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So I made this nifty little class and I was wondering if you guys can give me feedback. If it seems overpowered, if its chunky/clunky, or if it just doesn't make sense. I would greatly appreciate it.
1.Rote Cards, Archaic Lore , Deck 1+Rotes
2.Lore Bonus+1
3.Spell Card 1, Deck 2+Rotes
4.Lore Bonus+2, Talent
5.Spell Card 2, Metamagic Card 1, Deck 3+Rotes
6.Lore Bonus+3
7.Spell Card 4, Deck 4+Rotes
8.Lore Bonus+4, Talent
9.Spell Card 5, Metamagic Card 2, Deck 5+Rotes
10.Lore Bonus+5
11.Spell Card 6, Deck 6+Rotes
12.Lore Bonus+6, Talent
13.Spell Card 7, Metamagic Card 3, Deck 7+Rotes
14.Lore Bonus+7
15.Spell Card 8, Deck 8+Rotes
16.Lore Bonus+8, Talent
17.Spell Card 9, Metamagic Card 4, Deck 9+Rotes
18.Lore Bonus+9
19.Deck 10+Rotes
20.Lore Bonus+10, Talent
Weapon and Armor Proficiency:
A Lorekeeper is proficient with all simple weapons and the shortsword. He is proficient with Light armor and armor of any kind does not interfere with his casting.
Archaic Lore:
A Lorekeeper is privy to all things hidden and archaic. As such they have the ability to retain knowledge from years of research that they have learned and committed to memory. When a Knowledge Check is required the Lorekeeper may roll a Lore check(1/2 Level +Int mod) to bring up the information even if he does not have the proper Knowledge check.
If he does have the proper Knowledge check he may make it, if the Lore check fails.
Lore Bonus:
At every even level a Lorekeeper gains a +1 to every knowledge and Linguistic check.
Talent:
At every four levels a Lorekeeper may take an Extraordinary Ability from another class. If a feature is a more superior version of another one, he must select the inferior one first. He must have Uncanny Dodge if he wants Improved Uncanny Dodge. Alternatively, he may choose a Metamagic, Spell Focus, or Item Creation Feat instead.
Spells:
A Lorekeeper does not cast spells the same way a Wizard or Sorcerer does. He uses cards that have imprints of spells on them. As such his ‘spells per day’ is called a Deck. At every level he gains more spells to add to his spell book (which is also called a Library). At 1st level he gains 4 cards to his Library, plus an additional 1 for each point of intelligence he has. You
A ‘Deck’ is a number of cards that a Lorekeeper is able to play during a day. The number of cards allowed in a deck is the number in the table above plus the Lorekeeper’s Intelligence Modifier. One card is equal to one spell and is expended after use. As such, one card is equal to one casting, and he must have additional cards in his deck to cast that spell multiple times. Furthermore, he must have multiple cards of the same spell in his library to put into his deck.
There are three types of cards to put in a deck: Spell Cards, Metamagic Cards, and Rote Cards.
Spell Cards:
These are the spells that you cast and should be what makes up most of your attacks. The level of spell that you are able to place in your deck is given in the table above.
Metamagic Cards:
These are metamagic effects that count in the number of cards you can place in your deck. You are able to place the number of metamagic cards of each feat you choose according to the table above. The level restrictions still applies.
Rote Cards:
Rote cards are separate cards that are either Orisons or Cantrips. You start with 8 Rotes to place in you deck and you must select four to put in your deck. You can add more Rotes just like buying a spell only it counts as half a spell. These do not expend after use and can be used again.
A Lorekeeper does not have a set spell list and can choose from either Divine or Arcane lists. He can also copy down Divine or Arcane spells from Scrolls, but at a DC of 20+level of spell for Arcane spells, and DC 25+level of spell for Divine spells. He also needs Scribe Scroll to transpose the spells.
While a Lorekeeper uses spells he must still have Use Magic Device as a skill to use any spell trigger or completion items that are not created by another Lorekeeper.