rainzax
|
i have seen several renditions of these talents. here are mine.
Magic Rogue Talents (revised):
Minor Magic (Sp)
The rogue chooses one 1st-level spell from the sorcerer/wizard list which she may cast as a spell-like ability a number of times per day equal to her Charisma modifier (minimum 0) using half her rogue level as her caster level.
Major Magic (Sp)
The rogue chooses another spell from the sorcerer/wizard list of up to 2nd level. If she chooses a cantrip, it may be cast at will. Otherwise it draws from the same uses per day, with a 2nd level spell consuming twice as many per casting. The rogue must have the minor magic talent before selecting major magic.
...
wanted to keep it at two.
and thus, simple but effective.
half caster level keeps attack spells in check.
thoughts?
| Amanuensis RPG Superstar 2015 Top 8 |
Those changes seem hardly imbalanced to me. In fact, I wouldn't reduce the caster level at all.
Which attack spells concern you? The only 2nd level attack spell I can think of that is really interesting for rogues is stone discus from the ACG (it allows to attack multiple opponents with ranged touch attacks that could potentially deal sneak damage). Create pit is also a nasty one, but its damage doesn't scale well with CL. A rogue is probably better off taking a buff or utility spell with major magic.
Using charisma as a pool for both talents means you will probably use them less often than in the original version. Is that intended? If you tie the magic talents to charisma, the save DC should depend on charisma as well.
I always wondered why the rogue's magic talents only refer to the sorcerer/wizard spell list. I could definitely see a rogue dabbling in alchemy or being blessed by the deity of luck.
rainzax
|
the originals, as written, create for me three junctures of disappointment.
1) "man i gotta waste two talents just to get one 1st level spell!"
2) "man the cantrip isn't even at-will!"
3) "man even if i do invest in this i can't ever get a 2nd level spell!"
so, as i've proposed greater access, i had to take something back. hence the trade-offs 'from the same pool' and 'half caster level'.
i think CHA is way more appropriate than INT for a spell-like ability, casting more like a sorcerer than a wizard. the fact that the DCs build off the stat mentioned is implied. maybe i assume too much? i could see an Alchemy/Extracts version as INT though...
| Ciaran Barnes |
If you wanted to go nuts on this, you could open it up more. When Minor Magic is gained, the rogue chooses a spell casting class. Maybe she gains a cantrip and a 1st level spell, quantities unknown at this time. Whatever the gains are - and this will be the tough part - it should be less appealing than a character simply dipping a spell casting level, but more appealing for a rogue who stays a rogue.
I dunno. Maybe you go crazy and write additonal talents that tie in Cunning, Exploitation, and Sneak Attack. I'm unsure what advanced talents there are for a rogue with magic, but there's a whole other market.
rainzax
|
i see it as an error in core. to me, if it ain't prepared, it ain't INT. btw i value flexibility in rogue choosing her 'special stuff' stat among all the mental ability scores.
taking feedbacks into consideration, how about:
Magic Rogue Talents (version 2):
Minor Magic (Sp)
The rogue chooses one spell from the list of any casting class (rogue's choice) of up to 1st level which she may cast as a spell-like ability a number of times per day equal to her Charisma modifier (minimum 0). If she chooses a cantrip (or orison), she may cast it at will instead. The rogue must have a minimum Charisma of 10 to take this talent.
Major Magic (Sp)
The rogue chooses another spell from the same list, this time of up to 2nd level, to add to her repertoire. If she chooses a 2nd level spell, it consumes two of her uses per day in casting. The rogue must have the minor magic talent before selecting major magic.
...
better?
| UsagiTaicho |
Now that I'm refreshed and awake, I can safely say I like these. To me, both sets seem to be pretty awesome. But the rewrite beats the original because you can select a cantrip for both instead of just Major Magic. The wording makes all the difference. I think I'm going to add these to the document I made of your other talent rewrites.