
Melissa Litwin |
The divination special ability is far too powerful in comparison to all the other ones. It takes a 10 level prestige class now to get that ability; see Divine Oracle in Complete Divine (p.34-36). Energy resistance to one element, armor bonuses, extra hit dice of controlled undead, and extra duration on illusion spells simply are not on the same power level. Technically all combats have a surprise round, so it would mean the divination wizard would *always* get to go first in combats where both sides are aware of each other but have not yet come to blows. Uncanny dodge as an ability is about the power level I think is appropriate for these special abilities, as an alternative.
On the other hand, the enchantment special ability is too weak. Wizards do not get deception, diplomacy, or intimidate as class skills. They are also all charisma based skills, which means most wizards, even enchantment wizards, won't have the stat necessary to be very good at them. A +2 on skills that a wizard simply isn't interested in is a very weak bonus. Enchantment spells are all about high DCs, even more than any damage spells, simply because they're all pass/fail, not saves for partial. Instead of bonuses to skills, why not a +1 on the DC of all enchantment spells, going up every four levels up to a maximum of +5 at level 20. That's probably too powerful, but it's at least useful.

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Technically all combats have a surprise round, so it would mean the divination wizard would *always* get to go first in combats where both sides are aware of each other but have not yet come to blows.
The Surprise Round
If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
Emphasis mine.
This is not to say that I necessarily disagree with the rest of your post. I think uncanny dodge would be a fine replacement for the ability, which is quite powerful, and I too think the enchantment school is weak. (DC enhancements on the scale you propose are too strong, however.) I don't have a good replacement idea at the moment, though.

Melissa Litwin |
I guess I was thinking of the Divine Oracle ability, which explains itself as the caster always sees about three seconds into the future. In other words, they saw what was coming so can act in the surprise round. That would allow a player to convincingly argue for a surprise round every combat.
However, the justification for the divination ability in Pathfinder is not the same, so the same argument cannot be used. I probably shouldn't transfer from one book to another :/.
Anyone have ideas for a not-overpowered enchantment special ability?

Aaron Whitley |

I guess I was thinking of the Divine Oracle ability, which explains itself as the caster always sees about three seconds into the future. In other words, they saw what was coming so can act in the surprise round. That would allow a player to convincingly argue for a surprise round every combat.
However, the justification for the divination ability in Pathfinder is not the same, so the same argument cannot be used. I probably shouldn't transfer from one book to another :/.
Anyone have ideas for a not-overpowered enchantment special ability?
I would stick with your idea for the Enchanter but just reduce the frequency with which they get the bonus. Instead of every 5 levels make it an additional +1 bonus at levels 8 and 16 (for a final +3 bonus). That might work.

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Anyone have ideas for a not-overpowered enchantment special ability?
I just had one. What about this:
"You gain a +2 bonus to caster level for enchantment spells. This increase in caster level only applies for the purposes of determining the spell's duration. This bonus increases by +1 for every 5 class levels you possess, to a maximum of +6 at 20th level."

Pneumonica |
The divination special ability is far too powerful in comparison to all the other ones. It takes a 10 level prestige class now to get that ability; see Divine Oracle in Complete Divine (p.34-36).
The fact that some abilities occur at given levels in given classes doesn't mean that it's powered to that level. Evasion and Uncanny Dodge occur at all different levels.
I don't actually find it overwhelming - you're still starting the combat flat-footed, and you only act in the surprise round if there is a surprise round. You're getting less than you would if you'd succeeded at the Perception roll to spot the ambush in the first place. The ability to ignore flat-footed is vastly more powerful (and appropriately placed in the progression as well).
It's great, yeah, and I'd love to have it, but it doesn't throw the balance anywhere off. Personally, I'm happy that Diviners are no longer getting the shaft. I would love to see Divination restored to being something other than the bastard stepchild of the schools of magic.
As for Enchantment, it definitely needs an upgrade. Perhaps give Enchanters the Elvish "everybody likes me" ability and give elves the "boost to Charisma skills" ability?