draco_nite
2010-04-09, 01:49 AM
So, I've made some major changes from v1.0 of the linker mage.
-Formulas no longer strictly replicate spells. Formulas are now spell-like abilities that can be used for various things, such as teleportation or flight. These effects often imitate various spells. This is intentional. (It's basically so that you can get certain spells at lower levels, in essence.)
-Added a separate category of formulas, Blast formulas. Blast formulas are gained separately from normal formulas, and affect magical blast in various ways.
This class is based on several things, namely the Warlock class from Complete Arcane, and my attempt to rebalance http://www.dandwiki.com/wiki/Magical_Girl_(3.5e_Class), which is, in turn, based (mainly) on the anime Mahou Shoujo Lyrical Nanoha. (I chose to use the name Linker Mage instead of Magical Girl, because there are males who possess magical powers in Nanoha.)
Linker Mage
yo dawg we herd you like flavor text so we put some flavor in your text so you can taste while you text (aka I'm putting this off for later)
Alignment:Linker Mages can be of any alignment, but are rarely neutral, as most have some sort of cause to stand behind.
Hit Die:d8
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Heal, Knowledge (arcana), Knowledge (religion), Perception, Profession, Sense Motive, Spellcraft, Use Magic Device
Skills per level: 4 + Int Modifier
Proficiencies:All simple weapons, plus one martial weapon of the Linker Mage's choosing.
Linker Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Formulas Known|Blast Formulas Known
1st|
+0|
+0|
+0|
+2|Magical Blast (1d6), Device, Barrier Jacket|
1|
1
2nd|
+1|
+0|
+0|
+3|Cantrips|
2|
1
3rd|
+2|
+1|
+1|
+3|Magical Blast (2d6)|
2|
1
4th|
+3|
+1|
+1|
+4|Advanced Formulas I, Refresh Formula|
3|
1
5th|
+3|
+1|
+1|
+4|Magical Blast (3d6)|
3|
2
6th|
+4|
+2|
+2|
+5||
4|
2
7th|
+5|
+2|
+2|
+5|Magical Blast (4d6)|
4|
2
8th|
+6/+1|
+2|
+2|
+6|Advanced Formulas II|
5|
2
9th|
+6/+1|
+3|
+3|
+6|Magical Blast (5d6)|
5|
3
10th|
+7/+2|
+3|
+3|
+7|Cartridge Device|
6|
3
11th|
+8/+3|
+3|
+3|
+7|Magical Blast (6d6), Advanced Formulas III|
7|
3
12th|
+9/+4|
+4|
+4|
+8||
7|
3
13th|
+9/+4|
+4|
+4|
+8|Magical Blast (7d6)|
8|
4
14th|
+10/+5|
+4|
+4|
+9||
8|
4
15th|
+11/+6/+1|
+5|
+5|
+9|Magical Blast (8d6)|
9|
4
16th|
+12/+7/+2|
+5|
+5|
+10|Advanced Formulas IV|
10|
4
17th|
+12/+7/+2|
+5|
+5|
+10|Magical Blast (9d6)|
10|
5
18th|
+13/+8/+3|
+6|
+6|
+11||
11|
5
19th|
+14/+9/+4|
+6|
+6|
+11|Magical Blast (10d6)|
11|
5
20th|
+15/+10/+5|
+6|
+6|
+12|Advanced Formulas V|
12|
5[/table]
Magical Blast (Sp): Magical Blast (someone give me a better name for this) is a 60-ft range single-target ray that deals 1d6 damage at first level and increases with level. Magical blast requires a ranged touch attack to hit, takes a full round action to use, can be used at will, and is equivalent of a first-level spell. It is subject to spell resistance, with a caster level equal to the linker mage's caster level. Unlike most spell-like abilities, Magical Blast has a verbal and somatic component, is subject to arcane spell failure, and is weaponlike. (Complete Arcane, 71) (I know it's a 3.5 book, and that this is Pathfinder, but the two were meant to be compatible.)
Formulas: Instead of having spells, a linker mage has a number of spell-like abilities called formulas. Unlike most spell-like abilities, formulas have somatic and verbal components (unless otherwise specified), and are subject to arcane spell failure. This can be reduced with the Arcane Armor Training and Arcane Armor Mastery feats. All formulas are take a full round to cast (reduced to a standard action with an active device) and have a save DC equal to 10 + caster level + Charisma modifier. A linker mage's caster level is equal to her class level.
Device (Ex): A linker mage's device is her most valuable possession, no linker mage leaves home without it, so to speak. A device can be any hand-held object such as a ring, book, or weapon. The item must be of masterwork quality. While the device is in hand or worn, the linker mage's Magical Blast and Formulas are reduced to standard actions. The linker mage's device may be enchanted like any other item. If the linker mage's device is a weapon, the linker mage may apply any enhancement bonuses on the weapon to her Magical Blast. A linker mage can only have one device at any given time.
If the linker mage's device is damaged, it is restored to full hit points at the beginning of the next day. If her device is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per linker mage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A linker mage can designate an existing magic item as her bonded item. This functions in the same way as replacing a lost or destroyed device except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a device.
Barrier Jacket (Sp): Linker mages always have a second form that they switch to for combat. While in this form, the linker mage gains an AC bonus equal to her Charisma modifier. Transforming is a full-round action that can be done at will, and must be done with her device worn or on hand. In addition, the linker mage can choose to hide her true identity by adopting a false identity while transformed (think super-hero alter ego). This disguise cannot be used to impersonate another person, only to conceal identity. The linker mage gains a +10 to disguise checks while transformed (as long as it's only to conceal identity) and can trade AC from the transformation to get a bonus on the disguise check equal to AC sacrificed.
Cantrips (Sp): At 2nd level, the linker mage can use any 0-level spell on the sorcerer/wizard spell list at will. These spell-like abilities follow the same rules as Formulas.
Advanced Formulas: Starting at 4th level, the linker mage can, instead of gaining a learning a formula from the formula list, "create" a formula by copying the a spell from the sorcerer/wizard spell list. The spell retains all of its former effects (except as noted below,) and is usable at will, just like a formula. Spells copied in this way are subject to the normal arcane spell failure unless the copied spell did not have a somatic component. Likewise, if the spell had a verbal component, it retains the verbal component. Material components are eliminated, and the linker mage uses her device as any focus required for the spell. The spell must meet the following requirements:
Must have a casting time of no longer than a standard action.
Must not require a material component worth more than 1gp.
Must not be of the Conjuration (teleportation) subschool.
In addition, the spell's effects are changed as follows:
If the formula is a beneficial spell, the formula can only affect the linker mage, unless that spell would only be beneficial if cast on others (e.g. telepathic bond.) (The DM has the final say in whether a spell is beneficial or not.)
The linker mage's caster level is treated as one-half in regards to this spell, EXCEPT in regards to spell resistance. (e.g. A 14th level linker mage would only do 7d6 damage with fireball with a range of 680 ft, but adds 14 to her caster level check to overcome spell resistance.)
No more than one instance of the formula may be active at any given time. If the linker mage casts a second instance of the formula, the previous one is cancelled. (e.g. A linker mage casts Charm Person, then casts a second Charm Person on another target. The first Charm Person is cancelled.)
The DM may want to restrict spells that he deems too powerful.
Formulas learned in this way may be countered by equivalent spells (and any additional counterspells the spell may have had), but formulas may not counter spells or other formulas (not even a dispel magic formula.) If a formula is countered, the linker mage cannot use ANY formulas or Magical Blast for 1d4+1 rounds.
A linker mage may count a known formula as a known spell for the purpose of item creation and prestige class requirements. Her caster level is equal to her linker mage class level.
At the indicated levels, the linker mage can select spells of one level higher.
Refresh Formula (Ex): As a free action, a linker mage may refresh the duration of a self-enhancing formula as though casting it again, if that formula has a duration longer than one round. A linker mage may refresh any number of currently active formulas in this way.
Cartridge Device (Ex):At 10th level, the linker mage may add a cartridge system to her device, if it is a weapon. As a free action, the linker mage may increase her caster level by 1 (this is not halved by advanced formulas) and all formulas and Magical Blast are cast as though their spell level were 1 level higher (similar to the Heighten Spell metamagic feat.) This effect does stack with itself, lasts for a number of rounds equal to the linker mage's Charisma modifier (minimum 1), and each use consumes one arcane round. A cartridge system can hold up to 6 arcane rounds and must be manually reloaded afterwords, with each round requiring a full-round action.
If the linker mage has more arcane rounds active than her 1 + her device's enhancement bonus, her device must make a DC (10 + 2x number of rounds used) Fortitude save each time she uses a formula or Magical Blast. If the device fails the save, it takes damage equal to 1/2 its maximum hit points +1 (essentially giving it the broken condition.) If it fails by 5 or more, the device is destroyed. Either way, the ability being used fails.
Arcane rounds can be crafted only by those who can use Magical Blast. Crafting an arcane round requires the Craft Wondrous Item feat. Arcane Rounds are always CL 10th, require a DC 15 Spellcraft check, and require materials worth 250g (meaning that arcane rounds can be bought for 500g each.)
Linker Mages and Prestige Classes
Linker mages can benefit from prestige class levels that grant extra spellcasting levels. (The linker mage counts as an arcane caster.) Linker mages gain no class abilites from prestige classes EXCEPT for extra dice of Magical Blast damage and level of formulas known/number of formulas known.
Formulas
Beguiling Influence: Gives the linker mage a permanent +6 to Bluff, Diplomacy, and Intimidate checks.
Leaps and Bounds: Gives the linker mage a permanent +6 to Acrobatics and Fly checks.
Energy Resistance: The linker mage gains resistance to one type of energy (acid, cold, electricity, fire, or sonic) equal to one-half her class level rounded down (minimum 1) while her Barrier Jacket is active. The linker mage may change this type of energy as a full-round action.
Telepathy: The linker mage permanently gains Telepathy with a range of 20 feet per caster level. Requires Advanced Formulas I.
Dampen Impact: The linker mage gains DR X/-, where X is one quarter her linker mage + 2, rounded down. Requires Advanced Formulas II.
Dimension Hop: The linker mage gains Dimension Door as a spell-like ability usable three times per day, with a caster level equal to her linker mage level. Requires Advanced Formulas III.
Upon gaining Advanced Formulas IV, the linker mage may spend two uses of Dimension Hop to use Teleport as a spell-like ability, with a caster level equal to her linker mage level.
Upon gaining Advanced Formulas V, the linker mage may spend all three uses of Dimension Hop to use Plane Shift as a spell-like ability, with a caster level equal to her linker mage level.
Blast Formulas
I'll add these after dinner.
I'd like to add other effects that could be taken in place of formulas, such as equivalents of blast shape or eldritch essence invocations. Please, leave any comments, (constructive!) criticism, questions, and/or suggestions.
-Formulas no longer strictly replicate spells. Formulas are now spell-like abilities that can be used for various things, such as teleportation or flight. These effects often imitate various spells. This is intentional. (It's basically so that you can get certain spells at lower levels, in essence.)
-Added a separate category of formulas, Blast formulas. Blast formulas are gained separately from normal formulas, and affect magical blast in various ways.
This class is based on several things, namely the Warlock class from Complete Arcane, and my attempt to rebalance http://www.dandwiki.com/wiki/Magical_Girl_(3.5e_Class), which is, in turn, based (mainly) on the anime Mahou Shoujo Lyrical Nanoha. (I chose to use the name Linker Mage instead of Magical Girl, because there are males who possess magical powers in Nanoha.)
Linker Mage
yo dawg we herd you like flavor text so we put some flavor in your text so you can taste while you text (aka I'm putting this off for later)
Alignment:Linker Mages can be of any alignment, but are rarely neutral, as most have some sort of cause to stand behind.
Hit Die:d8
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Heal, Knowledge (arcana), Knowledge (religion), Perception, Profession, Sense Motive, Spellcraft, Use Magic Device
Skills per level: 4 + Int Modifier
Proficiencies:All simple weapons, plus one martial weapon of the Linker Mage's choosing.
Linker Mage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Formulas Known|Blast Formulas Known
1st|
+0|
+0|
+0|
+2|Magical Blast (1d6), Device, Barrier Jacket|
1|
1
2nd|
+1|
+0|
+0|
+3|Cantrips|
2|
1
3rd|
+2|
+1|
+1|
+3|Magical Blast (2d6)|
2|
1
4th|
+3|
+1|
+1|
+4|Advanced Formulas I, Refresh Formula|
3|
1
5th|
+3|
+1|
+1|
+4|Magical Blast (3d6)|
3|
2
6th|
+4|
+2|
+2|
+5||
4|
2
7th|
+5|
+2|
+2|
+5|Magical Blast (4d6)|
4|
2
8th|
+6/+1|
+2|
+2|
+6|Advanced Formulas II|
5|
2
9th|
+6/+1|
+3|
+3|
+6|Magical Blast (5d6)|
5|
3
10th|
+7/+2|
+3|
+3|
+7|Cartridge Device|
6|
3
11th|
+8/+3|
+3|
+3|
+7|Magical Blast (6d6), Advanced Formulas III|
7|
3
12th|
+9/+4|
+4|
+4|
+8||
7|
3
13th|
+9/+4|
+4|
+4|
+8|Magical Blast (7d6)|
8|
4
14th|
+10/+5|
+4|
+4|
+9||
8|
4
15th|
+11/+6/+1|
+5|
+5|
+9|Magical Blast (8d6)|
9|
4
16th|
+12/+7/+2|
+5|
+5|
+10|Advanced Formulas IV|
10|
4
17th|
+12/+7/+2|
+5|
+5|
+10|Magical Blast (9d6)|
10|
5
18th|
+13/+8/+3|
+6|
+6|
+11||
11|
5
19th|
+14/+9/+4|
+6|
+6|
+11|Magical Blast (10d6)|
11|
5
20th|
+15/+10/+5|
+6|
+6|
+12|Advanced Formulas V|
12|
5[/table]
Magical Blast (Sp): Magical Blast (someone give me a better name for this) is a 60-ft range single-target ray that deals 1d6 damage at first level and increases with level. Magical blast requires a ranged touch attack to hit, takes a full round action to use, can be used at will, and is equivalent of a first-level spell. It is subject to spell resistance, with a caster level equal to the linker mage's caster level. Unlike most spell-like abilities, Magical Blast has a verbal and somatic component, is subject to arcane spell failure, and is weaponlike. (Complete Arcane, 71) (I know it's a 3.5 book, and that this is Pathfinder, but the two were meant to be compatible.)
Formulas: Instead of having spells, a linker mage has a number of spell-like abilities called formulas. Unlike most spell-like abilities, formulas have somatic and verbal components (unless otherwise specified), and are subject to arcane spell failure. This can be reduced with the Arcane Armor Training and Arcane Armor Mastery feats. All formulas are take a full round to cast (reduced to a standard action with an active device) and have a save DC equal to 10 + caster level + Charisma modifier. A linker mage's caster level is equal to her class level.
Device (Ex): A linker mage's device is her most valuable possession, no linker mage leaves home without it, so to speak. A device can be any hand-held object such as a ring, book, or weapon. The item must be of masterwork quality. While the device is in hand or worn, the linker mage's Magical Blast and Formulas are reduced to standard actions. The linker mage's device may be enchanted like any other item. If the linker mage's device is a weapon, the linker mage may apply any enhancement bonuses on the weapon to her Magical Blast. A linker mage can only have one device at any given time.
If the linker mage's device is damaged, it is restored to full hit points at the beginning of the next day. If her device is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per linker mage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A linker mage can designate an existing magic item as her bonded item. This functions in the same way as replacing a lost or destroyed device except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a device.
Barrier Jacket (Sp): Linker mages always have a second form that they switch to for combat. While in this form, the linker mage gains an AC bonus equal to her Charisma modifier. Transforming is a full-round action that can be done at will, and must be done with her device worn or on hand. In addition, the linker mage can choose to hide her true identity by adopting a false identity while transformed (think super-hero alter ego). This disguise cannot be used to impersonate another person, only to conceal identity. The linker mage gains a +10 to disguise checks while transformed (as long as it's only to conceal identity) and can trade AC from the transformation to get a bonus on the disguise check equal to AC sacrificed.
Cantrips (Sp): At 2nd level, the linker mage can use any 0-level spell on the sorcerer/wizard spell list at will. These spell-like abilities follow the same rules as Formulas.
Advanced Formulas: Starting at 4th level, the linker mage can, instead of gaining a learning a formula from the formula list, "create" a formula by copying the a spell from the sorcerer/wizard spell list. The spell retains all of its former effects (except as noted below,) and is usable at will, just like a formula. Spells copied in this way are subject to the normal arcane spell failure unless the copied spell did not have a somatic component. Likewise, if the spell had a verbal component, it retains the verbal component. Material components are eliminated, and the linker mage uses her device as any focus required for the spell. The spell must meet the following requirements:
Must have a casting time of no longer than a standard action.
Must not require a material component worth more than 1gp.
Must not be of the Conjuration (teleportation) subschool.
In addition, the spell's effects are changed as follows:
If the formula is a beneficial spell, the formula can only affect the linker mage, unless that spell would only be beneficial if cast on others (e.g. telepathic bond.) (The DM has the final say in whether a spell is beneficial or not.)
The linker mage's caster level is treated as one-half in regards to this spell, EXCEPT in regards to spell resistance. (e.g. A 14th level linker mage would only do 7d6 damage with fireball with a range of 680 ft, but adds 14 to her caster level check to overcome spell resistance.)
No more than one instance of the formula may be active at any given time. If the linker mage casts a second instance of the formula, the previous one is cancelled. (e.g. A linker mage casts Charm Person, then casts a second Charm Person on another target. The first Charm Person is cancelled.)
The DM may want to restrict spells that he deems too powerful.
Formulas learned in this way may be countered by equivalent spells (and any additional counterspells the spell may have had), but formulas may not counter spells or other formulas (not even a dispel magic formula.) If a formula is countered, the linker mage cannot use ANY formulas or Magical Blast for 1d4+1 rounds.
A linker mage may count a known formula as a known spell for the purpose of item creation and prestige class requirements. Her caster level is equal to her linker mage class level.
At the indicated levels, the linker mage can select spells of one level higher.
Refresh Formula (Ex): As a free action, a linker mage may refresh the duration of a self-enhancing formula as though casting it again, if that formula has a duration longer than one round. A linker mage may refresh any number of currently active formulas in this way.
Cartridge Device (Ex):At 10th level, the linker mage may add a cartridge system to her device, if it is a weapon. As a free action, the linker mage may increase her caster level by 1 (this is not halved by advanced formulas) and all formulas and Magical Blast are cast as though their spell level were 1 level higher (similar to the Heighten Spell metamagic feat.) This effect does stack with itself, lasts for a number of rounds equal to the linker mage's Charisma modifier (minimum 1), and each use consumes one arcane round. A cartridge system can hold up to 6 arcane rounds and must be manually reloaded afterwords, with each round requiring a full-round action.
If the linker mage has more arcane rounds active than her 1 + her device's enhancement bonus, her device must make a DC (10 + 2x number of rounds used) Fortitude save each time she uses a formula or Magical Blast. If the device fails the save, it takes damage equal to 1/2 its maximum hit points +1 (essentially giving it the broken condition.) If it fails by 5 or more, the device is destroyed. Either way, the ability being used fails.
Arcane rounds can be crafted only by those who can use Magical Blast. Crafting an arcane round requires the Craft Wondrous Item feat. Arcane Rounds are always CL 10th, require a DC 15 Spellcraft check, and require materials worth 250g (meaning that arcane rounds can be bought for 500g each.)
Linker Mages and Prestige Classes
Linker mages can benefit from prestige class levels that grant extra spellcasting levels. (The linker mage counts as an arcane caster.) Linker mages gain no class abilites from prestige classes EXCEPT for extra dice of Magical Blast damage and level of formulas known/number of formulas known.
Formulas
Beguiling Influence: Gives the linker mage a permanent +6 to Bluff, Diplomacy, and Intimidate checks.
Leaps and Bounds: Gives the linker mage a permanent +6 to Acrobatics and Fly checks.
Energy Resistance: The linker mage gains resistance to one type of energy (acid, cold, electricity, fire, or sonic) equal to one-half her class level rounded down (minimum 1) while her Barrier Jacket is active. The linker mage may change this type of energy as a full-round action.
Telepathy: The linker mage permanently gains Telepathy with a range of 20 feet per caster level. Requires Advanced Formulas I.
Dampen Impact: The linker mage gains DR X/-, where X is one quarter her linker mage + 2, rounded down. Requires Advanced Formulas II.
Dimension Hop: The linker mage gains Dimension Door as a spell-like ability usable three times per day, with a caster level equal to her linker mage level. Requires Advanced Formulas III.
Upon gaining Advanced Formulas IV, the linker mage may spend two uses of Dimension Hop to use Teleport as a spell-like ability, with a caster level equal to her linker mage level.
Upon gaining Advanced Formulas V, the linker mage may spend all three uses of Dimension Hop to use Plane Shift as a spell-like ability, with a caster level equal to her linker mage level.
Blast Formulas
I'll add these after dinner.
I'd like to add other effects that could be taken in place of formulas, such as equivalents of blast shape or eldritch essence invocations. Please, leave any comments, (constructive!) criticism, questions, and/or suggestions.