Fiery Diamond
2010-03-06, 08:19 PM
I made absolutely no attempt at balance when making this class, so feel free to tell me whether you think it is good/bad/powerful/weak/good-for-dipping/bad-for-anything/etc. Unless I get lots of responses, I'm not really planning to try to balance it out, but feel free to offer suggestions. Also, I'm aware there exists something called a Force Missile Mage or Magic Missile Mage or something like that, but I've never read it and don't intend to.
So, without further ado, the unstoppable Missile-slinging abomination itself.
"No archer can match him! Run for your lives!" -the late Kao Warde, referring to an anonymous Magic Missile Slinger.
Magic Missile Slinger
Prerequisites:
Spells: Ability to cast magic missile as a spell or spell-like ability at least once a day
Skills: Spellcraft 4 ranks, Concentration 4 ranks
Feats: Spell Penetration, Greater Spell Penetration
{table]Level| BAB| Fort| Ref| Will| Special
1| +0| +0| +0| +2| MM as SLA HD times/day, +1 Missile, +2 SR penetration, Impaling Missile
2| +1| +0| +0| +3| MM SLAs always Maximized or Empowered, +3 Missiles, +4 SR penetration, Ricocheting Missile
3| +1| +1| +1| +3| MM as SLA HDx3 times/day, +5 Missiles, +6 SR penetration, Dispelling Missile
4| +2| +1| +1| +4| MM SLAs can be Quickened without penalty, +7 Missiles, +8 SR penetration, Guided Missile
5| +2| +1| +1| +4| MM as SLA at will, +10 Missiles, +10 SR penetration, Greater Dispelling Missile[/table]
Hit Die: d6
Skill Points: 2+Int mod
Class Skills: Concentration, Craft, Hide, Intimidate, Listen, Move Silently, Profession, Spot, Sleight of Hand, Spellcraft, Tumble
Weapon&Armor Proficiencies: Gains none.
Features:
Magic Missile SLA: You gain magic missile as an SLA (effective caster level equal to your HD)
1st-Can cast magic missile as an SLA a number of times per day equal to your total hit dice.
3rd-Can cast magic missile as an SLA a number of times per day equal to thrice your total hit dice.
5th-Can cast magic missile as an SLA at will.
Additional Missiles: Your magic missile SLA gains additional missiles per use.
1st-One additional missile.
2nd-Three additional missiles.
3rd-Five additional missiles.
4th-Seven additional missiles.
5th-Ten additional missiles.
Spell Resistance Penetration: Your magic missile SLA can easily bypass SR and gains a SR penetration bonus beyond that granted by caster level and feats.
1st-+2 bonus
2nd-+4 bonus
3rd-+6 bonus
4th-+8 bonus
5th-+10 bonus
Metamagic Missile: Your magic missle SLA gains the benefit of certain metamagic for free.
2nd-Always either Maximized or Empowered, your choice at casting.
4th-In addition to being Maximized or Empowered, can be quickened.
Special Missiles: By reducing the number of missiles by half, you can grant your magic missile SLA special powers.
1st-Impaling Missile-Choose a linear path for each missile to follow. It damages every target in that path out to the end of its range.
2nd-Ricocheting Missile-Choose 3 targets for each missile rather than one, but each successive target receives two fewer damage.
3rd-Dispelling Missile-Each missile has the effects of a targeted dispel magic rather than dealing damage. Shield is automatically dispelled regardless of caster level.
4th-Guided Missile-You need not have line of sight to your target so long as you have line of effect and correctly identify the location of your target within an error margin of 5 feet per effective caster level. However, each missile suffers a 50% miss chance.
5th-Greater Dispelling Missile-Each missile has the effects of a targeted greater dispel magic in addition to dealing damage. Any spell effect or non-permanent non-spell effect that blocks magic missile specifically (but not force in general) is automatically dispelled regardless of caster level.
Have fun!
So, without further ado, the unstoppable Missile-slinging abomination itself.
"No archer can match him! Run for your lives!" -the late Kao Warde, referring to an anonymous Magic Missile Slinger.
Magic Missile Slinger
Prerequisites:
Spells: Ability to cast magic missile as a spell or spell-like ability at least once a day
Skills: Spellcraft 4 ranks, Concentration 4 ranks
Feats: Spell Penetration, Greater Spell Penetration
{table]Level| BAB| Fort| Ref| Will| Special
1| +0| +0| +0| +2| MM as SLA HD times/day, +1 Missile, +2 SR penetration, Impaling Missile
2| +1| +0| +0| +3| MM SLAs always Maximized or Empowered, +3 Missiles, +4 SR penetration, Ricocheting Missile
3| +1| +1| +1| +3| MM as SLA HDx3 times/day, +5 Missiles, +6 SR penetration, Dispelling Missile
4| +2| +1| +1| +4| MM SLAs can be Quickened without penalty, +7 Missiles, +8 SR penetration, Guided Missile
5| +2| +1| +1| +4| MM as SLA at will, +10 Missiles, +10 SR penetration, Greater Dispelling Missile[/table]
Hit Die: d6
Skill Points: 2+Int mod
Class Skills: Concentration, Craft, Hide, Intimidate, Listen, Move Silently, Profession, Spot, Sleight of Hand, Spellcraft, Tumble
Weapon&Armor Proficiencies: Gains none.
Features:
Magic Missile SLA: You gain magic missile as an SLA (effective caster level equal to your HD)
1st-Can cast magic missile as an SLA a number of times per day equal to your total hit dice.
3rd-Can cast magic missile as an SLA a number of times per day equal to thrice your total hit dice.
5th-Can cast magic missile as an SLA at will.
Additional Missiles: Your magic missile SLA gains additional missiles per use.
1st-One additional missile.
2nd-Three additional missiles.
3rd-Five additional missiles.
4th-Seven additional missiles.
5th-Ten additional missiles.
Spell Resistance Penetration: Your magic missile SLA can easily bypass SR and gains a SR penetration bonus beyond that granted by caster level and feats.
1st-+2 bonus
2nd-+4 bonus
3rd-+6 bonus
4th-+8 bonus
5th-+10 bonus
Metamagic Missile: Your magic missle SLA gains the benefit of certain metamagic for free.
2nd-Always either Maximized or Empowered, your choice at casting.
4th-In addition to being Maximized or Empowered, can be quickened.
Special Missiles: By reducing the number of missiles by half, you can grant your magic missile SLA special powers.
1st-Impaling Missile-Choose a linear path for each missile to follow. It damages every target in that path out to the end of its range.
2nd-Ricocheting Missile-Choose 3 targets for each missile rather than one, but each successive target receives two fewer damage.
3rd-Dispelling Missile-Each missile has the effects of a targeted dispel magic rather than dealing damage. Shield is automatically dispelled regardless of caster level.
4th-Guided Missile-You need not have line of sight to your target so long as you have line of effect and correctly identify the location of your target within an error margin of 5 feet per effective caster level. However, each missile suffers a 50% miss chance.
5th-Greater Dispelling Missile-Each missile has the effects of a targeted greater dispel magic in addition to dealing damage. Any spell effect or non-permanent non-spell effect that blocks magic missile specifically (but not force in general) is automatically dispelled regardless of caster level.
Have fun!