doing one of the following*:
-If it is arcane, just decipher it as per Arcane Magical Writings
-If it is divine, have a divine caster decipher it for them (as per Divine Magical Writings) and explain it to them, which takes 1 hour.
-Invest half the cost of a scroll of that spell level, for the class that wrote the spell, in research materials (which are not consumed, but are particular to each class. So, for example, druid research materials cannot be used for a scroll made by a cleric)

Next the scholar must study the spell and copy it into their spellbook, which requires 1 hour/spell level the Arcane Scholar will cast it at (see bellow), and a successful Spellcraft check (DC 15 + spell level).

*Note: If the class who made the scroll uses a secret language, the person who deciphers it must be able to understand that language, either by knowing it, comprehend languages, etc.

Spell Level for the Arcane Scholar** (GM's discretion, but generally):
-If the spell is part of the sorcerer/wizard spell list, use that spell level.
-If the spell isn't part of the sorcerer/wizard spell list, but can be cast by a full caster (the class has spells up to 9th level), treat the spell as being the same spell level as the lowest spell level among full casters who can cast that spell
-If the spell has no full casters who can cast it, compare it to other spells that class can cast, and determine what level it should be, based on those spells.

**Note: This ability cannot be used to learn spells from the Sorcerer/Wizard spell list at lower levels, or to learn a spell at two different levels.

Special: This research may be selected multiple times. Each time it is selected, choose another school the scholar is specialized in.

New Arcane School
Field: Any
Benefit: Select an opposition school of magic. Treat that school as one of the Arcane Scholar's specialized schools.
Special: This research may be selected multiple times.

Arcane School
Field: Any
Benefit: Select a school of magic that the Arcane Scholar is specialized in. Add +2 to the Difficulty Class for all saving throws against spells of that school.
Special: This research may be chosen multiple times. Its effects do not stack. Each time you take this research, it applies to a new school of magic.

Verbal Components
Field: Any
Benefit: Select a specialized school of magic. When casting spells of that school, treat them as having no verbal component.
Special: The Arcane Scholar must be of at least 8th level to select this research.

Somatic Components
Field: Any
Benefit: Select a specialized school of magic. When casting spells of that school, treat them as having no somatic component.
Special: The Arcane Scholar must be of at least 8th level to select this research.

Armor Training
Field: Battle
Benefit: The scholar gains proficiency with light armor, medium armor, and shields. Additionally the scholar reduces their total arcane spell failure chance due to any armor they are wearing by 10%.

Weapon Training
Field: Battle
Benefit: The scholar gains proficiency with weapons of a particular group (see the fighter's Weapon Training for a list of groups and weapons in those groups).
Special: This research may be selected multiple times, each time it applies to a different group of weapons. The scholar must be of at least 4th level to select this research.


Well done on the write up.


Yeah, to echo Ciaran, nicely done.


A lot of it is just theft with minor alterations, plus the adjustments for level. I figured moving True Lore up to 19 would be a nice sub-capstone ability instead of keeping it in the lower 14-16 range from before. Then a couple of the abilities were things that I figured would be handy yesterday (things I thought of and didn't want to forget). Now I'm in the process of similarly stealing other abilities that may be in line with my player's Spirit field of research (Oracle, Shaman, I'll check things that may work in Sorcerer).

What do you guys think of the Expanded School ability? I have a feeling it's a little complex for something in a group of abilities that should be relatively straight-forward, but at the same time am worried about the balancing issues involved in stealing spells from other classes. I dunno, maybe I should make it simpler as you are dedicating about a 6th of your entire character to taking spells from only a single school, but even then certain flavor issues exist. Considering one needs to decipher the text from another Wizard when learning a spell, doing something off a divine spell should be at least moderately complex as you aren't working with the same energies and have to recreate the effect with a different type of magic.

Opinions on that?

-Thanks guys, it means a lot-


Basic theft research abilities.

This is to cut all the alterations and rewrites of a variety of abilities stolen from different classes (specifically the Bard, Oracle, Sorcerer and Witch).

Revelation
Field: Any
Benefit: Treating your Arcane Scholar level as your oracle level, select a single revelation from any Mystery which you meet the level requirements for. This revelation must in some way be related to your character's field of study. For instance, an 8th level scholar studying Undead would qualify for the Undead Servitude revelation from the Bones mystery, but not for the Combat Healer revelation from the Life Mystery.
Treat your scholar level as your oracle level, and substitute your intelligence modifier for your charisma modifier where applicable.
Special: This research may be selected multiple times. Each time it is selected choose a different revelation.

Bloodline Power
Field: Any
Benefit: Treating your Arcane Scholar level as your sorcerer level, select a single bloodline power from any bloodline which you meet the level requirements for. This bloodline power must in some way be related to your character's field of study. For instance, an 8th level scholar studying Aberrations would qualify for the Long Limbs power from the Aberrant bloodline, but not for the Laughing Touch power from the Fey bloodline.
Treat your scholar level as your sorcerer level, and substitute your intelligence modifier for your charisma modifier where applicable.
Special: This research may be selected multiple times. Each time it is selected choose a different bloodline power.

Performance
Field: Music, Performance, *special
Benefit: Treating your Arcane Scholar level as your Bard level, choose a single bardic performance you qualify for based on level.
The Arcane Scholar can use that performance for a number of rounds per day equal to half his scholar level plus his intelligence modifier. Aside from those restrictions, he treats his level for that performance as if he were a bard of a level equal to his scholar level, and substitutes his intelligence modifier for his charisma modifier where applicable.
Special*: This research may be taken by a scholar of any field, however the performance must be in line with his field of study. For instance, a scholar studying Fear would qualify for Dirge of Doom, but not for Inspire Greatness.
Special: This research may be taken multiple times. Each time it is taken select a new performance.

Hex
Field: Any
Benefit: Treating your Arcane Scholar level as your witch level, select a single hex, major hex, or grand hex which you meet the level requirements for. This hex must in some way be related to your character's field of study. For instance, an 8th level scholar studying Curses would qualify for the Blight hex, but not for the Disguise hex.
Treat your scholar level as your witch level
Special: This research may be selected multiple times. Each time it is selected choose a different hex, major hex, or grand hex.
Special: If the hex requires another hex for a witch to take, the Arcane Scholar is required to have that hex as well.

Edit- Sorcerer is the only one I'm iffy on. The rest of the classes get substantially more abilities through level progression than the Arcane Scholar, and thus the scholar is left as a pale imitater of them. However the sorcerer only gets the 5 and an arcana, I may need to add a level adjustment for the abilities, either in requirement to select them, or within the ability itself. Where I fall on that one is that the capstone ability for a sorcerer's bloodline is effectively on par with where I want the Arcane Scholar to be... It's a conundrum.


Well, if anyone is still paying attention:

I am strongly debating how to go about the different fields of study. I can't decide if I should stick with things like Disease, Battle, Undead, Dragons, Fey, Heavens or if I should...

Go with various -ologies, such as Pathology (disease), Psychology (Mind Affects, fear, etc), Anthropology (Humanoids and Monstrous Humanoids), etc.

I am a little torn on the notion, because it leads itself toward actual scientific fields, but at the same time kind of tears out a sense of fantasy in the names, making it too modern

RPG Superstar 2012 Top 32

Maybe use different root words to name your various -ologies.

For example, Xenology could be the study of foreign folk, which is what a lot of anthropology is.

Pathology might become Miasmology, the study of foul airs.


So I decided to stick with creature types, knowledges, and spell descriptors as the range of fields of study to work with. And some random abilities I have been working with, tell me if you guys think they may be overpowered, because these will likely form the baseline I build up with and the general level of power for things.

Arcane Bond
Field: Any
Benefit: You gain an arcane bond as the wizard ability.
Special: If you select a familiar as your arcane bond, and your field of study is a creature type, you may choose to gain the Improved Familiar feat for free, however any familiar you take must be of the creature type you study. Scholars choosing this benefit must still meet the level and alignment requirements for any Improved Familiar they choose to bond with.

Animal Companion
Field: Animal, Vermin
Benefit: You gain the service of an animal companion. This functions identically to the druid class ability, except your animal companion must be of the creature type you study.

Focused School
Field: Any
Benefit: Choose a school of magic you are proficient with, your caster level is increased by 1 for spells of that school, at 2nd level once per day you can increase the DC of a spell you are casting of that school by 1, every 2 levels thereafter you gain an additional use per day of this effect. At 10th level the bonus to DCs increases to a +2, and at 18th level this bonus applies to all spells you cast of that school.

Undead Host
Field: Undead
You gain a corpse companion, as the undead lord class ability.
At 6th level the number of undead you can control from animate dead increases to 4 plus your Int modifier HD per level.
At 10th level when using the Command Undead feat the total number of undead you can control increases to 1 plus 1/2 your Int modifier HD.
At 18th level when you cast animate dead, create undead, and create greater undead you do not need to pay the material component cost.

Undead Crafter
Field: Undead
Benefit: Undead you create gain a +2 bonus to their Strength and Dexterity scores. At 8th and 16th level this bonus to strength and dexterity increases by +2.
At 6th level and every 4 levels thereafter undead you create gain a bonus of +1 to their saving throws, to a maximum of +4 at 18th level.
At 18th level undead you create gain maximum hit points per hit die.

Expanded Undead
Field: Undead
Benefit: Beginning at 12th level you gain the ability to create much more powerful undead with the animate dead spell. When casting animate dead you may choose to create undead, as per the spell, instead of the standard zombies or skeletons. When doing so, treat your caster level as 4 lower for which undead can be created, and treat the created undead as double the number of hit die for how many can be created at once and for how many can be controlled. Undead created by this effect are under the control of the scholar, as normal for animate dead, and when using animate dead this way the material component cost is the same as for create undead.
At 18th level the scholar may instead create greater undead with animate dead, in the same way they would with create undead.

Demagogue
Field: Nobility, Religion
Benefit: You gain a bonus equal to 1/2 your scholar level (minimum of 1) to diplomacy checks to influence npc's attitudes toward you, and to diplomacy and knowledge religion checks to convert npcs to your religion.
In addition when using the Leadership feat you may use your intelligence modifier instead of your charisma modifier to determine your leadership score.
At 10th level you can attract twice as many followers with the leadership feat. At 18th level you can attract three times as many followers with the leadership feat.

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