| Anburaid |
So yeah, they are popping up like hamster babies after after all-night hamster orgy, but I'm always a sucker for a class creation challenge. So her it tis. Some notes on the design: you may notice that the spell list all sorts of expody spells like chainlightning and disintegrate, etc, and some people might go "WTF?". These might be too much, but part of the design of the class is that it is a nuker, but one that has all its nukes centered on itself, which is bad for fighting in a party. Also many of the nukes come at much higher level than similar level wizard/sorceror, so in a way this is an experiment in whether nukes scale with BAB if they come at later levels.
I also tried to cull from the spell list anything that favored casting from behind the party line or was more of a "cast at home" spell (with a notable exception of some scrying and communication spells, as weirbrands are soldiers). I kind of came to it thinking, "what spells would they have lost due to underuse?" but anyway there it is. thanks in advance to anyone who points out where its hideously broken (which I am sure there will be ;)
Weirbrand
While there are few who become masters of arcane lore, fewer still are those who seek to ply its energies at the end of their swords. Weirbrands are both warrior and sage, scarring their flesh with arcane sigils and channeling their power through the edges of their weapons, these battle hardened mages do not shrink from combat, but rather wade into its dangers to deliver their spells and cants with the martial prowess of their hieing blows. For the weirbrand the act of casting is married with the dance of battle, for they know what true powers lies in sweat and blood.
BAB: 3/4
HD: d10
High Save: Refl/Will
Skills/level: 4
Acrobatics (dex), Climb (str), Craft (int), Fly (dex), Intimidate (cha), Knowledge (arcana) (int), Linquistics (int), Perform (cha), Profession (wis), Sense Motive (wis), Spellcraft (int), Swim (str)
Weapon and Armor Proficiencies:
A weirbrand is proficient in all simple and martial weapons. He is proficient with light armor and shields (but not tower shields). A weirbrand can cast spells in light armor without suffering arcane spell failure as long as he is casting them with somatic actions.
Spellmarks: a weirbrand studies spells similar to a wizard, but in leu of spellbook, a weirbrand tattoos or scars his flesh with arcane writing, often starting with his arms but eventually covering his entire body. While studying his spellmarks, a weirbrand need not see them specifically, but rather senses the marks on his skin. While a weirbrand cannot normally "loose" his spellmarks, he can loose portions of them if he looses a limb or body part. If he looses a limb 1/5 of the "pages" of his spellmarks are lost.
A weirbrand starts with all the cantrips on his spell list, and 3 1st level spells plus an additional number of 1st level spells equal to their weirbrand's intelligence bonus. The weirbrand continually updates his spellmarks as he adventures, adding to their breadth and complexity. After gaining a level a weirbrand adds to spells to his spell marks chosen from any spell level he can cast. He can add additional spells to his spell marks as wizard can add spells to his spellbook, spending the same amount on materials.
Spells: a weirbrand casts arcane spells drawn from the weirbrand spell list. He must prepare his spells ahead of time.
To learn or prepare a spell, the weirbrand must have an intelligence equal to 10 + the spell level. The DC for a saving throw against a weirbrand spell is 10 + spell's level + the weribrand's intelligence modifier.
A weirbrand can know any number of spells, but he does not learn enchantment or illusion spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellmarks. While studying his spellmarks the weirbrand chooses what spells to prepare.
The weirbrand learns a number of cantrips as part of his spell training. He can cast them in any armor he is proficient in, without suffering spell failure or having to somatic combat.
Spells per level (0, 1st, 2nd, 3rd, 4th, 5th, 6th)
1 4; 1
2 4; 2
3 4; 3
4 4; 3; 1
5 4; 4; 2
6 4; 4; 3
7 4; 4; 3; 1
8 4; 4; 4; 2
9 4; 5; 4; 3;
10 4; 5; 4; 3; 1
11 4; 5; 4; 4; 2
12 4; 5; 5; 4; 3
13 4; 5; 5; 4; 3; 1
14 4; 5; 5; 4; 4; 2
15 4; 5; 5; 5; 4; 3
16 4; 5; 5; 5; 4; 3; 1
17 4; 5; 5; 5; 4; 4; 2
18 4; 5; 5; 5; 5; 4; 3
19 4; 5; 5; 5; 5; 5; 4
20 4; 5; 5; 5; 5; 5; 5
Bonus Language: A weirbrand learns draconic as part of his training.
Somatic Actions (Su):
A weirbrand casts spells differently from other arcane spellcasters. To overcome the arcane spell failure, weirbrands use their whole bodies to perform the somatic components of their spells. These somatic components are then fulfilled when the weirbrand takes certain actions during combat. Once performed, the weirbrand must wait till at least his action next round before the spell can be cast. When released, the spell is then activated with swift action. A weirbrand can further hold a spell for 1 additional round per caster level. While a weirbrand can hold more than 1 spell at one time, they can only hold a number spell levels equal to their caster level. Using somatic actions is only required for spells on the weirbrand spell list with somatic components. Spells without somatic components, such as spells used with the still-spell metamagic feat, are cast as normal.
The actions required to fulfill a somatic component depend on the school of the spell:
Abjurations require the weirbrand to go on total defense for 1 round. Alternatively a weirbrand can take a standard action strike his weapon against his armor or shield to fulfill the somatic action.
Conjurations require the weirbrand to move in a whirling battle dance. The weirbrand must take double move but may only move her speed.
Divinations require the weirbrand to concentrate with her eyes closed, not moving and remaining blinded for 1 round.
Evocations require the weirbrand to make a successful charge attack. Alternatively the weirbrand can plant his weapon in the ground as a standard action. However, he is treated as having charged for that round, suffering a -2 AC.
Necromancies require the weirbrand to spend an action making an intimidate check at DC 10 + twice the spell level cast, or use intimidate to cause an opponent to be shaken.
Transmutations require the weirbrand to make a acrobatics check at DC 10 + twice the spell level cast or use acrobatics to pass through a threatened space.
Channeled Spells (Su):
The method by which a weirbrand use somatic actions to cast changes the range effect of those spells. Weirbrands channel their spells through their weapons, and any spells they cast that have a target other than the weirbrand himself must be delivered by their weapon. Spells with target touched or ranged touch attack spells require the weirbrand to make a successful normal attack with their weapon. The effect of the spell is added on to the attack. Spells with close, medium, or long range can only effect targets either adjacent to the weirbrand or within reach of the weirbrand's weapon. Spells with bursts or area effects take effect at the weirbrand's location. Spells with shapable areas of effect must have their area of effect touching one side or corner of the weirbrands space. The weirbrand is immune to his area effect spells effect in the round that it is cast.
Improved Arcane Strike (Su): A weirbrand gets Arcane Strike as a bonus feat at 1st level. In addition any time he uses arcane strike he gains an inherent bonus to hit with a his weapon equal to the arcane strike's damage bonus.
Improved combat casting (Ex): A weirband gains combat casting as a bonus feat. He also learns to ignore a degree of pain while holding a spell. He reduces the DC of concentration checks made due to receiving damage by his weirbrand level. This improves to twice his level once he reaches level 10.
Evasion (Ex): at 2nd level a weirbrand gains evasion.
Bonded weapon (Su): At 4th level a weirbrand selects a weapon of at least masterwork quality as his personal weapon, instilling it with arcane energies and bonding it to him. This weapon is treated as if the weirbrand had the quickdraw feat, and allows the weirbrand to charge his weapon with an arcane strike as an immediate action, as opposed to a swift action. In addition, the weirbrand may craft additional magic abilities onto his bonded weapon as per a wizard's arcane bond.
If the bonded weapon is damaged, it is restored to full hitpoints when the weirbrand prepares his spells. If the object of an bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per weirbrand level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A weirbrand can designate an existing magic item as his bonded weapon. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded weapon.
Medium Armor Familiarity (Ex): At 6th level a weirbrand gains medium armor proficiency and can cast in medium armor without spell failure using somatic actions.
Improved evasion (Ex): At 8th level the wierbrand gains improved evasion.
Heavy Armor Familiarity (Ex): at 12th level a weirbrand gains heavy armor proficiency and can cast in heavy armor without spell failure using somatic actions.
Spell Attunement (Su): at 14th level a weirbrand can ignore the effects of an area effect spell he has cast as a swift action.
Imbued Armor (Su): at 16th level the weirbrand can enchant his armor, allowing him to ignore speed penalties associated with wearing it, and reduces his total armor check penalty by his intelligence modifier. The enchantment takes 1 hour and lasts for as long as the armor is worn.
Improved Bonded Weapon (Su): at 18th level the weirbrand's bonded weapon becomes a part of the weirbrand, bonded fully to his soul. It can be summoned and dismissed from his hand as an immediate action. If it is destroyed it can be resummoned with full hitpoints on the weirbrand's next action. I weirbrand can permanently release his bonded weapon if he wishes, but must be treated as if his weapon was destroyed and take the appropriate steps to replace it.
Quicken Casting (Su): at 20th level a weirbrand can choose to cast his spell in the same round that he completes his somatic action. The weirbrand can cast in this manner a number of times per day equal to his intelligence modifier.
Weirbrand spell list
0 level
resistance
detect magic
detect poison
read magic
dancing lights
flare
light
bleed
touch of fatigue
mage hand
mending
message
open/close
arcane mark
1st level
alarm
endure elements
hold portal
Protection from stuff
shield
grease
mage armor
obscuring mist
comprehend languages
detect secret doors
detect undead
truestrike
burning hands
magic missile
shocking grasp
cause fear
chill touch
ray of enfeeblement
enlarge person
expeditious retreat
featherfall
jump
magic weapon
reduce person
2nd level
arcane lock
protection from arrows
resist energy
acid Arrow
fog cloud
web
detect thoughts
see invisible
darkness
gust of wind
scorching ray
shatter
blindness/deafness
false life
ghoul touch
scare
alterself
bear's endurance
cat's grace
darkvision
eagle's splendor
fox's cunning
knock
levitate
owl's wisdom
pyrotechnics
spiderclimb
whispering wind
3rd level
dispel magic
magic circle
protection from energy
sleet storm
stinking cloud
arcane sight
clairaudience/clairvoyance
tongues
daylight
fireball
lightning bolt
windwall
halt undead
ray of exhaustion
vampiric touch
blink
fly
haste
keen edge
magic weapon, greater
slow
4th level
dimensional anchor
globe of invulnerability
black tentacles
dimension door
solid fog
detect scrying
scrying
fire shield
ice storm
resilient sphere
shout
wall of fire
wall of ice
bestow curse
contagion
enervation
fear
enlarge person, mass
reduce person, mass
stone shape
5th level
dismissal
cloudkill
teleport
wall of stone
telepathic bond
cone of cold
sending
wall of force
blight
waves of fatigue
overland flight
passwall
telekinesis
transmute rock to mud
transmute mud to rock
permanency
6th level
antimagic field
dispel magic, greater
globe of invulnerability
repulsion
acid fog
wall of iron
analyze dweomer
true seeing
chain lightning
freezing sphere
circle of death
eyebite
bear's enduance, mass
cat's grace, mass
control water
disintegrate
eagle's splendor, mass
flesh to stone
fox's cunning, mass
move earth
owl's wisdom, mass
stone to flesh
transformation
Matthew Morris
RPG Superstar 2009 Top 32, 2010 Top 8
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Interesting.
I'm not sure about d10 for HD, While they might need it (ground zero cloudkill? ouch!) with good Ref and Will, I think it might be a bit much, YWMV, of course.
The casting mechanic is unique, and might be a bit complex. It's likely the psionic player in me, but 'skill checks to get spells off' has always bothered me since 2e. (2e psionics makes baby Gygax cry.)
That said, I like seeing others' take on the spellthane concept.
Why did you go for INT based casting? A nod to the Duskblade? (my own arcane legionary does the same thing)
| Urizen |
Anburaid,
If you don't mind, I compiled information for Steps 1 and 2 for the experiment / project I'm running based on how you're imaging your arcane warrior. The weirbrand is definitely a new name -- where did you come up with your word origin?
Matthew,
Is your arcane legionary posted anywhere other than the Pathfinder database site? Like you, I tend to have this 'firewall' issue accessing it during the daytime hours...
| Anburaid |
Interesting.
I'm not sure about d10 for HD, While they might need it (ground zero cloudkill? ouch!) with good Ref and Will, I think it might be a bit much, YWMV, of course.
The casting mechanic is unique, and might be a bit complex. It's likely the psionic player in me, but 'skill checks to get spells off' has always bothered me since 2e. (2e psionics makes baby Gygax cry.)
That said, I like seeing others' take on the spellthane concept.
Why did you go for INT based casting? A nod to the Duskblade? (my own arcane legionary does the same thing)
Yeah, maybe those skill checks aught to go. Gotta find different ways to charge up those 2 schools then. d10 HD could be brought down to d8. I was entertaining the idea that they are tougher than the average expert class, but it might not be needed per say.
Int as a spell stat came from thinking of battle mages as strategists. Also the bard is a spontaneous caster, and this guy is sort of an anti-bard.
| Anburaid |
Anburaid,
If you don't mind, I compiled information for Steps 1 and 2 for the experiment / project I'm running based on how you're imaging your arcane warrior. The weirbrand is definitely a new name -- where did you come up with your word origin?
well, I thought "spellsword" was a good name, but it was already for a 3.0 prestige class, so I figured I'd give it an old english slant. Wyrd is an old english word for fate, and is sometimes used in a magical context. Its also where we get the words "weird" and "word". Brand is another old english word is synonymous for sword. So I figured "weirbrand" sounded cooler than spellsword. Just my way of getting around the fact that 90% of the good names for classes are already in use :P
| Anburaid |
The more i look at it the more I think this class needs a better, more unique spell list. A lot of verbiage is spent telling the user how spells are converted by the weirbrand's style of magic, and that just ends up complicating stuff (like when you use ray spells, but don't shoot rays...)
also many of the spells could to be tweaked to fit better, or have a more appropriate atmosphere. All in all this class, and gishes in general probably need more than a few hours of feverish writing. Damn you, gish! why do you have to be so complicated ...
| Urizen |
well, I thought "spellsword" was a good name, but it was already for a 3.0 prestige class, so I figured I'd give it an old english slant. Wyrd is an old english word for fate, and is sometimes used in a magical context. Its also where we get the words "weird" and "word". Brand is another old english word is synonymous for sword. So I figured "weirbrand" sounded cooler than spellsword. Just my way of getting around the fact that 90% of the good names for classes are already in use :P
Okay, I seriously doubt this is no coincidence.
Are you familiar with The Way of Wyrd or Sabbat? The fact that you're using Wyrd as the etymological base and Wat Brand just happens to be a character in the story...
| Anburaid |
Anburaid wrote:well, I thought "spellsword" was a good name, but it was already for a 3.0 prestige class, so I figured I'd give it an old english slant. Wyrd is an old english word for fate, and is sometimes used in a magical context. Its also where we get the words "weird" and "word". Brand is another old english word is synonymous for sword. So I figured "weirbrand" sounded cooler than spellsword. Just my way of getting around the fact that 90% of the good names for classes are already in use :POkay, I seriously doubt this is no coincidence.
** spoiler omitted **
Actually its total coincidence :) I did me some internet searches and used wiktionary.org. Brand I got to from a page of the differences between various translations of Beowulf. Wyrd from a book on druids. man, I love wiktionary.org.
| Urizen |
Actually its total coincidence :) I did me some internet searches and used wiktionary.org. Brand I got to from a page of the differences between various translations of Beowulf. Wyrd from a book on druids. man, I love wiktionary.org.
Well I'll be darned! Ironic, to say the least. Not sure what your reading or musical tastes are, but even if it is total coincidence, it may be something worth checking out in your spare time.
On that note, I'll stop threadjacking... :)
| Anburaid |
So I think I am gonna rebuild the spell list for this class from the ground up. I am gonna look at each spell level, toss in more buffing effects, some combat effects, some elemental damaging effects that are MUCH more scaled back.
Spells for this class should not take over the battlefield as much as the current list. Less save or die, since the weirbrand is already swinging a sword and doing damage.
| Anburaid |
Part of the focus of this spell list is to imagine if mages were soldiers/melee fighters. Since their style is arcane rather than divine, they also some specific flavors: elemental effects, sigils/glyphs, force effects, alchemy, "black-magic", blood, etc.
Cantrips: I have no problem with the cantrips as is. I took out the rays specifically because the weirbrand has weapon to fall back on.
1st level
alarm: good for camp/home protection, works as is
endure elements: useful for travel in uncomfortable climes, np
hold portal: more home protection, has only a verbal component so the weirbrand can cast it normally at range
protection from stuff: fits, gotta be able to keep those outsiders at bay
shield: OK here is a problem spell. its TOO good. Especially for someone who can wear a shield. Wizards need it because he can't wear one and he needs the AC. So this one goes. A shield of faith-like spell might be better here. Something that offers a modest deflection bonus.
grease: great spell, minor area of effect. the spell is not quite soldier-like to me however, it seems more trickster. purely a flavor thing. A better spell might be for weirbrand to have a force effect that causes trips. Reducing it one target or one target per level might keeps him from tripping friends with his enemies
mage armor: utility spell for when someone steals your armor or throws you in the woods with nothing but your skivvies.
obscuring mist: good spell, great for confounding ranged attacks. keeper.
comprehend languages: information awareness. Learn that secret code. good stuff
detect secret doors: 3rd eye hidden knowledge, sorta.
detect undead: since undead are often created by necromancers, this works.
true strike: another wizard spell that would be gravy in the hands of a fighter class. which is why it needs to be taken out.
burning hands/magic missile/shocking grasp: elemental damage spells to some degree. this would be the place to add an elemental effect to the weirbrand's weapon, perhaps +1d6 for 1 minute per level.
cause fear: pretty good spell for reducing the number of attackers on you
chill touch/ray of enfeeblement: what would be cool here is a strength debuff on the weirbrand's weapons. maybe -2 str. perhaps it scales with level, i.e. every other level an additional strike for an additional -2.
enlarge person: good buff spell, interesting side effects.
expeditious retreat: I am on the fence between this and longstrider. Longstrider has more use for a soldier type, in that it is good for overland movement. hmm favoring longstrider.
featherfall: classic good spell
jump: another classic, good for the battlefield
magic weapon: already has arcane strike but this good for allies weapons, or possibly 50 ammunition if you have an open reading of the spell's intent
reduce person: good debuff
| Anburaid |
So I've reworked the class quite a bit. The weirbrand now only gets access to spells from 2 spell schools. Both those schools provide the weirbrand with a few abilities. While the provides the weirbrand with some variation, and let there be different weirbrands that have different strengths and weaknesses.
Weirbrands also get some class features that are based around using spells in melee. They gain the ability to ignore arcane spell failure, a improved ability to cast defensively, channel touch spells through their weapons, some limited spell resistance at later levels, etc.
Hopefully the balance of power here is such that moving into eldritch knight is something that a weirbrand has trouble deciding. Getting that higher BAB is nice, but you loose out stronger wardings and weirdings, spell resistance, more arcane spell failure immunity, etc. That's the hope anyway :)
Balancing the wardings and weirdings has a been a little difficult. I have heard that the enchantment school's warding is too powerful, since it is a bunch of immunities. I specifically didn't want it to be a save bonus to enchantment spells, since they are already pretty prevalent. Also the weirbrands spell resistance is limited specifically to its schools, so it seems a bit silly to give them a save bonus and then spell resistance.
Edit - Quick changes. I noticed that the number of cantrip slots was probably way more than the number of preparable cantrips from 2 schools. So the weirbrand now just prepares one cantrip from both schools. I also reduced the starting number of spells, and spells that the weirbrand researches for free. humbug!
| Anburaid |
MORE CHANGES! So after some talk through some things with my table-mates, some things have shifted around n the weirbrand.
FIRST - Weapon bond no longer uses touch spells! Rather the weirbrand can sacrifice spell levels to buff his improved arcane strike. Blasphemy you say?! Who would sacrifice spells for meager to-hit/damage bonuses? Well, maybe you have taken Abjuration/Divination as your schools and you don't have a lot of touch spells or your offensive spells require the opponent to act. Maybe you are in a situation where your prepared spells don't match the encounter. Or maybe you just have a bunch of low level slots you don't know what to do with. This is meant to be a trade off and not one that most high level folks will make unless they have to. The damage bonus might still be a little low, so this might go to +1 to hit, +2 to damage per spell level sacrificed.
SECOND - Spell anticipation and spell feint switched places. Spell feint was more usefull at 8th level, and spell anticipation went through a major overhaul. Its now like a mild detect magic for your schools that is always on. It doesn't replace detect magic, since it detects spells being cast. But it also helps in identifying existing effects if they are in your schools.
THIRD - The capstone! Now it allows you to make a standard attack as part of casting a spell. This is akin to having a haste effect without the bonuses to AC and such. The downside is that if you miss you can screw up your casting, although you have still have a good chance of getting the spell off. Since its a concentration check, stat bonus items are about the only thing that buff the roll, so the target might seem low, however its meant to be an annoyance rather than a hindrance.
Also dropped the HD to d8, d10 was as has been suggested, a bit too much.
| Urizen |
FIRST - Weapon bond no longer uses touch spells! Rather the weirbrand can sacrifice spell levels to buff his improved arcane strike. Blasphemy you say?! Who would sacrifice spells for meager to-hit/damage bonuses? Well, maybe you have taken Abjuration/Divination as your schools and you don't have a lot of touch spells or your offensive spells require the opponent to act. Maybe you are in a situation where your prepared spells don't match the encounter. Or maybe you just have a bunch of low level slots you don't know what to do with. This is meant to be a trade off and not one that most high level folks will make unless they have to. The damage bonus might still be a little low, so this might go to +1 to hit, +2 to damage per spell level sacrificed.
Does it stack with a magic weapon modifier or does it have a ceiling cap based on the weirbrand level?
Also dropped the HD to d8, d10 was as has been suggested, a bit too much.
Agreed. They can pick up a Toughness Feat to make up for it and put some points in CON. That's easier to remedy than the BAB.
| Anburaid |
Anburaid wrote:FIRST - Weapon bond no longer uses touch spells! Rather the weirbrand can sacrifice spell levels to buff his improved arcane strike. Blasphemy you say?! Who would sacrifice spells for meager to-hit/damage bonuses? Well, maybe you have taken Abjuration/Divination as your schools and you don't have a lot of touch spells or your offensive spells require the opponent to act. Maybe you are in a situation where your prepared spells don't match the encounter. Or maybe you just have a bunch of low level slots you don't know what to do with. This is meant to be a trade off and not one that most high level folks will make unless they have to. The damage bonus might still be a little low, so this might go to +1 to hit, +2 to damage per spell level sacrificed.Does it stack with a magic weapon modifier or does it have a ceiling cap based on the weirbrand level?
Anburaid wrote:Also dropped the HD to d8, d10 was as has been suggested, a bit too much.Agreed. They can pick up a Toughness Feat to make up for it and put some points in CON. That's easier to remedy than the BAB.
it actually works as a bonus to the improved arcane strike feature, which does stack with enhancement bonuses. The ceiling is that the weirbrand can't burn more spell levels than his highest level spell, so at 5th level that would be a +2 (second level), and at 16th level it would be +6 (6th level).
With improved arcane strike added it ends up being like a slightly weaker smite, +11 at level 20. the +2 damage per spell level would be more on par with smite, with slightly better to-hit and slightly less damage. +11 to hit, +17 to damage, vs a pally's around +8 to hit (assuming an decently buffed charisma) and +20 to damage (not counting double damage for his classic enemies).
| Anburaid |
So after a long hiatus I came back to this class to do some more finagling, and I had time to craft a splat pic as well, so here it is...
http://docs.google.com/View?id=dck7bhk_15wqtrs6fn
Weirbrands use the sorcerer/wizard list but are restricted to 2 schools (eventually learning a 3rd school). Their schools provide special abilities not unlike what wizards get from their arcane school, and they can sacrifice their spells per day to charge their weapon, providing smite-like damage bonuses.
| Anburaid |
Cools, I am glad you guys like the class. Right now its also posted at the pathfinder database, and I am trying to keep it updated on both sites. (althoughI just made a change regarding the spellcasting and the weapon bond and I gotta send that to pathfinderDB).
I avoided making the class a spontaneous caster, partially because I tend to like wizards over sorcerers and also because all the other gish classes I found at the time were spontaneous casters. In fact, these days, I almost feel like you can't step anywhere without tripping on arcane spontaneous casters. You could tack the bard spells known onto this guy and call him a "spont". I'd see no major issue with that :D
| Firest |
I like this, I really think you've created a winner here.
One thing I would suggest, though I realize that it's rather late in the game to make any major changes, is making a change from intelligence as his spellcasting attribute.
From how I'm reading this, when the Weirbrand learns a spell he literally brands it into his flesh, then whenever he casts that spell he channels the energy through the brand.
This sounds somewhat painful to me, so wouldn't it make sense (and better fluff) for a Weirbrand's spellcasting attribute to be constitution?
| Evil Lincoln |
I like this, I really think you've created a winner here.
One thing I would suggest, though I realize that it's rather late in the game to make any major changes, is making a change from intelligence as his spellcasting attribute.
From how I'm reading this, when the Weirbrand learns a spell he literally brands it into his flesh, then whenever he casts that spell he channels the energy through the brand.
This sounds somewhat painful to me, so wouldn't it make sense (and better fluff) for a Weirbrand's spellcasting attribute to be constitution?
I think the (unwritten) rule is that all magic works off of the three "Mental" attributes. I think casting from a physical attribute is a really original idea, and worth considering, but I'm not sure I like it for this class. Part of the allure here is the Int-casting and the use of schools really holds up the "wizard" end of the fighter-wizard.
Still, I applaud you for thinking outside the box. Don't ever change!