Pure mage bonus's

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Wolfarus
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Pure mage bonus's

Post by Wolfarus »

Figured id toss out a cple idea's i thought of..

"Vitalizing arcana" At lvl 21, you get a hps token like the barb gets. 20 hps bonus. Increases by +20 every 3 lvls after.

"Potent arcana" Req. greater spell focus in at least 3 schools, epic spell focus in 2 schools. The dc of your spells in the epic schools gain +8.

"Arch-mage's ability" At lvl 21, choose a spell that is 6th lvl or lower. That spell now becomes a "spell-like ability", usable once / day. Increases to twice / day at lvl 25. Addional uses comes at 1 every 5 lvls.

"Arch-mage's destruction" At lvl 30, gain the ability to summon a "blast" of pure magical destruction. Centered on the caster, radius of 100 feet. All enemies caught within suffer 3 effects : 50d6 of pure magic damage, fort. save for 1/2 (save is mage's level, + int mod) Must make a will save (same save as previous) or be stunned for 1d12 rounds + int mod. Finally, must make a reflex save or be knocked prone (as hit by a successfull kd) for 1d6 rounds + int mod.
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watchwood
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Post by watchwood »

"Vitalizing arcana" At lvl 21, you get a hps token like the barb gets. 20 hps bonus. Increases by +20 every 3 lvls after.
That's still 6 hp/level, or a +12 CON bonus. A good idea, but a little high.
"Potent arcana" Req. greater spell focus in at least 3 schools, epic spell focus in 2 schools. The dc of your spells in the epic schools gain +8.
I'm going to assume that this isn't intended to stack with existing +dc bonuses and give it my blessing. Perhaps have the DC scale a bit at the upper epic levels.
"Arch-mage's ability" At lvl 21, choose a spell that is 6th lvl or lower. That spell now becomes a "spell-like ability", usable once / day. Increases to twice / day at lvl 25. Addional uses comes at 1 every 5 lvls.
Love it. Maybe up the level requirement to 25 or 30, but still a wonderful feature.
"Arch-mage's destruction" At lvl 30, gain the ability to summon a "blast" of pure magical destruction. Centered on the caster, radius of 100 feet. All enemies caught within suffer 3 effects : 50d6 of pure magic damage, fort. save for 1/2 (save is mage's level, + int mod) Must make a will save (same save as previous) or be stunned for 1d12 rounds + int mod. Finally, must make a reflex save or be knocked prone (as hit by a successfull kd) for 1d6 rounds + int mod.
Either scale it by level, or up the requirement to 35 or 40.

And as an aside, can the pure classers please get their familiar/animal companion back at some point?
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Wolfarus
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Post by Wolfarus »

In regards to the hps thing, its only a total bonus of 120 hps at lvl 39. Nothing gets added to the con mod, so no extra fort save, ect. 120 points isnt too much for a mage, i think. 1 good crit hit from a x3 weapon can knock that away.

yeah, i inteded the potent arcana to stack with the focus bonus's in the epic schools. As it is, if you only plan your melee based build half-way decently, you can still out-save a mage's death magic (wail, fod, ect) at least 75% of the time. This way, a pure mage gets the effectiveness the class deserves
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Post by Binkyuk »

Yeah it's a known problem that spell DCs fall far below saves at epic levels. It's somewhat mitigated by auto-quicken, which makes them save twice as often, but not much.
I think you can bet on a DC incease of some sort in caster pure class bonuses when we get to them.
Wolfarus wrote:"Arch-mage's ability" At lvl 21, choose a spell that is 6th lvl or lower. That spell now becomes a "spell-like ability", usable once / day. Increases to twice / day at lvl 25. Addional uses comes at 1 every 5 lvls.
A good idea, but could we save time and call it 'Arch Mage's IGMS'? :)

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Re: Pure mage bonus's

Post by VagaStorm »

Wolfarus wrote:Must make a will save (same save as previous) or be stunned for 1d12 rounds + int mod. Finally, must make a reflex save or be knocked prone (as hit by a successfull kd) for 1d6 rounds + int mod.
If mage has an int of 40(very obtainable), we are talking about a dc 55 will save that stuns for 15+1d2 rounds and KD for 15+1d6 rounds. :shock: Depending on what if anything is ment to protect from this, it will quickly be an I win button. We should not all have to join ma to make bard pms to get insane saves :p Maybe shorten the duration a bit atlest :p
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Post by Amoenotep »

pally/CoT has by far the best saves anywhere....70+saves to all saves means you never fail anything ;)
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Post by Merrip »

Well I know with my cruddy Cleric/Monk/Fighter chick I had she was only level 29 and I had 38 will saves, that is not including spell craft to it so I would say that into high epic that would be obtainable, but yes if the duration was shorted I would say it was ok, with that long a duration I think is a tad to much.

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Post by LinuxPup »

All enemies caught within suffer 3 effects : 50d6 of pure magic damage, fort. save for 1/2 (save is mage's level, + int mod) Must make a will save (same save as previous) or be stunned for 1d12 rounds + int mod.
Or charisma mod for sorcerers I assume?

EDIT: Actually it'd be even better if sorcerers got bonuses that are very different than wizards.
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Re: Pure mage bonus's

Post by Celorn »

VagaStorm wrote:
Wolfarus wrote:Must make a will save (same save as previous) or be stunned for 1d12 rounds + int mod. Finally, must make a reflex save or be knocked prone (as hit by a successfull kd) for 1d6 rounds + int mod.
If mage has an int of 40(very obtainable), we are talking about a dc 55 will save that stuns for 15+1d2 rounds and KD for 15+1d6 rounds. :shock: Depending on what if anything is ment to protect from this, it will quickly be an I win button. We should not all have to join ma to make bard pms to get insane saves :p Maybe shorten the duration a bit atlest :p
Interesting ideas... ((but the PMs don't have the 'insane saves' like paladins and BGs (ie: paly/sorc, bg/bard), it's the insane immunities that 10 pm levels gives to almost all the effective means to stop an ordinary class)).

As for the HPs.. i thought pure class bonuses were going to stay away from smoothing over the weakness of builds, low hps are a weakness of mages, and they already have spells to help out with that.

How about more spellslots...??
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Nolan Silvermoon
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Post by Nolan Silvermoon »

How about more spellslots...??
sounds good to me

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Malik
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Post by Malik »

I'd say replace the HP for reasons Celorn already mentioned and throw in some spell slots and you got something there.

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Post by DM Vapor »

More spell slots, that exactly what we need. More TS, more IGMS, more spamming of bigby. /sarcasm :P

Give them a small DC increase, and give them a feat-like ability that instead of maximizing, it takes it a step further.

DC increase, + extra damage should be more than suitable for a class that is already overpowered, in my opinion. ;)

I'm still rooting for a system that you cannot spam spells that #1, do not have a DC (IGMS) and #2 spells that disable or kill (Hold monster, bigby, etc). I also want to see knockdown, disarm, and all those lovely feats added to the same list, with maybe a 10 second cool down timer? Whatcha think about them apples? :P
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Post by Binkyuk »

Tempting, but I think I'm in enough trouble already...

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Post by chubbs »

hey maybe pure mages can have their familiars?? is that possible?

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