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ryleah
2010-04-20, 08:10 PM
Splicer

Blessed with magic, but not necessarily any training or common sense, the splicer has a whole lot of power but no idea what to do with it. Skilled in the art of war the splicer utilizes spell energy to create minor magical effects as well as to empower his fighting gear
Hit Die: D6
Skills: 4+int at first level, 4+int at every level thereafter
The splicer picks their class skills

The Splicer
Level |Base Attack Bonus |Fort Save | Reflex Save| Will Save| Special| 1lvl|2|3|4|5|6|7|8|9|10
1|+0|+0|+2|+2| Bonus Feat, Augment Energy, Forcecast, Illiteracy| 1
2|+1|+0|+3|+3|Bonus Feat, Spell Armor|2
3|+2|+1|+3|+3|Spell Weapon|2|1
4|+3|+1|+4|+4|Bonus Feat, Cantrips|2|2
5|+3|+1|+4|+4|Metamagic, Augment Energy| 2|2|1
6|+4|+2|+5|+5| Bonus Feat, Panic| 2|2|2
7|+5|+2|+5|+5|Swift Trick|2|2|2|1
8|+6/+1|+2|+6|+6|Bonus Feat, Superb Spell Armor|2|2|2|2
9|+6/+1|+3|+6|+6|Resistance, Evasion|2|2|2|2|1
10|+7/+2|+3|+7|+7|Bonus Feat, Augment Energy|2|2|2|2|2
11|+8/+3|+3|+7|+7|Superb Spell Weapon|2|2|2|2|2|1
12|+9/+4|+4|+8|+8| Bonus Feat, Fast Trick|2|2|2|2|2|2
13|+9/+4|+4|+8|+8| Emulate Wondrous Item|2|2|2|2|2|2|1
14|+10/+5|+4|+9|+9|Bonus Feat, Forcecast 2|2|2|2|2|2|2|2
15|+11/6/1|+5|+9|+9|Augment Energy, Fireworks|2|2|2|2|2|2|2|1
16|+12/+7/+2|+5|+10|+10|Bonus Feat, Improved Evasion|2|2|2|2|2|2|2|2
17|+12/+7/+2|+6|+11|+11|Lightning Trick|2|2|2|2|2|2|2|2|1
18|+13/+8/+3|+6|+11|+11|Bonus Feat|2|2|2|2|2|2|2|2|2
19|+14/+9/+4|+6|+11|+11|Freak Out|2|2|2|2|2|2|2|2|2|1
20|+15/+10/+5|+6|+12|+12|Bonus Feat, Augment Energy, Forceful Apotheosis|2|2|2|2|2|2|2|2|2|2

Class Features

Proficiency: Light and medium armor, Simple weapons and all martial weapons.
Forcecast; Some people say the path to arcane might is through knowledge and research, while others say that willpower is the force that drives creation. Those people are chumps. Magic courses through your veins, strengthens your sinews, lays within your very bones. Your spells are keyed to a physical score you choose at the time of character creation. You do not gain any spells known, nor can you cast spells learned through other classes using your splicer spells per day. You use these spell levels to power your feats and class abilities.
Augment Energy: You can augment the type of spell energy store within you. At the beginning of the day you may add subtypes to any spell slot you have available to use for the day. You may add two subtypes at first level, and one more for every five levels thereafter
Bonus Feat: You may select a bonus feat from the fighter or wizard feat list.
Illiteracy: As barbarian. If you are illiterate you may not select a knowledge skill
Spell Armor: At the beginning of the day you may choose to push one spell slot worth of energy into your armor, giving it a +1 enhancement bonus per 2 levels of the spell slot used (round up) until the end of the day. You may not use this spell slot for feats or other class features until the end of the day
Spell Weapon: At the beginning of the day you may choose to push one spell slot worth of energy into your weapon, giving it a +1 enhancement bonus per 2 levels of the spell slot used (round down) until the end of the day. You may not use this spell slot for feats or other class features until the end of the day.
Cantrips: You gain the use of 5 0 level spells 3x per day as spell like abilities, you cannot change which spells these are.
Metamagic: You may apply any metamagic you know to a spell slot you have available. That spell slot is treated as being that level minus the level of the metamagic used for the purpose of class abilitys and reserve abilities, but any ability based off of this slot is empowered according to the metamagic on the spell slot it is based off of. (still [fire] [acid] [aburation] 3rd lvl slot can be used to produce a still 2d6 fiery burst (reserve feat))
Panic: You force the magic inside of you to burst out with violent force. You can make a touch attack that expends a use of your spells per day, but deals 3d6 damage per level of the spell used. You may choose the type of energy dealt by the spell at the time this ability is used.
Swift Trick: You may use the same reserve feat twice in a single round
Superior Spell Armor: At the beginning of the day you may choose to push spell slots worth of energy into your armor, giving it enhancements valued at +1 per 2 levels of the spell slot used (round down) until the end of the day. You may not use this spell slot for feats or other class features until the end of the day
Resistance: You gain energy resistance equal to the highest spell level assigned that energy type
Superior Spell Weapon: At the beginning of the day you may choose to push spell slots worth of energy into your weapon, giving it enhancements valued at +1 per 3 levels of the spell slot used (round down) until the end of the day. You may not use this spell slot for feats or other class features until the end of the day
Fast Trick: You may use the same reserve feat thrice in a single round
Emulate Wondrous Item: At the beginning of the day you may utilize a spell slot to emulate the effect of a non-consumable wondrous item. The spell slot utilized must be one level higher than the highest level spell required to create the item.
Forcecast 2: You add one half of your relevant modifier to each die rolled as part of a class feature or reserve feat that deals damage.
Fireworks: Whenever you utilize swift trick or fast trick you are not limited to one reserve feat.
Lightning Trick: You may use 3 reserve feats as a standard action
Freakout: as Panic, but you deal 4d6 per spell level and in a 10ft burst centered on you
Forceful Apotheosis: You gain a +6 bonus to the ability score you selected for Forcecast.
At the beginning of the day you may choose to push one spell slot worth of energy into your natural armor, giving it a +1 enhancement bonus per level of the spell slot used (round up) until the end of the day. You may not use this spell slot for feats or other class features until the end of the day.
At the beginning of the day you may choose to push spell slots worth of energy into your natural armor, giving it enhancements valued at +1 per level of the spell slot used (max 5) until the end of the day. You may not use this spell slot for feats or other class features until the end of the day You may only gain these bonus when unarmored
You gain a slam attack and a bite attack. You may empower these using Spell Weapon and Superior Spell Weapon. If you do so the enhancements you gain from Superior Spell Weapon equal 1/2 the level of the spell utilized to empower your abilities, rather than 1/3.

arguskos
2010-04-21, 12:08 PM
I'd love to review this, but your wording is hard to parse and I'm getting confused. Stuff doesn't seem to have limits, I'm not sure exactly what's going on all over the place, yeah.

From what I gather, your spell slots don't DO anything but power class features, yes?

Primal Fury
2010-04-21, 02:53 PM
Oh ho. I see what you did here.

Using spell slots to augment powers and abilities rather than for actual spell-casting. Very clever. :smallwink:

Nodwick22
2010-04-21, 04:07 PM
[Forceful Apotheosis: You gain a +6 bonus to the ability score you selected for Forcecast.
At the beginning of the day you may choose to push one spell slot worth of energy into your natural armor, giving it a +1 enhancement bonus per level of the spell slot used (round up) until the end of the day. You may not use this spell slot for feats or other class features until the end of the day.
At the beginning of the day you may choose to push spell slots worth of energy into your natural armor, giving it enhancements valued at +1 per level of the spell slot used (max 5) until the end of the day. You may not use this spell slot for feats or other class features until the end of the day You may only gain these bonus when unarmored
You gain a slam attack and a bite attack. You may empower these using Spell Weapon and Superior Spell Weapon. If you do so the enhancements you gain from Superior Spell Weapon equal 1/2 the level of the spell utilized to empower your abilities, rather than 1/3.



Why did you say this twice?

ryleah
2010-04-22, 10:55 AM
Why did you say this twice?

I didn't. The first bit is talking about enhancement bonus, ie +1 armor, while the second bit is talking about equivalent price enhancements, such as energy resistance or nimble. Can you think of a clearer way for me to word that?

ryleah
2010-04-25, 12:47 PM
I showed this class to my DM and he said it was too unfocused. Any ideas on how to tighten it up without losing the flavor?

Merk
2010-04-26, 09:26 AM
As written, you can't use reserve feats with this class. You can take the reserve feats (as you meet the spellcasting requirements), but since you don't actually know any spells, you don't have the [Force] spells necessary for Invisible Needle or any Abjuration spells needed for magic disruption, for example. You might want to add a clause that this class can use the reserve feats with raw spell slots, even without having actual spells.

You might consider giving this class spellpoints instead of spell slots, although at that point it looks a lot like Psychic Warrior.

ryleah
2010-04-27, 11:41 AM
As written, you can't use reserve feats with this class. You can take the reserve feats (as you meet the spellcasting requirements), but since you don't actually know any spells, you don't have the [Force] spells necessary for Invisible Needle or any Abjuration spells needed for magic disruption, for example. You might want to add a clause that this class can use the reserve feats with raw spell slots, even without having actual spells.

That's what the augment energy class feature does. You add subtypes like [force] to a spell slot making it effectively a spell with that descriptor