Loremaster


Prestige Classes


Loremaster is an great class with an interesting flavor, but could do with a few changes:

The prerequisites as written are very strict. When the PRC's were first released I and a friend of mine decided to take them up in our Golarion game. He took Dragon Disciple, and I wanted to go Loremaster(we were both playing sorcerer's). As it stands, there's not a lot of reason for a sorcerer not to take DD, because it's easy to get into and has a lot of bonuses. But I would have to rebuild my character to get into Loremaster.

The 'on track' path to the class gets you in at 7th level. Any non-human would have to perfectly select their feats to qualify for Loremaster at 7. There is no deviation. I would suggest lowering the feat requirement to Skill focus and 2 item/metamagic feats to give characters some leeway to get into the class more easily.

Secrets:
Secret Health should be the same as the new Toughness, 3 + hit die in health.

Thats all I can think of right now.

Scarab Sages

Chime in there.

Does the Int + Level mean that at first level of loremaster if you have a +4 Int Bonus, you get 5 secrets?


I tried the loremaster class when I was playing a mage and it was easy for a wizard but it didnt give me hardly anything worthwhile. If you could give the class more feats or let the secrets be chosen more than once THEN it would be viable.


No. The Int + Level simply determines which secrets you can learn. High intelligence does not confer additional secrets on the character.

The myriad of bonuses given by secrets appear to stack with all other bonuses. A knowledgeable player can use this to their advantage to have marginally higher Hp, saves, or attack rolls than a normal sorcerer or wizard.

But these bonuses appear lack-luster. At high-end play a +2 to fortitude saves or an additional 3 hp won't compare to abilities provided by other classes.

Compare a Wiz10/Lor10 to a Wiz20 (any specialty). This class seems significantly underpowered.

Grand Lodge

Bikis wrote:

Loremaster is an great class with an interesting flavor, but could do with a few changes:

The prerequisites as written are very strict. When the PRC's were first released I and a friend of mine decided to take them up in our Golarion game. He took Dragon Disciple, and I wanted to go Loremaster(we were both playing sorcerer's). As it stands, there's not a lot of reason for a sorcerer not to take DD, because it's easy to get into and has a lot of bonuses. But I would have to rebuild my character to get into Loremaster.

Secrets:
Secret Health should be the same as the new Toughness, 3 + hit die in health.

Thats all I can think of right now.

I'm in agreement with you about the Secret Health change. But Loremaster is a culmination of a researching character. It SHOULD be a lot harder for a Sorcerer to qualify for than a Wizard for whom research is his basic bread and butter.

Grand Lodge

DivineAspect wrote:

Chime in there.

Does the Int + Level mean that at first level of loremaster if you have a +4 Int Bonus, you get 5 secrets?

No it means that you can qualify for the higher tier secrets sooner. The number of secrets a Loremaster can learn is NOT affected by Intelligence. If you have a high INT, you can grab, say feat granting Secret a lot sooner.


I too agree about Secret Health. It models Toughness, so it should continue to model the improved Toughness feat. Maybe some their other secrets could be tweaked too for ease and utility.


This is actually a very good point - if Loremaster needs any additional power, tweaking the Lore Secrets is a very very simple way of doing it.

Grand Lodge

Matthew Vickrey wrote:


Compare a Wiz10/Lor10 to a Wiz20 (any specialty). This class seems significantly underpowered.

Tweaking this needs to be done with care. The former should represent some form of sacrifice over the latter. The benefit should probably be represented more towards roleplaying than battle mechanics. (A well developed Loremaster does make a great sage figure)

Grand Lodge

Bikis wrote:

Loremaster is an great class with an interesting flavor, but could do with a few changes:

The 'on track' path to the class gets you in at 7th level.

Actually qualify for it at 7th given that the cap for skill ranks is class level, which means the entry point is 8th level.


I'd like some jazzier secrets, like how about the ability to dimension door at will as a full round action (secrets of timespace)? Or how about a bonus to counterspell or dispel magic? Or the secret of spell turning (x levels per day)? Or the ability to divine what's on the other side of a portal or gate into another plane? Or how about a bonus to control outsiders or dragons (knowledge of secret names)? The existing secrets lack fizz and taste a little flat.

Silver Crusade

A few campaigns ago, I had a cleric character who entered the Loremaster prestige class. It was a great choice, fitting my character's background and role well. Not to mention the abilities granted by the class were sorely needed in what was a mid to low magic campaign (ID-ing magic items without the costly Identify spell was much appreciated).

With Pathfinder, I think the class would be a suboptimal choice. (Still a viable role playing choice, though) The changes to game mechanics and high level class abilities make taking this prestige class a difficult mechanical choice. Some of the base abilities of the prestige (4 skill points, effectively 5 bonus feats) make it a good option for clerics and wizards; however, it doesn't seem to be quite as interesting to a sorcerer or bard, the other two classes it tends to attract.

Maybe an upgrade to a few abilities might make this class more appealing:

Bonus Languages - With the revised linguists skill, this is a very subpar ability. Maybe make it equivalent of taking skill focus: Linguistics? (aka three bonus languages)

Greater Lore - Most characters will be reaching this ability in the 13th to 16th level range, why not make the magic item identification ability automatic as it was in the 3.5 edition? This seems like an appropriate ability for characters of that level range.

True Lore - Another really good ability (Legend Lore in one round!). Does once a day work as a capstone ability?

Just some food for thought. Thanks for reading.


sowhereaminow wrote:

True Lore - Another really good ability (Legend Lore in one round!). Does once a day work as a capstone ability?

If it's good enough. I don't see anyone complaining about the Mystic Theurge getting Spell Synthesis only once per day. A 16th level cleric with the Knowledge Domain casts Legend Lore the slow way once per day, so this does seem pretty good (like the Vision spell without the strain). But is it good enough for a capstone considering that you're unlikely to get much combat application out of it?

The ability seems to have more potential power the more I think about it. For example, you can use True Lore to understand the effect of an enemy magic item on the fly and how to counter it. In fact, you can learn secrets about the enemy to discover a weakness, if the enemy is strong enough to inspire any legends. Some explicit tips about possible applications along these lines might help.


I want to echo the bit about removing or changing the bonus language part of the loremaster now that speak language has been made a part of linguistics. Leaving Greater Lore as a bonus to appraise checks seems reasonable to me, considering the changes made to identify in Pathfinder.

Better secrets will go a long way in making the loremaster more interesting for players. I homebrewed a set for my last 3.5 game, and they seemed to work very well for my friend's PC. I understand that "rebuilt classes" are not what Paizo has in mind here, but I don't see this as a fundamentally different build, so I've listed them below.

I've tried to restate everything for Pathfinder, but I'm only casually familiar with the rules, so there are definitely some rough edges. In particular, the levels at which you can access secrets was my imperfect attempt at balance in 3.5. The main virtue of the list below, I think, is that it maintains a focus on knowledge and "sageness" that the current secrets just plain lack. There are also a couple new secrets that work well for spontaneous casters, a sadly neglected bunch in the current iteration. Finally, I removed the impact of intelligence in determining what secrets can be taken. This allows high-level secrets to strike into more exciting territory without trampling all over game balance. I hope someone finds this useful.

--------------------------------

This replaces the secret ability of the core loremaster.

At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the table below. All loremaster secrets require a minimum loremaster level. Unlike the core loremaster, you do not add your Intelligence bonus for the purposes of qualifying for these secrets. You can take any secret for which you have attained sufficient loremaster levels, but you can't take any secret more than once unless otherwise specified. All secrets are extraordinary abilities unless otherwise specified.

Certain secrets allow you to add spells to your spell list, at a level specified by class lists in the secret description. Spells that do not appear on any of those lists are added (or not) at a level of the DMs discretion.

Lvl Name Benefit
1 Briefing Creatures use Knowledge skill with half your ranks for a week
1 Clever Questioning Add half Intelligence modifier to Diplomacy checks.
1 Extra Skill Gain 1 extra skill point per loremaster level
1 Fastidious Scholar Gain Skill Focus(Linguistics), avoid false conclusions
1 Focused Study Gain Skill Focus in any single Knowledge skill
1 Instant Mastery Skill with no ranks gains 1, becomes loremaster class skill
1 Know Thy Enemy +1 CL and +2 on skills against creatures with specified type
3 Comprehensive Knowledge +1 on all Knowledge checks
3 Dabbler Treat all skills as trained
3 Experienced Magician Take 10 with Use Magic Device 1/day, avoid mishaps
3 Fast Divination Lowered casting time for some divinations
3 Magical Studies Gain the Spell Focus feat in one school of magic
3 Secret Language You learn a secret language
3 Timely Recollection Reroll any Knowledge check 1/day
5 Applicable Knowledge Gain any single feat
5 Bestiary Author Always roll twice when identifying monsters
5 Powerful Divination Caster level for all divinations increases by 1
7 Compr. Knowledge, Greater +2 on all Knowledge and lore checks
7 Master Linguist Learn all languages, skill bonuses with specific ones
7 Spell Research Learn any spell of the same type (arcane/divine) you cast
7 Treatise Author Check with specific Knowledge skill is natural 20 1/day
9 Exhaustive Divination Learn any 3 divination spells
9 Newfound Arcana Gain bonus spell of 1 level below maximum you can cast
9 Systematic Application Add Int modifier as insight bonus to nearly any roll 1/day

Applicable Knowledge (5)
You gain any one feat for which you meet the prerequisites.

Bestiary Author (5)
Whenever you make a knowledge check to identify a monster (and learn additional information about it) you may roll twice and take the higher result.

Briefing (1)
Once per week you may teach up to 1 creature per 3 class levels information that may be relevant in the near future. Select a single knowledge skill. For one week creatures you teach can make knowledge checks with that skill as though they had half your ranks in that skill. These effective ranks overlap with any ranks they may already have, and may not exceed their HD. While under this effect these creatures gain the normal benefits of this knowledge, including being able to make trained checks. Since these are not actual ranks, however, they cannot be used to meet the prerequisites of any feat, prestige class, or other ability. It takes 2 uninterrupted hours to use this ability, during which all involved creatures must be able to see and hear the others.

Clever Questioning (1)
You may add half your Intelligence modifier to all Diplomacy checks.

Comprehensive Knowledge (3)
You gain a +1 bonus to all knowledge checks.

Comprehensive Knowledge, Greater (7)
You gain a +2 bonus to all knowledge and lore checks. This stacks with the benefit of Comprehensive Knowledge.

Dabbler (3)
You may attempt trained checks with all skills, even those in which you have no ranks.

Exhaustive Divination (9)
You add any 3 divination spells of a level you can already cast to the spell list of a single spellcasting class you possess. The first class in the appropriate list below which has a given spell dictates the level of the spell for you. If you use a scrollbook you may scribe the spells into it at no cost. If you cast spontaneously, the spells are also considered bonus spells known. You cast these spells as the same type, arcane or divine, as normal for the class to which you add them.
Arcane Caster: Sorcerer/Wizard, Cleric, Druid, Bard, Paladin, Ranger
Divine Caster: Cleric, Druid, Sorcerer/Wizard, Bard, Paladin, Ranger

Experienced Magician (3)
You may take 10 on a Use Magic Device check 1/day, even if distracted or threatened. In addition, when using Use Magic Device or casting from a scroll you never cause mishaps.

Extra Skill (1)
Each time you gain a loremaster level, starting at the level you select this secret, you gain one additional skill point.

Fast Divination (3)
You may cast divination spells with a casting time greater than 1 round in one tenth the normal time, to a minimum of one round.

Fastidious Scholar (1)
You gain the Skill Focus(Linguistics) feat. In addition, you never come to false conclusions when deciphering scripts using that skill.

Focused Study (1)
You gain the Skill Focus feat for any single knowledge skill. You may select this secret more than once, each time applying it to a different knowledge skill.

Instant Mastery (1)
You gain 1 rank of a skill in which you have no ranks. In addition, the skill becomes a loremaster class skill for you.

Know Thy Enemy (1)
Select a creature type (and subtype, if necessary) from the ranger's favored enemy list. Whenever you target a creature of the selected type with a spell you cast, your spell has caster level +1 against it for all purposes. In addition, you gain a +2 bonus on all skill or ability checks related to creatures of this type. You may select this secret more than once, selecting the same type or a different one. If you select the same type multiple times, the benefits stack.

Magical Studies (3)
You gain the Spell Focus feat for a school of magic you select. You may take this secret more than once, each time choosing a different school of magic.

Master Linguist (7)
You can speak all languages you can physically reproduce. If you are literate, you can also write all languages. You still understand languages that you are physically unable to reproduce, and magical assistance may allow you to speak them. Languages you have specifically learned (such as those known at first level or gained from spending points in Linguistics) gain an additional benefit. You gain a +1 bonus to Bluff, Diplomacy, Intimidate, Linguistics, and Perform checks made predominately in one or more of those languages. If you have previously selected the Secret Language secret, you may swap it with a different secret for which you met the prerequisites at the time you selected it.

Newfound Arcana (9)
You gain a bonus spell one level below the highest level spell you can cast in one of your spellcasting classes. If the highest level spell you can cast in this class increases, the level of the bonus spell increases as well. Treat the bonus spell as if gained through having a high ability score.

Powerful Divination (5)
Your caster level for all divination spells increases by 1.

Secret Language (3)
You learn a single secret language of your choice. You may select this secret more than once, each time choosing a different secret language.

Spell Research (7)
You may add a single spell to your spell list of any level you can cast. The spell must be drawn from the same type, arcane or divine, as the spellcasting class to which you add the ability. If you use a scrollbook you may scribe the spell into it at no cost. If you cast spontaneously, the spell is also considered a bonus spell known. You may select this secret more than once, each time selecting a different spell to learn. The first class in the appropriate list below which has a given spell dictates the level of the spell for you.
Arcane Caster: Sorcerer/Wizard, Bard
Divine Caster: Cleric, Druid, Paladin, Ranger

Systematic Application (9)
Once per day, you may add your Intelligence modifier as an insight bonus to any attack roll, saving throw, skill check, or level check. You must decide to use this ability before you roll the check.

Timely Recollection (3)
You may reroll one knowledge or lore check per day just after you have learned the result of the original attempt. You keep the higher roll.

Treatise Author (7)
Choose a single knowledge skill. Once per day, before you make a check with this skill, you may declare the result a natural 20. You may select this secret more than once, each time choosing a different knowledge skill.

New Feat
------------------
Loremaster Secret [General]
Prerequisite: Secret class ability

You gain a loremaster secret for which you have gained sufficient class levels to qualify. You may not select a secret you already possess, except as allowed by individual secrets.

Special: You can take this feat multiple times.

---------------------
Here are a couple secrets I deleted from the above for not really fitting with Pathfinder Mechanics in an immediately sensible fashion.

Ancient Lore (3) - +4 to all lore checks
Note the Implications (5) - +2 increase to synergy benefits from knowledge skills
Secrets of Learning (1) - Any two skills in which you have at least 1 rank are loremaster class skills.


Luke Granlund wrote:


Better secrets will go a long way in making the loremaster more interesting for players. I homebrewed a set for my last 3.5 game, and they seemed to work very well for my friend's PC. I understand that "rebuilt classes" are not what Paizo has in mind here, but I don't see this as a fundamentally different build, so I've listed them below.

<snip>

This replaces the secret ability of the core loremaster.

<snip>

Congrats, I have to agree 100%. The secrets of the 3.5 Loremaster

aren't very imaginative to say the least.
Plusses to saves, AC, attack, random feats?
Excuse me, what's that got to do with mastering lore??

Your secrets are waayy better for my taste!

Cheers
LL

Paizo Employee Director of Games

Very interesting thoughts here folks. The loremaster is a class that needs a bit of expansion in my book and there are some good ideas here. Although I want to make sure we keep the existing loremaster abilities, I think there is plenty of room to add a few more options.

Jason Bulmahn
Lead Designer
Paizo Publishing

Grand Lodge

sowhereaminow wrote:


With Pathfinder, I think the class would be a suboptimal choice. (Still a viable role playing choice, though) The changes to game mechanics and high level class abilities make taking this prestige class a difficult mechanical choice. Some of the base abilities of the prestige (4 skill points, effectively 5 bonus feats) make it a good option for clerics and wizards; however, it doesn't seem to be quite as interesting to a sorcerer or bard, the other two classes it tends to attract.

Quite frankly outside of a cleric of knowledge, or a wizard, I don't think any of the other classes ever had much synergy with the concept of a Loremaster. The Loremaster is a bookish studious indivdiual, very unlike the sorcerer or Bard, particurlarly since the latter gets his knowledge from travel and song, hence the Bardic ability.

I actually prefer that the class really not be any more appealing than it was. Right now it's just right for the folks who want it for roleplaying while still a viable, if not super power optimal class choice.

Grand Lodge

Lang Lorenz wrote:


Congrats, I have to agree 100%. The secrets of the 3.5 Loremaster
aren't very imaginative to say the least.
Plusses to saves, AC, attack, random feats?
Excuse me, what's that got to do with mastering lore??

Your secrets are waayy better for my taste!

Cheers
LL

Those secrets are way to much for the class. The Secret of a Loremaster should pretty much be on the power level of a Feat, not much higher than that.


LazarX wrote:
I actually prefer that the class really not be any more appealing than it was. Right now it's just right for the folks who want it for roleplaying while still a viable, if not super power optimal class choice.

You want to limit the PrC's appeal for the sake of role-playing? Which unappealing features make RP better? The current secrets lack more in RP than they do in power. I thought the ideas posted by Luke Granlund offered far more interesting ways to do scholarly things to help your group, and they didn't strike me as being all that powerful.

I'd actually like to see his list with a little more oomph at the high end. In a fantasy world, some secrets ought to unlock avenues of possibility that surprise those ignorant of the secret. Knowledge is power, and even 20th level characters mistakenly take some things for granted.


Um yeah... how does being a Loremaster make more sense getting more hitpoints than something like "Know thy Enemy"? Even taking into account roleplaying, it makes more sense.

The Loremaster PrC always seemed like a class that was a neat idea that was never really followed through the right way. It's almost like one person came up with the idea, and another person actually wrote up the details, and the concept went right over his head.

..

I really like the options given above. I especially like the idea of the Favored Enemy bonus, only applying it in a spellcaster sense (caster level +1, etc), fits this class concept VERY well.

For some extra ideas in concept, one can look at the Archivist from Heroes of Dread. Similar concept here (the class basically felt like a properly built Loremaster, set to a core class).


LazarX wrote:
Lang Lorenz wrote:


Congrats, I have to agree 100%. The secrets of the 3.5 Loremaster
aren't very imaginative to say the least.
Plusses to saves, AC, attack, random feats?
Excuse me, what's that got to do with mastering lore??

Your secrets are waayy better for my taste!

Cheers
LL

Those secrets are way to much for the class. The Secret of a Loremaster should pretty much be on the power level of a Feat, not much higher than that.

Hmm, I think the secrets can be better than feats, at least the

higher ones. Granting /higher-than-feat/ bonuses on Divination
and Knowledge or reducing casting time of Divination spells is
what I'd expect from the class.

I'd be more careful, if the class would focus on Evocation instead
of Divination.

LL

Grand Lodge

minkscooter wrote:


You want to limit the PrC's appeal for the sake of role-playing? Which unappealing features make RP better? The current secrets lack more in RP than they do in power. I thought the ideas posted by Luke Granlund offered far more interesting ways to do scholarly things to help your group, and they didn't strike me as being all that powerful.

I'm thinking things in a larger context such as a networked Pathfinder Society game. Put in all the beanies that you'd want an the Pathfinder Society would be full of Loremasters. Perhaps you really understimate how good a Loremaster's knowledge checks would be for most modules.

The other thing is that PrCs should not be so much powerful than base classes that we return to the old days of single classing being suboptimal choices. a PrC should focus on aspects of a core class, maybe improve on one or two, but at enough of a cost that entering one should be a considered decision.

It's the nature of things that players generally always want more power for the classes they like. I tend to think of things from the GM's point of view who has to decide how to balance the new toys.

Sovereign Court

LazarX wrote:
minkscooter wrote:


You want to limit the PrC's appeal for the sake of role-playing? Which unappealing features make RP better? The current secrets lack more in RP than they do in power. I thought the ideas posted by Luke Granlund offered far more interesting ways to do scholarly things to help your group, and they didn't strike me as being all that powerful.

I'm thinking things in a larger context such as a networked Pathfinder Society game. Put in all the beanies that you'd want an the Pathfinder Society would be full of Loremasters. Perhaps you really understimate how good a Loremaster's knowledge checks would be for most modules.

The other thing is that PrCs should not be so much powerful than base classes that we return to the old days of single classing being suboptimal choices. a PrC should focus on aspects of a core class, maybe improve on one or two, but at enough of a cost that entering one should be a considered decision.

It's the nature of things that players generally always want more power for the classes they like. I tend to think of things from the GM's point of view who has to decide how to balance the new toys.

"Balance" being the key. A 10 Wizard / 10 Lore Master should be of equal strength. As of now a loremaster would end up being an NPC class exclusively. Sure it's got a lot of flavor and knowledge checks "could be" very useful but "how often" and how much more so than that of a 20th level Wizard w/ the same skill ranks? Players want the ability to be at least useful in combat & standing next to a wizard of equal level, the loremaster is not equal. Players need to be given well balanced options with which they can enjoy all facets of game play. If you create a class and/or prestige class, that seems to only excel in camp and/or town, label them an NPC class as you'll only be finding DM's running them. I love flavor and don't mind playing the side-kick but give me some useful options in combat. Increased DC's on spells read from scrolls, Int mod instead of Dex for initiative, anything really to allow the intellectual classes to have their moments in combat as well. We all read fantasy, is it that hard to tell which characters in these stories we love are PCs and which are NPCs? Isn't that what we're doing w/ our game? We are telling a story w/ the PCs as the lead characters, they are only visiting with the "Loremaster" to get advise on their quest.

Grand Lodge

Sartin Nevets wrote:


"Balance" being the key. A 10 Wizard / 10 Lore Master should be of equal strength. As of now a loremaster would end up being an NPC class exclusively. Sure it's got a lot of flavor and knowledge checks "could be" very useful but "how often" and how much more so than that of a 20th level Wizard w/ the same skill ranks? Players want the ability to be at least useful in combat & standing next to a wizard of equal level, the loremaster is not equal. Players need to be given well balanced options with which they can enjoy all facets of game play. If you create a class and/or prestige class, that seems to only excel in camp and/or town, label them an NPC class as you'll only be finding DM's running them. I love flavor and don't mind playing the side-kick but give me some useful options in combat. Increased DC's on spells read...

When you make a PrC you are choosing to emphasise an aspect of your class with the expense of diminishing others. A Wizard who devoted himself soley to his craft, finishing as a 20th level Wizard as opposed to a split Wiz10/Lor10 should have something to show for his dedication. If you're intention is to shine in battle magic, then why would you even consider taking a Loremaster who IS the bookish sage, or bardic style mage? by comparison? Why are you looking to make the Loremaster a combat cannon when the focus is clearly a figure of scholarship and learning.

Not every class can be "equal" in every fashion. Developing a character to 20th level represents a matter of choices and it's going to be a series of choices where you decide on one thing vs the other. And it's a real extreme stretch to claim that a fully realised Wiz10/Lor10 is "useless" in combat, just because he doesn't have allof the options of a combat magic focused character.

If all you're interested in when it comes to evaluating character builds is the best way to strike/smite/blast, then yes, the Loremaster is not for you, and you should be looking up other paths.

Here's a thing to note to all your optimisers out there, by your standards, Elminster has to be one of the worst characters ever made.. look at all those levels "wasted" as fighter, cleric, and rogue. Is he that much of a fail as a "lead" character?

The answer is not as simple one. If your GM strictly designs his campaign for combat munchkins, then you have a problem. It really is going to depend on a lot of factors, the style of GMing, what your fellow players want to do, are they looking for story, or are they simply looking to rack up as much a treasure chest and kill count as they can? Both are valid ways to play but the interplay of all these considerations has a major impact on how you should look at a character in any given environment. And so yes it's quite possible that in a given campaign, Elminster, or Gandalf, or Raistlin could be epic fails if played the way they were originally created to reflect.

But the fact that these characters are archetypes of sort, as well as the straight wizard munchkin, Mordenkainen himself, shows that there really isn't a "right" answer to many of these problems.

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