Hey there,

well I just noticed some behavior I think not being really that good.
So I just write down a bit now and everyone may think what he like, just wanted to mention what might be better in my opinion. Maybe some of you share some ideas while others don't like, I just write down what I think would appear more like D&D worlds look. But I don't think any of this things will be too overpowered compared to what difficulty enemies at higher levels have and what some class enhancements are like unlimited Radiant Servant heal.


1. Race Weapon Profiency not working for every class
For example. If I have a elven character I always get Longsword, Longbow, Rapier and Shortbow even if Iam Wizard or Cleric or whatever.
If I create a dwarven character I only get Dwarven Axe if the classes I choose have martial weapon profiency. Now that a Dwarven Axe is stronger than a longsword I could comprehend this but not if comparing it to longsword + longbow. I really think every dwarf should be able to use Dwarven Axe. Or if you say no a dwarven cleric or wizard or whatever should not get a exotic weapon, well why not give those Battle Axe/Warhammer and Throwing Axe/Throwing Hammer Proficiency instead and the one's having martial weapons get Dwarven Axe.
I would really like to see dwarven clerics to at least be able to use another throwing weapon than dagger and some warhammer or axe. Axe for melee would do more sense because of dwarven axe damage.

Cleric in overall should get the throwing hammer proficiency I think. Here I just think about an old spell called Spiritual Hammer and I think those weapon is not overpowered or anything. Hammer is just good to smash skeletons and such and why would a cleric use a dagger or dart ? A hammer would look much more appropriate.


2. Drow Race spell resistance
Well it's really a very useless thing for higher level. Clr/Fvs get spell resistance spell, monks get SR but Drow. It's such worse SR. It's really easy to get 19 SR and later you can get 22 or more or use a spell for even more.
So I think Drow SR should work like intended in D&D and give 11+character level

Not really that overpowered and for a level 20 character it would be 31.
Compared to warforged drow are much weaker. You have no full class that need int, dex and cha as main stats so only multiclassing characters have a real win of this or some using UMD. But if I look at warforged they get many many immunities other players have to use at least 2 itemslots for. You can get many immunities to one item but not all those+waterbreathing. Drow SR is just one single item you use instead and the +2 to ability is only worth it fully if playing a dex char, because if using that Int or Cha you can go human instead getting Human Adaptability to better fit your needs and also get another feat and +1 skills a level. Drow just get dex enhancement and have no choices. So I question why don't they have a choice like using Dex, Int or Cha enhancement. It's all their base abilities and they already loose other things for this. Compared to other races Drow have not many advantages for non dex or cha chars. So maybe give some more choices about those it's really a shame this great race is such weakened.

3. Summons
Well I tested out the new summons in searing heights. A CR16 Elder Fireelemental did need 7 fireballs to kill a CR6 Hobgoblin. And the Greater Earth Elemental CR12 (hope that's correct) was damaged by Black Wolves CR3. So I question those should be more like their "normal" versions giving DR and such. Those would still be weaker than a standard player melee. But a Summoned Earth Elemental should have a DR for example and summons in overall always have been stronger in any D&D game without wasting a feat on it. And I think even using the feat they would be weak compared to dungeon versions.

So either allow more summons same time or make them stronger. I would go for stronger summons and allow multiple at lower levels reducing the amount allowed at higher level. There's that Create Undead spell already allowing more than one summon so maybe the lower spells could be changed to something like this. Also that Create Undead spell should be reworked to not do rolls and just have them exist 10 minutes too. It's such weak spell and I never saw any players use it since last year.

Summon Monster I - IV
1+1 for every 4 levels of casterclass

Summon Monster V-VII
1+1 for every 6 levels of casterclass

Summon Monster VIII - IX
1+1 for every 8 levels of casterclass


It should not summon them all the same time, just one for a casting but have some invisible counter and removing first summon you did if you are above limit and summon another. So summoning 5 monsters need time for 5 spells and you cannot just throw out 5 and buff up fast. No this is something to have be prepared a bit and costs more mana.



4. Enhancement Summons
Those should not count together with spell summons. If you "waste points" on that you should be able to use it as some kind of companion. You should get a very small quickslot bar like for hirelings but less options only allowing to turn on/off their special attacks or spells (for example defenders grease or maybe skeleton wizards sleet storm if they still have) and to set behavior defensive/aggressive and little symbol to order attack/flee (small symbol at the edge, just a small switch don't need to big such big summon slots. Just not too much just that few very special things able to affect your playstyle. The defenders are really annoying if you choose at lower level and they always do that grease. Also defenders should be able to be repaired (I think those are not when I tried last time but not sure how it is now) And give rangers some animal companions choice maybe it's not really that difficult to add something nice for them.


3. and 4.
Well rework the old summons and creatures to not use mana maybe. The new summons having unlimited spell use are nice but also should the old one's get changed to use their abilities more often. Maybe put in some more timers at those if necessary.


5. Arcane Archer and Ranger Capstone
Well. No one who want to play AA can get the Capstone because you need a casterlevel. But the Capstone is for Ranged Weapon Speed so it's really a bad thing. I would like to see something reworked about this, maybe allow the Capstone for Level 20 as character + Ranger 19 + AA Enhancement as requierement.


6. Wizards

- Archmage Prestige Class
Ok so wizards finally got archmage and it's nice to have. But unfortunately having a mana cost for casting is worse. And just to tell it's because it normally use a slot does not really work because at some point people have 0 mana and cannot cast anymore but they should still be able to do. So this should be reworked like the chosen spell is put into a slot like the clerics heal spells is costing no mana. Or the archmage mana bonus should just be removed so there's only the mana cost for choosing the spells.

Also there should be be more spell choices for it. Some spells are very bad compared to others. For example stone to flesh is not really needed such often as stoneskin and some spells are in different levels too you choose.

Necromancy V get waves of fatigue a level 5 spell but Transmutation V get Flesh to Stone a level 6 spell. So why doesn't Necromancy get Necrotic Ray for example. There should be really some better choices for some of them.


7. Spellpoints for items
Ok. Sorc and Fvs get double Spellpoints for items. What for ? They're supposed to have more casting slots for the character itself but not to get double slots for a magic item. So double spellpoints on changing slots to spellpoints is wrong. One slot is giving you one more cast. It's used to add a l1 slot. add a l2 slot....
So if A Wizard use such ring he get one more spell. If a sorc does he get too. That's the way it is in D&D. But here it's different. A Sorc or Fvs suddenly get more out of a item that is limited by itself ? It's an item how can the Sorceror's magic of his body (or what it's like at the sorceror) use it better than a wizard who has learned to change magic lines and such and for sure has used magic items much more often than any Sorc. It just does not make sense and is a bad decision because there's another disadvantage for wizards. Wizards are supposed to be able to switch spells for better use. But in game you don't have to switch spells too often. But a Sorc can just do the same. Not all the time but knowing what he need he just change his spells. So this wizard advantage is nearly gone.


Ok there. That's it for now. I have more in mind for sure but don't remember all right now. It's just some ideas and suggestions and most likely not half of it to be considered. But as everyone may have a opinion it's just mine.

Excuse me for bad english if there is.

Cheers