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I am looking forward to trying out the Arcanist. It is everything that I have wanted out of an arcane class. I have always liked how the sorcerer casts spells but really hate how limited you are in selecting spells.


Instead of using this to build custom characters, it could instead be developed to help 3rd party publishers in creating new content. Right now I would love to know how the value of a fighter's BAB is compared to a wizard's. This info could be key in developing new classes, races, etc.


Thanks for the insight guys. Also thanks for pointing out where this goes, but why would this go in the conversion forum? I am not converting anything. This is new content and I am trying to help my buddies understand the hidden formula that is used to create new content. But if it needs to be moved, what do I need to do in order to move it?

Troubleshooter:
Okay I am liking these terms you are throwing out there. You have a list that I can use to help defend my argument?

Right now I am seeing this

3/4 BAB (or better BAB) class as what ranger, cleric, and druid?
4/4 BAB (or Average BAB) class would be fighter etc?
2/4 BAB (or Poor BAB)class would be wizard?

What is At Will 4th-level SLA?


Okay guys, I need you help on something. Either set me straight or help me set my friends straight with some advice.

Currently I am working with some people in making a Campaign Setting and a App to use for 3.5 OGL. We got a lot of fresh ideas and a campaign I believe people will like. With that said I am running into a few problems that seem to not matter to the rest of the group.

For example one class has a base attack bonus at 20th level as +16/+11/+6/+1. To me this is crazy talk. Pathfinder classes and 3rd party classes follow the same formula right? You either have a fighters bab at 20th level as +20/+15/+10/+5, a cleric type bab as +15/+10/+5, or a wizard type as +10/+5. Prestige classes even follow the same formula but do not cap out since they are not 20th level classes. Regardless they progress in the one of three ways listed above.

The people I am working with believe the Babs are a framework that can be modified as they see fit. Am I crazy in thinking they they should not work this way?

The same class also has +1/+1/+1 on all saves at first level. I was under the impression that you either had good saves +2 or normal saves +0.

To build a class that changes everything up like the example above destroys the game balance in my opinion.

Thoughts? Suggestions?


That is a pretty nice looking class. I probably will play one.

It has a lot of stuff that a necromancer should be able to do.

The only thing missing, (and this may be just not seeing a way to do it) is the ability to control a lot of undead. Animate Dead lets you cap out at what, 80 HD, which is like 160 skeletons right? Is there a spell that could allow you to control more?

I picture a 18-20th level necromancer controlling thousands.

Then again maybe he does only control 160 and they lead the others in a herd like in the walking dead.

Thoughts?


Okay I am currently building a homebrew class to be used as as a necromancer. Right now, has stuff like Channel Negative energy and a few other abilities. However my main concern is the way the class will learn and cast spells. I really like the sorcerer class and how they can cast spells they know over and over, yet I think a necromancer should learn
spells from tombs of magic, etc. I am proposing a blend of sorts but I am not sure if this is the right way to go about this. If you would, please check out this spell entry for the class and let me know what you think.

"Spells: A Necromancer casts arcane spells drawn from the Necromancer spell list. She can cast any spell she knows permanently (detailed below) without preparing it ahead of time. A Necromancer may know any number of Necromancy spells. The Difficulty Class for a saving throw against a Necromancer’s spell is 10 + the spell level + the Necromancer’s Intelligence modifier.

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

To learn a spell, a Necromancer must have an Intelligence score equal to at least 10 + the spell level. She may choose to prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the Necromancer decides which spells to prepare. Alternatively, a Necromancer can choose to spend 10 hours per spell level to permanently know a spell from the Necromancer Spell List. The spell must be of a level she can cast. When the spell is cast, the Necromancer uses up one of her allotted Spells Per Day. If a Necromancer does not permanently know a spell, she must study her spellbook again to prepare the spell after it is cast. If they spell is known permanently, she can recast the spell again and again without studying her spellbook.

A Necromancer’s selection of spells is extremely limited to the Necromancy School only. A Necromancer begins play permanently knowing four 0-level spells and two 1st-level spells of the Necromancer’s choice. At each new Necromancer level, she gains one or more new spells as indicated on Table 1–2. However because of her extreme specialization in the Necromancy School of Magic, she can learn additional spells from the Necromancy Spell List by studying tombs of magic, scrolls, etc. Spells learned this way may be inscribed into her spellbook or learned permanently as detailed above."

Every time I read it my self, I am a bit worried that this set up will not work the way I want it to.

Basically I want the necromancer to be able to cast the same spell multiple times. I want them to study spell books as well.

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