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New Class Idea (Balancing Help and Suggestions)

Well as the thread title says; I'm looking to create a new class to use in a pathfinder campaign me and a handful of friends are doing. I've gotten a little bit of input but some outside opinions on the class in general would be greatly appreciated. I'm still fairly new to the game and one thing I really want to avoid is the class being inherently overpowered. It's sort of a cross between a fighter and a mage and very similar to the magus class (although it has a few noticable differences (i.e. more thematic attributes, and more like a sorcerer as opposed to a wizard). <a href="https://docs.google.com/document/d/1WE55oM4AzAqn0oPT4l8gViVwUwZ0PenPjQVvaKv6jNw/edit?usp=sharing" rel="nofollow">https://docs.google.com/document/d/1WE55oM4AzAqn0oPT4l8gViVwUwZ0PenPjQVvaKv6jNw/edit?usp=sharing</a> This is the link to it (also I didn't create 'everything' for it; some of it is just slightly reworded from various collections i.e. the pathfinder "fighter" and "sorcerer")
ok, initial thoughts: 1) augmented touch, the 4th level thing where they can add a touch spell to their weapon sounds quite overpowered.&nbsp; I may be wrong, but adding two attacks worth of damage, vs one target probably needs a counterbalance.&nbsp; You don't mention if it includes a modifier. 2) I'm curious what stats this class would use. while they're all useful, would you be able to rate a primary, secondary, and tertiary stat? 3) I'm not fond of saying they're unable to cast non-synergistic spells.&nbsp; I like the idea, but I'd rather see, eventually, a spell-list like other classes have, which simply doesn't include those they should be unable to cast.&nbsp; I wouldn't mind seeing use of existing, and some new spells that augment your melee ability, rather than being cast alongside it. 3A) I would further think that proper class-use might take too long for some combats when you are both casting and expected to work in melee-range.&nbsp; Perhaps instead of bonus feats (of which i think one every-opposite level is too many for this class), you could swap that for once a day per opposite level (or a number of times equal to half your level) you can cast a prepared spell as a swift action only in a round where you also attempt a melee attack.&nbsp; If you want the class to get combat feats as bonuses, consider them just a tad less often, which would also help make them different from a fighter. 4) I love the advanced mage armor idea, wherein you're able to make mage-armor almost as good as the armor you're unable to wear.&nbsp; cool.&nbsp; If you do a spell-list, make mage-armor a cantrip. 5) I would definitely consider class specific feats (or a racial favored class bonus) to reduce the added spell fail when wearing armor, possibly all the way into where it's reduced to zero, in case someone wants to attempt to make a real armored caster.&nbsp; Actually, being improficient in armor sounds like that would make this either just another caster, or possibly better as a dex-based fighter class.&nbsp; both fine, but it's something to make sure you've considered. 6) The saves look about right, and there is definitely a niche for high fort-save casters that this would fill beautifully. 7) I would consider what the class skills are (and aren't), and maybe even tie some class abilities to something like the character's Knowledge(arcana) skill.&nbsp; In fact, this class is absolutely rife with possible places to bump up physical skills (if it isn't already good at them) through magical means.&nbsp; Maybe after 5th level, you can add your int mod to your climb and acrobatics skills, or something of that nature. Overall, I like it.&nbsp; I think a bit of refinement is needed, but it seems like a good concept.&nbsp; Once a spell-list is created, you should have no trouble finding players (and GMs) willing to playtest it //and I should note that I'm not a veteran, and my ideas are probably not well thought out, since I have never played a Magus.
Thanks so much for the reply and suggestions; It's still a work in progress and I'm still really new to the game; I'll try and post an update of some of the things you mentioned as well as some other things I plan to do with it. Honestly I felt like the feats was a bit too strong but it was more or less a place-holder for something until I did more work into it (originally I had I think 1 every 4th or 5th level but it seemed a bit underwhelming and didn't really fit thematically at all.
I was kind of in a rush earlier so just wrote that reply but I figure I could address some of the things you said before updating: 1) Honestly I created this because I wanted to more or less create an "on-hit" melee mage but couldn't really find anything going through the various classes (until I found the magus... which again I did this before I found the magus). The Magus more or less has the same exact ability so I don't think it's that bad in and of itself " Spellstrike (Su) : At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. " 2) Well this is where a lot of my "noobyness" comes into it... While I haven't given it much serious thought I'd have to say that depending on what kind of weapon you want to use and what feats you take you could go with a Dex &gt; Int &gt;= Con build or a Str &gt; Con &gt;= Int build... That's just my thoughts on it; but as my knowledge of the game increases this could definitely change (also keeping in mind that this is very similar to the magus class) 3 and 3A) I may try and expand on this later on but for now the class uses the same spells that a wizard/sorcerer have access to (again I did this originally for convenience; and have since used the magus in attempts to gauge some of the balancing while still being more or less my own creation. The stipulation of inability to cast non-synergistic spells is more for the thematic feel of the class than anything else; but you're right I should try and take the time to go through and create an actual spell list for the class to make it easier and more appeasing as far as game play goes. 4) Sounds a bit better than my idea... More befitting to gameplay and such :P 5) Could you elaborate a bit on this? Honestly the entire point of this was to make it so that the class couldn't tank and again goes back to thematics. Not to mention I think they'd be a bit over powered if they could wear heavy armor and have the mage armor boost. I could be very wrong on this but just my thoughts on it. 6) Thanks; I tried to use a combination of the fighter and sorcerer saves as a guide to create these while still attempting to balance them to the best of my abilities given my limited knowledge of the game. 7) Could you elaborate on this one as well? I thought I included a list of class skills in the google.doc I linked. That would be something really interesting to try (both tying class skills to abilities; as well as modifiers and such). Hate to sound like a broken record but my lack of knowledge can be hindering and this is no exception... Honestly I think that'd be something to try and implement once I learned more about the game =) ; Any suggestions to avoid making it too strong of a modifier?
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1) Interesting.&nbsp; I am not particularly familiar with the Magus, but it looks as if you lose any additional bonus on the attack, such as from a stat.&nbsp; I also realize now that not all touch spells just do damage.&nbsp; my initial response had been from thinking that it was basically a double-attack, using two added hit chances (making it way too easy to hit something), then double damage.&nbsp; Re-reading it, it makes more sense. 2) I'm not sure.&nbsp; I would consider maybe Str-&gt;Int-&gt;Con, forgetting Dex for a bit.&nbsp; Dex already improves AC, which lowers the value the player gets from the improved mage armor, and Str is going to aid their melee damage, while decent Con can help keep them alive in place of Dex.&nbsp; This is a matter of personal taste though i think, and I'd be more likely to make con and dex interchangeable, rather than dex and str. 3) That's a good list, no worries.&nbsp;&nbsp; 4) If mage-armor is a cantrip, maybe the class ability could be to choose either the bonus to the mage-armor spell OR the ability to wear light armor without spell failure chance (other restrictions still apply).&nbsp; This would perhaps allow the player to choose some flavor of his protection, but ensure he gets some form of it. 5) I see what you're saying, and I'm not looking to make it entirely a heavy-armor caster (it looks like the Magus can already do this eventually).&nbsp; I was just thinking that for certain races (maybe Dwarves?) the ability to gradually lower the penalties for armor as a favored-class option would be thematically appropriate. Favored-Class options are a choice that can be made when leveling up instead of an extra hitpoint, and are often in fractional increments.&nbsp; For example, if you go here and look at the rogue favored class option partway down the page, it adds a half bonus on disable device checks, meaning that if you take this option for two levels, you are gaining +1 to disable device checks.&nbsp;&nbsp; It stands to reason that a Dwarf battle-mage would be proficient enough and comfortable enough in armor, and experienced enough in spellcasting that he could reduce the spell-fail by some percentage.&nbsp; This would allow someone willing to make a specialized character, if they wanted to use this class to work as a heavy-armor caster (eventually). 7) My favorite example of this is the third party class of Gladiator, who thematically makes combat into a performance for entertainment value, and can use this performance skill to aid him in battle (partway down the page, under Bloodsport Showman).&nbsp; If you're worried that adding said skill would make it overpowered, you could take half of it, or make sure it only applies to situational rolls. Also, i do see the class skills now, i may have just overlooked them.&nbsp; Cool. I thought of another possibility that might help differentiate this class a bit from a Magus.&nbsp; Please bear in mind that I'm just sort of outputting my own thoughts here, and I'm not looking to hijack your idea or thread, and if you dislike what i'm suggesting, or it doesn't fit with what you visualize for a battle-mage thematically, then don't use it.&nbsp; I won't be offended. What if your battle-mage's weapon served the same role as a Witch's familiar?&nbsp; In case you're not familiar with familiars (heh), the Witch's animal companion acts as her spellbook.&nbsp; The creature stores her spells (and all the cantrips, and her domain spells), and instead of studying a book, she communes with her familiar to change spells and prepare them for the day.&nbsp; This means that if her familiar is harmed or killed, until such time as another can be bonded, she lacks her spellbook, and opens some plot hooks for a crafty (or evil) GM to make the familiar wonder off or do something unexpected. In the same vein, suppose your chosen weapon as a battle-mage would become bonded as your spell-focus.&nbsp; This means that you have to take care, as being disarmed, or your weapon stolen, lost, or broken could impact the use of your magic (maybe a -1 or -2 when unarmed).&nbsp; To counterbalance this (ie, ensure that the battle-mage still needs to be in melee combat) you could simply need to use the weapon at least once a day for it's spell capability to function, and undergo a ritual when you need to bind a new weapon (possibly limited to the same type as your previous one).&nbsp; This thematically would mean that instead of augmenting your weapon attack with a touch spell, you're simply letting your weapon cast it (same effect, different description).&nbsp; It also means that the act of preparing spells for the day could thematically be done via polishing, sharpening, or otherwise maintaining your weapon. Of note, with the witch, if her companion dies, she doesn't lose the spells she has, and can re-use the exact same prepared-spell list the next day, she simply can't change it, which would be even more frustrating if she levels up and can't prepare new spells. Sorry if i rambled or that didn't make sense. :-)
No no you're fine; I truly appreciate any input from other people whether it be good or bad (can't hope to improve if I reject either tbh). I actually really like the idea of the familiar-like weapon; it reminds me a lot of the black blade magus sub-class (although it's not sentient like a black-blade is). I really like the balancing idea with the armor; giving the trade off gives more options and playability while still fitting thematically =) Well just wanted to toss a quick reply and say thanks again; and again I really like the familiar idea and I might actually do that in place of the augmented touch spells; well off here for now! Thanks and take care :D