- no polymorphing (currently working on a balanced version. basically anything stat replacement is suspect)
- no divine favor/divine power/tenser's (anything fiddling with BAB is out)
- no scrying (working on it at the moment)
- teleport takes 3 turns to cast and is visible and audible at both ends
- persistent spell has extend spell as a prerequisite and multiplies a beneficial spell's duration by 10 (can only apply it once)
- no "instant rest" spells (Mordenkainen's mansion, etc.)
I think that are the major ones . . . otherwise we use a mix of 3.0 and 3.5 material. Our games tend to go for quite a while before resting, so spell slots are a real issue for every caster. So far my baselines for testing have been: fighter 2/paladin3/templar 10/divine champion 5, rogue 20, core druid 20 (with natural spell), wizard 10/incantatrix 10 and cleric 10/sacred exorcist 10.
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Ok, now with that out of the way, here is the first of my classes - the redone arcane trickster. This version assumes that the class is a thief, sneak and possibly assassin that uses magic where skills fail and vice versa. Hence some of the class features (and quite a few of the requirements) have changed.
Arcane Trickster
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[br]Hit Die: d4[br]Prerequisites: Skills: Disable Device 4 ranks[br] Knowledge: Arcana 4 ranks[br] Open Lock 4 ranks[br] Sleight of Hand 4 ranks[br] Spellcraft 4 ranks[br] Special: Able to cast second level arcane spells[br] Sneak Attack +1d6[br]
Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int),
Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana, local) (Int), Listen (Wis),
Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex),
Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill points per level: 4 + Int modifier
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[br]Level BAB Fort Ref Will Special Spells[br] 1) +0 +0 +2 +2 Convert Spell I [br] 2) +1 +0 +3 +3 Sneak Attack +1d6 [br] 3) +2 +1 +3 +3 Ranged Legerdemain [br] 4) +3 +1 +4 +4 Sneak Attack +2d6 [br] 5) +3 +1 +4 +4 Energy Attack [br] 6) +4 +2 +5 +5 Sneak Attack +3d6 [br] 7) +5 +2 +5 +5 Convert Spell II [br] 8) +6 +2 +6 +6 Rune Expertise, Sneak Attack +4d6[br] 9) +6 +3 +6 +6 Force Attack [br]10) +7 +3 +7 +7 Sneak Attack +5d6 [br]11) +8 +3 +7 +7 Improved Legerdemain [br]12) +9 +4 +8 +8 Sneak Attack +6d6 [br]13) +9 +4 +8 +8 Convert Spell III, Steal Spell[br]14) +10 +4 +9 +9 Sneak Attack +7d6 [br]15) +11 +5 +9 +9 Fool Divination [br]
Caster levels were messing up the table so I took them out. The class gives a caster level at all levels except for 3, 8 and 13.
Convert Spell: You may spontaneously convert a prepared spell (if you prepare spells) or use up an open
spell slot (if you cast spells spontaneously) into certain spells. You must loose a spell (or spell slot) of an
equal or higher level then the spell you are attempting to cast spontaneously.
At first level you may cast Mage Hand, Detect Secret Doors and Tenser's Floating Disc in this way. Beginning
at 7th level you may also cast Invisibility and Knock. At 13th level you may also cast Clairaudience/Clairvoyance
and Nondetection.
Ranged Legerdemain (Sp): You may expend a 1st level spell to perform a Disable Device, Open Lock or
Sleight of Hand skill check at a range of 50 feet. You take a -5 circumstance penalty on this check.
Energy Attack (Sp): As a move action:you may a project a ray of energy. This is a ranged touch attack that
deals 1 damage of the energy type of your choice (acid, cold, electricity, fire or sonic).
Force Attack (Sp): As a move action:you may a project a ray of force. This is a ranged touch attack that deals
5d6 force damage.
Rune Expertise (Ex): You get a +5 bonus on all checks to search for or to disable spell traps such as runes
or glyphs.
Improved Legerdemain (Sp): As Ranged Legerdemain except you expend a 2nd level, the range is 100 feet
and you take no penalty to your skill check.
Steal Spell (Sp): As a standard action make a melee touch attack. If you hit make a spellcraft check ( DC 25
+ spell level) for each spell effect active on your target to identify the effect. You may then make a sleight of hand
check (DC 5 + target's caster level) to steal one of these effects you identified. Treat the spell as if the target had
originally cast it on you.
Fool Divination (Su): When affected by a divination effect that reveals physical information (such as your
location or appearance) or mental information (such as your alignment) about you, you may make a bluff
check (for mental information) or hide check (for physical information) to fool the spell (DC 25 + 3 times the
spell's level). If you succeed you may choose to either have the spell reveal no information or to have it have
the opposite result. This ability lasts for one turn.
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Thoughts? How does this stack up to my baselines? Are any of the abilities abuseable? Are the mechanics cumbersome? Would you enjoy playing a class like that? Is something missing that you think absolutely needs to be there? And finally, is there any weird or confusing wording in there? English is not my mother tongue and I sometimes have trouble finding the right words, especially when I try my hand at legalese.
P.S.: I assume it is fine to do these conversions on a public forum for anything that is in the SRD or that I make up myself., but something like the ravager is a big no-no - correct?